ronpyatt
Saturday 03-31-2007, 12:35 AM
I had a group of 6 players with super characters. This group of supers made a decision to dominate the planet. They claimed it wasn't that they chose to be the bad guys. They were just counting on being able to knock off the one superhero that slapped them on the wrist for disrupting San Fransisco's power grid, making the coast guard party all night, dropping an airplane into the ocean, and framing another superhero that got the blame for a burning building.
They claimed that they were not evil. Gullible as I am, I was not ready to fall for their insistence that they were just drawn "that way".
So, once I figured out that the party really had gone bad, I introduced all sorts of difficulties that made their super-life exciting and a non-stop ride through scene after scene. When they played evil it maked it easier to have bad things happen to them.
The worst (or best) was when they went back in time by 15 minutes and confronted themselves to assist in saving their future selves from destruction. When the 15 minutes were up and the time traveled copies did not vanish into the time-stream both versions decided there could be only one copy. They made several attempts to kill off the "other" party.
If your players are going to go bad, there is a good chance that the world will soon go to pot. My world did. And in a bad way... Earth was destroyed.
Supervillain PCs have a whole different perspective on what they should be doing (right & wrong), but true to many of the comic books I've read, superheroes invite an arch nemesis into their lives. At least my players felt obligated to go after the one super that they felt was a significant threat to their version of happiness.
They claimed that they were not evil. Gullible as I am, I was not ready to fall for their insistence that they were just drawn "that way".
So, once I figured out that the party really had gone bad, I introduced all sorts of difficulties that made their super-life exciting and a non-stop ride through scene after scene. When they played evil it maked it easier to have bad things happen to them.
The worst (or best) was when they went back in time by 15 minutes and confronted themselves to assist in saving their future selves from destruction. When the 15 minutes were up and the time traveled copies did not vanish into the time-stream both versions decided there could be only one copy. They made several attempts to kill off the "other" party.
If your players are going to go bad, there is a good chance that the world will soon go to pot. My world did. And in a bad way... Earth was destroyed.
Supervillain PCs have a whole different perspective on what they should be doing (right & wrong), but true to many of the comic books I've read, superheroes invite an arch nemesis into their lives. At least my players felt obligated to go after the one super that they felt was a significant threat to their version of happiness.