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    • Born of Rage
      • Characters
    • Carousel of Fear
      • Characters
    • City of Destiny: Emerald City Knights
    • Freedom League Dark
    • GemStars
      • Characters
    • Grave Circumstances
      • Characters
    • Heroes of Tomorrow
    • Guardians of Haven
      • Characters
    • Limited Series
    • The Order of the Penrose Triangle
    • Netherwar
      • Characters
    • Something… Something… Dragons
      • Characters
    • Something in the Dark
    • Story Forge
    • Tales of the Finest
      • Characters
    • Titan City Chronicles
      • The Lost and the Forgotten
        • Characters
      • Operation Torch
      • Bayside Murders
      • The Jordanow Mystery
    • Treasure of Vault 23
  • Blog
    • Game Theory
    • State of USP
    • Vignettes
    • NPC Spotlight
    • RPG Industry Updates
  • Merchandise
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Blog

Sophie’s Choice

October 7, 2021 //  by Alexander Thomas

Sophie’s Choice

This wasn’t how it was supposed to feel.

Sophie pushed through the door of her Southside apartment and made her way to the liquor cabinet next to the fridge. She poured a double shot of whiskey with trembling hands and downed it. The warmth passed into her chest, mixing with the adrenaline so that she barely felt the drink. There was only one answer for that problem. Pouring another. She took her second double and dropped onto the red cushions of her loveseat.

The neon lights of a Boardwalk casino bathed the small living room in flashing red and gold. Usually she was used to it, but tonight those lights were vibrant. Everything was. From the ticking of the analog clock above the door to the clinking of ice in her shaking glass. She could even feel the nicotine stains that filled the building’s air on her skin. Fourteen years she had waited. And now it was finished. Adrian Eldritch was dead.

The man who had taken her life, twice, was no more. And yet, that cavernous hole in heart; the empty pit that threatened to swallow her every day was still there. Why was that? Sophie had done what she set out to do. She had fulfilled the vow she made to her sixteen year old self. How was that already fourteen years ago?

For some reason, she could only think of Fletch, the beautiful idiot she’d used in her plan. She wondered what his face had looked like behind the vault door when she laid her cards on the table. He had been sweet, if lacking a little finesse. Sophie couldn’t think about that. She knew this was going to happen when she selected him as her way into the Freedom League Dark.

If anyone was going to find where Adrian had hidden himself it was them. She didn’t want to hurt them, they were relatively innocent in all this. Fletch wasn’t even a magic-user for God’s sake. But she needed to get to Adrian.

Her thoughts drifted back through the years. An exercise she had perfected after clawing back from the dark place Adrian had placed her mind. He robbed her of her identity, tried to place her in a “perfect” world, while denying her who she was meant to be. Adrian decided that on his own, and he defined perfect. Giving her up to a suburban family in Emerald City, thinking that was the end of it. But the mind of a mage isn’t so easily broken. Especially the mind of a Master Mage.

That was Sophie’s destiny, not to grow up to be a doctor or lawyer or whatever passed for the American Dream now. She was supposed to replace Adrian, as Earth’s greatest sorceress. The parents Adrian gave her were good people, but they were normal people who wanted normal things. That was like Hell.

Sophie took another sip from the whiskey and walked over to the window. Across the way, she could make out Freedom City’s skyline, with Freedom Hall shining bright in the night sky. Every day she was bombarded with the news of superheroes battling supervillains across the world. For a while she couldn’t remember who she was, but each news report dug into her subconscious like an archeologist searching for hidden wonders. Eventually, pieces of herself began to surface.

It was a rush at first, feeling the taste of magic again. Keeping her abilities secret, in case Adrian had instructed her parents to tell him if she began to manifest again. That rush gave way to cold anger, and the pit in her heart. It was worse when Adrian “died” and Seven took his place.

Sophie snarled in disgust when she thought of Seven’s name. She wasn’t even strong enough to fight Una with four other heroes helping her. How did she get to stay Adrian’s apprentice? She was a decent enough mage, but Master Mage material? Not with a hundred years of training. Sophie was relieved when she died, not happy, but grateful that the Master Mage energy would once more be up for the taking. She was twenty then, and for the last ten years she wondered why the energy never came.

It wasn’t because she wasn’t strong enough. She practiced her magic every day, even created her own Cloak of Flight to replace the one Adrian took from her. Una must have done something to prevent a new Master Mage from being named. That was the only logical explanation. Or it went back to Adrian. Now that he was gone, maybe, just maybe the mantle would finally pass to her.

Sophie downed the rest of her drink and looked down at the glass. The triangular pattern in the crystal looked like arrowheads. Fletch again. Her body shivered as a tear slid down her cheek. She barely heard the glass slam into the wall before she turned to enter her bedroom, hoping the pit wouldn’t feel so empty when she awoke.

Category: Blog, Vignettes

City of Destiny Player Character Preview

September 30, 2021 //  by Aaron Einhorn

City of Destiny PC Preview

We launched City of Destiny, a new Mutants & Masterminds stream running the Emerald City Knights adventure series this week, and while we’re waiting on our official artwork to put up full character bios, we thought we’d give you guys a little treat with the character sheets of our heroes as they appeared in the first episode.

Bulwark

Bulwark is played by Howard. His real name is Marshall Carstairs and, at the moment, he doesn’t have a superhero name or costume picked out, but Howard is already paving the way for that.

Bulwark is a tank, but he’s not a typical brick. He isn’t designed to dish out a lot of damage, but he is designed to take it. As a result, he is seriously Toughness-shifted, with a total of 16 Impervious Toughness. There is, however, a catch. Bulwark has the Interpose advantage, and he loses 8 points of that Toughness unless he is using it to protect someone else.

In other words, he’s strong and incredibly tough by most standards. But he’s almost impossible to harm when he’s standing in front of someone else.

Bulwark is a Stormer – meaning he got his powers from the Silver Storm – the incident which happened in our first episode. That will likely have repercussions for the character down the line. He’s inexperienced with his powers, and also happens to be over 80 years old. So, being a grandfather surrounded by superhumans who are mostly the age of his grandkids is going to be an interesting experience.

Crucible

Crucible is played by Alex, and is the other Stormer among the PCs. In his case, he’s a much more typical new hero. He’s in his early twenties, and his power set is a fairly conventional power for the comics, being the control of magnetism.

What is setting Crucible apart is Alex’s ability to write detailed backstories that really work into the heart of the campaign. Ethan has a family and ties to several of the universities and businesses around Emerald City – all of which gives me great material to exploit as a GM.

Khione

Khione is played by Aunt Puppy. She’s the newest player at the table both to tabletop role-playing in general and Mutants & Masterminds in specific. But she’s creative and fun to have as a part of our team.

Her character is based on a character she played in the DC Universe Online MMO, but that made it easy to import her into M&M. Cindy doesn’t know why she has these ice powers (jokes about being Elsa’s long-lost cousin aside), and she’s adopted. She has traced her roots to Emerald City and hopes to find out more about her origins here. Of course, she happened to be here during the largest single outbreak of new metahumans ever, and if it wasn’t for the fact that she already had a costume, no doubt people would believe that Khione is a Stormer herself.

Portal

Portal is played by Brandon, and as someone who has gamed with Brandon for nearly two decades, he is very much the kind of character I’ve come to expect (and love) from him.

Peter Washington was a teenager who was kicked out of his house when his parents discovered his sexuality. Shortly after going on the streets, he discovered his metahuman powers – the ability to create portals from pretty much any two areas he could see (or precisely describe, such as “twenty feet that way”) to another. As a teen, he used his powers for petty theft, moving up to bank robbery before being stopped by The Raven. Raven realized that this kid was no hardened super-criminal, and while he did go to Juvie, he was then sent to Claremont Academy.

Peter is now out of Claremont and has decided to try to go to a new city to make a name for himself and redeem himself, with Raven’s blessing. Emerald City had been quiet for decades, with no superheroes who made the city their home, so it was the perfect place for him to make his stake.

Or it would have been, had it not been for the Silver Storm…

Professor Cephalapod

Professor Cephalapod is played by Wiccy, and in truth, the concept started as a joke. When we did Something… Something… Mutants, and were having our Session Zero, someone commented on the intelligence of octopi. Wiccy had been considering several concepts (finally settling on Flashdrive) but commented about wanting to ditch the concept to play an Octopus in a Mech Suit.

When it came time to have the Session Zero for City of Destiny? She again came with a slate of possibilities, and the joking concept of the Octopus in a Mech Suit, at which point everyone else said “Dude, no, play that.”

We had some fun banter about the idea, including how to make it more of a character and less of just a joke. There was also a lot of jokes about what the name should be for said Octopus, especially since a learned individual with an advanced degree and the abilities of an octopus is already heavily trademarked by the House of the Mouse, and so the name Professor Cephalapod was born.

There’s a lot going on with the good Professor, and I really look forward to revealing it to our audience and players in the coming weeks and months. And that includes revealing some things to Wiccy that she may not be expecting. Because that’s what GMs do.

So, there you have it. A behind-the-scenes peak at the PCs for our newest streaming game. We hope you enjoyed it!

Category: Blog, City of Destiny, Vignettes

How I Balance My M&M Encounters

September 23, 2021 //  by Alexander Thomas

How I Balance My M&M Encounters

Hello heroes! This is a brief, but relevant detour in my Writing Super Hero Adventures (Step 1, Step 2, Step 3) series that we’ve been presenting on the blog. I’ve tried to make that series system agnostic, because I know not all of you are playing Mutants & Masterminds. There are plenty of great super hero RPGs on the market. I’ve enjoyed Icons, Prowlers and Paragons, Supers!, Rotted Capes, and Savage Worlds Super Powers expansion, but personally Mutants & Masterminds has always been my favorite. This probably isn’t a surprise to anyone, considering my position at Green Ronin Publishing as well as all of the M&M content we stream live here at USP (Shoutout to Netherwar on Mondays and our upcoming Tuesday night City of Destiny: Emerald City Knights playthrough.)

Mutants & Masterminds is just a system that keeps capturing my imagination. I love the narrative focus combined with the little bit of mechanical crunch that it offers, as well as how powerful it makes your superheroes feel. I prefer to capture that larger than life feeling in my games, similar to the DCAU or Avengers: Earth’s Mightiest Heroes. Stories where superheroes get to be well super! M&M offers that feeling through its combat system and through the amazing Hero Point mechanic.

That being said, someone recently asked me how I balance my encounters in Mutants & Masterminds. Which is a fair question, one that I feel like I have to answer, before I can move on to Step 4 of Writing Super Hero Adventures. M&M uses a Power Level system to set the limits of the PC characters. Power Level determines how high a character’s to-hit can be when compared to their Damage and how high certain Defenses can be when compared to one another: Dodge/Parry versus Toughness and Will versus Fortitude. These numbers can only add up together to equal Power Level x2. So if we use PL 10 as our baseline: to-hit +10 can add to Damage 10 to equal 20, to-hit +8 can add to Damage 12, so on and so forth. Comparing PC PL versus NPC PL is the main thing we want to look into when considering encounter balances.

I start by establishing what a medium difficulty encounter looks like. Combats that can go either in the PCs favor or against them depending on the roll of the dice and effective tactics in combat (using things like Maneuvers or clever Power Stunts.) I have the following chart that describes those baselines:

NPC PL compared to PC PL Amount of Enemies

  • PC PL -4 or Lower: 4 per party member
  • PC PL -2 or -3: 2 per party member
  • PC PL -1: Party size +1
  • PC PL equal to equal to party size
  • PC PL +1: Party size -1
  • PC PL +2 or +3: 1 per 2 party members
  • PC PL +4: 1 per 4 party members

This is the baseline I work with when designing 80% of my encounters, because ideally you want most of your encounters to be fair and winnable, especially in a super hero fight. I’ve just found in my hundreds of M&M games that these levels are a decent challenge for a group of heroes. Especially stacked up against the fact that the majority of combats in tabletop RPGs last around 3 rounds.

If I want to make an encounter especially difficult or especially easy I take these numbers and I multiply them by 1.5x or .75x (usually adding or subtracting 2 villains per tier.) Another thing to shout out, is that M&M has a Minion mechanic that affects my table above as well. Minions are villains who statistically still match up to Power Level limitations, but they have a couple of factors that make them easier to handle. Firstly, they can only suffer one degree of failure on a resistance check before they are eliminated from the fight. Secondly, heroes can attack minions as a routine check (attack modifier +10), so they don’t have the risk of rolling a 1 and missing. Finally, minions cannot critically hit non-minions. With those limitations in mind, I’m usually happy to double the amount of bad guys present per tier if they are all minions.

So this system is all well and good if all of the villains in a scene are the same Power Level, but what happens if you decide to mix and match? Say a Mastermind villain has a group (or groups) of minions with them, or the Legion of Doom happens to have a couple of interns at the fight that day? That requires a little more experimentation to balance correctly, and I don’t have a hard and fast formula for how I do that.

The closest thing I have to that is I’ll use the Equal to PC PL level as a solid middle and combine the categories that are above and below. So if the Mastermind is PC PL +2 or 3 I’ll give them cohorts who are PC PL -2 or 3 and move some numbers around. Assuming 4 PCs, instead of having 2 PC PL +2 or 3 villains, I’ll just have the one and I’ll only do 2 PC PL -2 or 3 cohorts (or 4 if they’re minions.) It’s all very fluid and experimental, which is fine in Mutants & Masterminds. One other time-saving piece of advice I’ll give you, while we’re talking about being fluid, is that you rarely need full character sheets for NPC villains.

You should of course build full sheets for your major adversaries, but lesser villains don’t need all that. You’re fine to get away with their Dodge/Parry (which I usually keep the same for my own sanity) Toughness, Fortitude, Will, their to-hit and Damage for 1 or 2 attacks, and any movement powers they have. I’ll also let you in on a little secret, I usually have a few templates I’ll use and just swap out offensive powers and movements. I’ll usually break it down like this:

  1. Villain has numbers all equal to their PL (so PL 6 has 6s for Dodge/Parry, Toughness, Fort/Will, to-hit, and Damage/Affliction)
  2. Villain has their numbers shifted by 2 in either direction (so PL 6 has 4 Dodge/Parry, 8 Toughness, 8 Fortitude, 4 Will, +4 to-hit, and 8 Damage/Affliction or 8 Dodge/Parry, 4 Toughness, 4 Fortitude, 8 Will, +8 to-hit, and 4 Damage/Affliction)
  3. Villain has their numbers shifted by 4 in either direction (so PL 6 has 2 Dodge/Parry, 10 Toughness, 10 Fortitude, 2 Will, +2 to-hit, and 10 Damage/Affliction or 10 Dodge/Parry, 2 Toughness, 2 Fortitude, 10 Will, +10 to-hit, and 2 Damage/Affliction)

I’ll usually move Fortitude and Will around in these 3 templates if they don’t make sense, but I bet looking at those templates, you can tell what kind of villains fit those numbers. It keeps your prep work simple and let’s you improvise opponents on the fly if the PCs go left when you thought they were going to go right.

It’s important to keep in mind, when designing your encounters, that M&M is meant to replicate super hero stories, so combat is rarely supposed to be incredibly dangerous. There will be times when you want to go all out and have the BBEG boss fights or throw a group of joke villains at your heroes, but the majority of the time your players will just be content throwing down with villains and getting to show off their cool characters and powers.

There are plenty of things you can do as a Mutants & Masterminds GM to control the ebb and flow of combat, outside of the numbers on the villain’s character sheet. You can invoke Complications and force the heroes to deal with those situations on top of the fight. You can create interesting and dynamic settings for your combats which force your heroes to be creative in getting around and using the environment to their advantage. That’s all way more important than how high the bad guy’s to-hit bonus is. It’s also what we’ll be covering in my next blog post when we finally dive into Step 4 of Writing Super Hero Adventures: Designing Dynamic Encounters. For now, that should be a good baseline for you to start balancing and experimenting with your M&M encounters! Until next time, may all your hits be crits!

Category: Blog, Game Theory

Step 3 for Writing Super Hero Adventures: Outline

September 16, 2021 //  by Alexander Thomas

Step 3 for Writing Super Hero Adventures: Outline

Hello heroes! Welcome back to the next installment of my process for creating engaging and exciting superhero tabletop RPG adventures. In Episode 1 we talked about brainstorming, synopsis, research, and player characters and Episode 2 covered villains. Now we’re ready to get into the real meat of adventure design.

Today we’re talking about how to design a solid outline to function as the backbone of your scenario. I’m going to walk you through how I build my adventure skeleton, a skeleton which can be enough to run a full-on session without further development, but can also function as the jumping off point to create more in-depth adventures. I will continue to reference my Sinister Six example from the past two blogs.

Admittedly, there are two kinds of writers in the world, often called pantsers and plotters. Pantsers prefer to fly by the seat of their pants, working from nothing but their imagination and maybe a Post-It Note that says “Joker stuff this episode?” I am able to work in this format (and I have often had to due to procrastination) but I prefer to be a plotter. I find that taking the time to create a solid outline, leads to more enticing inciting incidents and better plot developments (things like plot twists and satisfying endings.) If you are a panster, I hope you’ll get something from my outline advice, but I admit you are a mercurial unicorn who walks your paths through wondrous places. As for the plotters, this is the perfect resource for you.

To begin, I look into Pre-Adventure Notes. This is where I will mark down who the main antagonist is, what their motivation is, and what they have done before the adventure to set themselves up for success. This is usually a paragraph or two of relevant information that the players will never see, but helps me begin imagining which scenes to build. Here is an example from a game I’m working on for Origins 2021:

Decades ago, long before the formation of the Justice League, the New God Metron brought a dying Billion Dollar Bates to Daxam. Bates was the sole mortal with the complete knowledge of the Anti-Life Equation and had spent the 50s and 60s being pursued by Darkseid’s agent DeSaad. This pursuit culminated in a battle beneath Bates’ mansion, with Bates and a cult known as the Sect facing off against DeSaad and an army of Parademons. DeSaad moved to capture Bates when Metron intervened.

Metron foresaw the damage Darkseid would do with the Anti-Life Equation and, in a rare moment of proactivity, grabbed Bates and took off through time and space for a world on the other side of the universe. Somewhere DeSaad would never think to search for a missing human: Daxam, 5,000 years earlier. Bates died shortly after arriving in Erkol. To Metron’s surprise, the Anti-Life Equation wasn’t so much in Bates’ head, as on it. His flesh fell away, revealing his skull upon which the equation was engraved. Metron buried the skull in the foundation of the in-construction royal palace, tuned his Mobius Chair to scramble his memories of the event, and returned to his original time.

For five-thousand years, the skull remained undisturbed as Daxam grew around it. Wars were waged, regimes rose and fell, and for a time, it seemed the universe would be safe. That is until Mongul arrived, overwhelmed Daxam’s military, and summoned the Sinestro Corps. to his side. Mogul declared himself ruler of Daxam and the leader of the Sinestro Corps. in one fell swoop and has spent the last five years as its undisputed dictator. During those five years, Mongul has rooted out dissenting members of his Yellow Lantern Corps, and pressed Daxam’s people into destroying their own world for resources to build war machines. He’s knocked down whole cities, torn asunder mountain ranges, and poisoned the oceans with heavy chemicals.

Kel Gand the former king of Daxam has organized a resistance to Mongul, but they have had a hard time standing up to Mongul’s superior power. They have relied on guerilla tactics and have been searching for any advantage they can find. Resistance scientists have been working around the clock to synthesize a Yellow Solar Energy Serum that could finally grant them the power they need to defeat Mongul. Finally, the resistance has brought a deep space transmitter online, and has broadcast their first distress beacon to the universe. No one answered. The message was intercepted by the Guardians of the Universe who have placed the planet on a quarantine, while they decide the best way to deal with Mongul.

Meanwhile, on Apokolips, Darkseid finally caught up with Metron and killed him in a massive battle over the devastated world. He seized the Mobius Chair and was granted all of Metron’s knowledge, including the scrambled memory of where the Anti-Life Equation was hidden. Lord Darkseid didn’t know where exactly Bates’ skull was hidden, but he knew it was on Daxam.

All this culminated a month ago when boomtubes opened across the space lanes around Daxam, and a massive invasion force from Apokolips took the planet. Darkseid himself led the battle against Mongul and crushed him in one-on-one combat. He destroyed Warworld, captured their Central Power Battery within the wreckage, and recalled all of the Yellow Lanterns’ rings, leaving them powerless to resist. Mongul and Kel Gand met in secret and decided they should work together to overthrow Darkseid before continuing their own war. The resistance has now fired off one more distress beacon…

This lets me know as I’m planning the adventure that there is going to be conflict not just with Darkseid but with the opposing members of the resistance: Mongul and Kel Gand. I also know what Darkseid is looking for, so I need a scene that describes exactly where Billion-Dollar Bates’ skull is. And I know that the resistance leaders will have their own plans for how to stop Darkseid so those can be scenes as well.

After this Pre-Adventure section, it’s important to decide how many scenes you need. I define scenes in a roleplaying game as individual story beats or instances where the action changes from one type to another. I usually estimate that one session of an adventure (about 4 hours of gameplay) needs 6-8 scenes with a break in the middle for people to stretch their legs and refill their drinks.

Once I decide how many scenes I need I’ll list them numerically and categorize them along the following categories: Conflict, Challenge, Roleplay, Investigation. These four broad categories cover the major ways PCs can interact with the world in a super hero RPG.

I define these categories the following way:

  • Conflict: PCs engage in a combat scene against supervillains or their minions. Generally takes 30-45 minutes depending on complexity or the opponents’ abilities.
  • Challenge: PCs use their skills and powers to overcome an obstacle presented by circumstance or the environment. (I.E. Sneaking into a facility, protecting the city from a tsunami, catching an asteroid and throwing it back into space) Generally takes 15-30 minutes.
  • Roleplay: PCs take time to interact amongst themselves or with NPCs. Often expositional in nature or a source of character development. Varies wildly depending on the nature of the scene and whether or not you step in as the GM to push things on.
  • Investigation: PCs inspect an area for clues related to their current mystery. Generally in a more localized space than a Challenge sequence. Generally takes 15-30 minutes.

These categories are not mutually exclusive either. Scenes can be a combination of two types, or can be an either/or situation in case there are multiple ways a particular story beat can be resolved. You should be open to thinking through a couple of different ways your players will approach any scenario. You don’t need to write a whole scene for each category, but having a sentence or two talking about what to do if your knock out brawl turns into conversation will help your future self at the table.

So what do you do with these categories? You look at the amount of scenes you have and divide them up between the four categories. Doing this ensures that your adventures won’t feel samey during the session, and you can check your outlines between adventures to make sure you’re not doing too much of one thing from adventure to adventure.

There’s an example of what the split looks like below:

  • Pre-Adventure Notes
  • Scene 1 (Introduction) Conflict Scene
  • Scene 2 Investigation/Roleplay Scene
  • Scene 3 Roleplay Scene
  • Intermission
  • Scene 4 Conflict or Challenge Scene
  • Scene 5 Challenge Scene
  • Scene 6 (Climax) Conflict Scene
  • Epilogue
  • Rewards
  • Consequences
  • Cast

The important thing to note is that these scenes (apart from the first and last scene) aren’t necessarily in chronological order. We’ll go over how to connect the scenes together a little later in this piece. For now you just want to make sure you have a decent variety.

So, now we know what kind of scenes we want to feature in our adventure, we can begin constructing those scenes. For me, this takes the form of scene cards. I literally use index cards at this point, but you could accomplish the same thing in a word processor like Word or Google Docs. I use one card for each scene, and they contain the following information:

  • Scene Name: I give each scene a one sentence name, mostly to keep them straight in the outline, but also for my own amusement
  • Scene Category: Which of the types or type combinations I assigned in my outline
  • Scene Synopsis: A one-two line breakdown for what happens in the scene.
  • Scene Location: The setting of the scene. (I.E. city street, hero HQ, villain’s lair)
  • Scene Characters: The relevant NPCs for the scene.
  • Scene Conflict: The driving drama of the scene, this can be the goals of the NPCs, environmental hazards, or anything else that can challenge the heroes.
  • Related Plot: This is reserved for campaign style adventures. I’ll mark down if this scene relates to the overarching main plot of the campaign or if it’s related to a subplot. I’ll talk more about subplots in a future campaign oriented blog post.
  • Transitions: Connections between the other scenes in the adventure. Particularly helpful for mystery adventures. I’ll also mark down any time sensitive plot points related to the scene (I.E. If the heroes go to Scene 4 before Scene 3, Scene 3 changes in X way.)
  • The Back of the Card: If I’m feeling inspired, or I know the scene cards are the extent of my preparation, I’ll write flavor text on the back of the index card.

I like to use index cards because I can visualize how the plot can move, and I can paperclip the index cards to my GM screen.

Here is an example Scene Card from my Sinister Six game:

  • Scene Name and Number: Aggressive Journalism #1
  • Scene Category: Conflict Scene
  • Scene Synopsis: The Sinister Six stage an attack at the Daily Bugle, hoping to lure Spider-Man into a trap. They get more than they bargain for when they kick in the door only to find a force of Symbiotes.
  • Scene Location: The Daily Bugle
  • Scene Characters: Symbiote J. Jonah Jameson, Symbiote Minions
  • Scene Conflict: The Sinister Six have to survive an attack by an even angrier than usual J. Jonah Jameson and his Symbiote reporters. Physical conflict. Skyscraper is ten stories tall so there is the risk of falling. The Bugle has several large printing presses which can be used to hinder characters (especially those with capes or tentacles that can be shoved into the press) or just as thrown weapons.
  • Transitions: This is the intro scene so it leads directly into Scenes 2, 3, or 4.

These scene cards are the majority of my outline. Once I have a card for each scene I can start looking at the bottom portion of the outline. This includes the following four parts:

  • Epilogue: A paragraph about the resolving action of the adventure. This is basically a rundown of what happens after the climax of the adventure. Sort of providing the specifics of happily ever after. Superheroes like to hear how they made the world a better place through their actions, so come up with some short-term and long-term benefits for their actions.
  • Rewards: What the heroes gain from the adventure. This can be something mechanical like Character Points or something more roleplaying oriented, such as a contact or a relationship with an organization. You can also award them reputation bonuses with their city or new equipment.
  • Consequences: This is like the Transition point on the scene card, but for the whole adventure. These are story developments that are a direct result of this adventure. They can be loose threads that didn’t get wrapped up (maybe the mastermind escaped or the heroes don’t know the supplier of the street gang’s super weapon.) They can also be consequences of the heroes’ actions (maybe the criminal they accidentally dropped in a vat of acid comes back as an even worse supervillain.) As long as you include this section for most of your adventures, you’ll never run out of story threads.
  • Cast: This is where I mark down which NPCs I’ll need for the adventure and where I place their statblocks. Depending on how much prep I’m doing for an adventure I’ll either place full-sized statblocks here or I’ll put shortened statblocks with only the particulars I need.

At this point we have a finished outline. This skeleton is enough to run the adventure from if you’re confident in your improv abilities, but it’s also a great bedrock to build a more elaborate adventure from. As a bonus, I’m going to include a blank outline template below that you can use to create your own outlines. That’s enough for right now.

Next time we will dive into exactly how I created a Dynamic Scene, so we can flesh out this outline.

Blank Outline

  1. Pre-Adventure Notes
  2. Scene 1 (Introduction)
    1. Scene Name:
    2. Scene Category:
    3. Scene Synopsis:
    4. Scene Location:
    5. Scene Characters:
    6. Scene Conflict:
    7. Related Plot:
    8. Transitions:
  3. Scene 2
    1. Scene Name:
    2. Scene Category:
    3. Scene Synopsis:
    4. Scene Location:
    5. Scene Characters:
    6. Scene Conflict:
    7. Related Plot:
    8. Transitions:
  4. Scene 3
    1. Scene Name:
    2. Scene Category:
    3. Scene Synopsis:
    4. Scene Location:
    5. Scene Characters:
    6. Scene Conflict:
    7. Related Plot:
    8. Transitions:
  5. Scene 4
    1. Scene Name:
    2. Scene Category:
    3. Scene Synopsis:
    4. Scene Location:
    5. Scene Characters:
    6. Scene Conflict:
    7. Related Plot:
    8. Transitions:
  6. Scene 5
    1. Scene Name:
    2. Scene Category:
    3. Scene Synopsis:
    4. Scene Location:
    5. Scene Characters:
    6. Scene Conflict:
    7. Related Plot:
    8. Transitions:
  7. Scene 6
    1. Scene Name:
    2. Scene Category:
    3. Scene Synopsis:
    4. Scene Location:
    5. Scene Characters:
    6. Scene Conflict:
    7. Related Plot:
    8. Transitions:
  8. Epilogue
  9. Rewards
  10. Consequences
  11. Cast

Category: Blog, Game Theory

Origins Game Fair

September 2, 2021 //  by Andy

It’s almost that most wonderful time of the year, and no, I’m not talking about Christmas; I’m talking about the annual Origins Game Fair that happens in Columbus, Ohio. Due to all of the crazy stuff that’s happened this past year and a half, Origins has been pushed from its usual summer dates of early to mid June to the end of Sept/beginning of October this year. Those of us at USP local to Columbus usually find ourselves at the convention whenever it happens; it’s basically in our backyard as it were.

For those who don’t know, Origins is a gaming convention that spotlights all the hobby has to offer; TTRPG, Board Games, CCG, Miniatures, you name it, Origins likely has it. It’s not quite GenCon size (for which I am eternally thankful; the horror stories I’ve heard), so it has a bit more of that easy going feel. There’s a plethora of interesting games being run, a large indie gaming presence, different industry panels and a whole lot more. For myself, I’ve been going since 2008; what started as just a day trip on a Saturday has turned into a yearly gaming vacation. I started running games in 2016, starting with my Cartoon Universe Fate games. Up until then, I’d not done any public GMing for a number of years, not since I had stopped running 4th Edition Legend of the Five Rings at my local gaming shop. Being around so many unique ideas finally brought my creativity to the forefront and emboldend me to run my games at the convention. So far, it hasn’t disappointed.

The three A-migos (Aaron, Alex and myself) will all be running games at this year’s convention, as long as it still occurs in person (as of this blog everything is still a go). If you’d like to play in a game run by us, I’ve listed down the event numbers, game titles, system, type of game and date offered below by GM. We’d love to see you in person, and have you sit in at one of our tables.

Aaron

  • 7732 Farewell to the Magic Kingdom, Mutants and Masterminds, Disney-esque, Sept 30 12pm
  • 7740 Miraculous-Less: Tales without Ladybug and Cat Noir, Mutants and Masterminds, TV Tie-in, Oct 1 8am
  • 7742 Farewell to the Magic Kingdom, Mutants and Masterminds, Disney-esque, Oct 2 8am
  • 7748 Miraculous-Less: Tales without Ladybug and Cat Noir, Mutants and Masterminds, TV Tie-in, Oct 3 8am

Alex

  • 8828 Avengers: MODOK Family Reunion, Mutants and Masterminds, Marvel Superheroes, Sept 30 5pm
  • 8829 Titan City Chronicles: Big Trouble in Little Moscow, Mutants and Masterminds, Author’s World Supers, Oct 1 2pm (Find out more here)
  • 8830 Sinister Six: Symbiosis, Mutants and Masterminds, Marvel Supervillains, Oct 1 7pm
  • 8831 Titan City Chronicles: The Jordanow Mystery, Mutants and Masterminds, Author’s World Supers WWII, Oct 2 2pm (Find out more here)
  • 8832 The Mummy: The Lost Library, Mutants and Masterminds, Pulp Adventure, Oct 2 7pm

Andy

  • 8824 Shattered Spotlight, Mutants and Masterminds, Anime Superheroes, Sept 30 1pm
  • 8825 Warehouse 13: A Con to Remember, Savage Worlds: Adventurer’s Edition, TV Series Adventure, Sept 30 6pm
  • 8826 The Shepherd’s Burden, Things From the Flood, Alternate History Young Adult Adventure, Oct 1 8am
  • 8827 Rocketeer Corps: Valley of the Red Gates, Hollow Earth Expedition, Pulp Adventure, Oct 2 8pm

Registration for games opens September 12th at 1pm Eastern. Head to www.originsgamefair.com to sign-up for a badge and register for games. Happy gaming!

Category: RPG Industry Updates

And Now For Something Completely Different

August 26, 2021 //  by Aaron Einhorn

It’s game day. Time to sit down for session twenty-two of your long-running campaign. Everyone knows their characters inside and out, people are really falling into the groove of role-playing and using their abilities well, and the campaign is moving along well. The heroes have made their way from being a rag-tag band of misfit strangers into a well-oiled team, and they’re progressing towards facing the Big Bad.

And then someone has an emergency and can’t make the session.

What do you? I mean, you can certainly cancel the game entirely. That’s always an option, but probably not the best one. After all, everyone was psyched to play, there’s creative energy to be harness, and in non-COVID times, it’s likely that some people have even travelled some distance to get to the game. Also, if you’re playing the game for a streaming network or a podcast, well, you have an audience to satisfy.

You can play the game without them. Most people will understand and say “Sure, someone can NPC Johunk the Barbarian, just don’t get me killed,” when they can’t make a session. And most GMs have learned to essentially make the person an invisible companion during those times. But that’s also unsatisfying, especially if there are major plot points that are going to be dealt with that session, or something very specific to the character. Having Johunk the Barbarian’s ex-boyfriend show up with a grudge during a session when Johunk is an NPC is far from ideal.

The third option is “Let’s do something different for a session.” This is when you can pull out a board game, or another RPG, or another campaign from within the same RPG, that doesn’t require the missing player.

We recently ran into that on Something… Something… Dragons. We were going to be missing a player for two-to-three weeks, so we decided to divert from the Carrion Crown Adventure Path for Pathfinder, 1st Edition and instead we did a couple of sessions playing Mutants & Masterminds, 3e. One thing that worked out well in this case is that superheroes are, by their nature, usually able to have people come and go between “missions” in a way that works for Pathfinder Society play, but doesn’t usually fit into an AP. I can’t just have Elyris go missing for three weeks, but no one wonders if Lightray isn’t able to join the team for one mission with superheroes.

For this reason, I highly encourage people to have back-ups to play. It can be another RPG, it can be a board or card game, whatever. But having something else to do on Game Night when a player suddenly can’t make it will definitely help keep the fun and excitement in the group and keep anyone from feeling like they wasted their night.

Plus, the side-quest can do a lot to make sure that everyone is all the more excited to get back to the main story.

Category: Game Theory

Step 2 for Writing Super Hero Adventures: Villains!

August 19, 2021 //  by Alexander Thomas

Step 2 for Writing Super Hero Adventures: Villains!

This is a continuation of my blog post from a few weeks ago where I’m breaking down my process for designing and running a super hero RPG adventure. In the previous post we talked about determining the purpose of your adventure, brainstorming/writing your synopsis, research, and determining the characters who will be played. Now that you’ve got that pre-work out of the way, it’s time to sit down and really start zeroing in on the real meat of the writing process. I’ll be going over creating villains and their motivations. This honestly deserves a post to itself, because it is CRITICAL to making a memorable super hero story.

Designing a good bad guy is one of my favorite parts of the GM puzzle. There’s nothing like crafting the perfectly punchable face to go up against a team of super heroes. From overarching masterminds to the jobber of the week, there is a wide variety of antagonists to challenge and annoy your PCs. It can be difficult to narrow down exactly what your adventure calls for, but that is one of the most entertaining questions to answer. This is entirely subjective and you’ll need to rely on your GM instinct to select the perfect villain for your story. There are some ways to make this easier though!

So when you’re selecting or designing your villain, especially villains who are supposed to carry an adventure on their own, it’s important to look for three major traits: competency, proactivity, and sympathy. I describe these as such:

  • Competency: The villain has the ability to enact their plan and combat the heroes, either directly or with the use of their resources and assets.
  • Proactivity: The villain is taking steps to actively pursue their goals and move the plot along. They also have the ability to adapt to changes and obstacles put in their path by the heroes and/or law enforcement.
  • Sympathy: There’s something about the villain that is intriguing to the players. I might need a better word for this, but basically the villain has something that the players can latch on to. This can be a complex, understandable motivation, a tragic backstory, a cool costume or powerset, or a wicked sense of humor. Something that makes the villain stick out in the player’s mind.

Antagonists don’t need all three, but aim for at least two. These traits ensure that the villain can carry the adventure, and will have your players talking about them for years to come.

To show this in practice, I’m going to use my Sinister Six example from the previous blog post. For the main villain of this piece, I selected Peter Parker, specifically Peter wearing the Symbiote suit. I could have gone a few different directions based on the synopsis: “The Sinister Six are all that stand between New York and an army of ravenous symbiotes.” I could have chosen Venom (technically I did) or Carnage as ringleaders of this plan, and that would have been fine. They will probably make some kind of appearance in the story as lieutenants of Peter. Based on my research in step 1, I could even go obscure and select Knull, Void Knight, or the symbiote-dragons (I will definitely have symbiote-dragons show up, because that’s cool as hell.) But after looking at all my options, Symbiote Spider-Man was the best choice for my story.

Since I’m working on a one-shot, the villain needs to have the gravitas and power to carry an entire story by themselves. I needed someone iconic, who could strike fear into the hearts of players from the word go. I also needed a villain clever enough to come up with a scheme that could challenge 6 super beings, especially beings as wily as Otto Octavius and Norman Osborn. In a fun bit of irony, players signing up for a Sinister Six game would sit down expecting to fight Spider-Man, and I’m providing that experience with a twist!

So how does Peter fulfill the three requirements I laid out? He is competent. In the comics, Spider-Man routinely takes on the Sinister Six and triumphs. He’s got a versatile power set, experience, and intelligence. All of that is being amplified by his connection to the symbiote, and the way I’m writing it, Peter is going to have a bit of an edge to him. (Cue dancing Toby Maguire scene) The symbiote is going to be using Spidey’s powers, intellect, and perseverance without his morals. Essentially all that great power with none of the responsibility.

The symbiote is also going to be proactive. It’s been using Peter to accomplish its goals of softening up the Earth for the aforementioned symbiote invasion. I won’t reveal too much about its plan, for the sake of not spoiling the game for folks who are signing up for Origins 2021 or 2022. Safe to say, prior to the adventure’s start, Spidey has been ingraining himself with Earth’s mightiest heroes and using his access to ensure they won’t be around when the invasion kicks off. He’s also been traveling around New York, preparing critical systems to fail when the Klyntar arrive. During the adventure, as the Sinister Six move in to hunt a spider, he’s going to be putting obstacles in their way, and reacting to their successes. Proactivity (outside of pregame prep) is largely something that has to be handled during the running of the game, rather than writing, so we’ll talk about that in a future post.

Spider-Man is sympathetic too. He’s an incredibly popular super hero, and the entry point for most fans of the Sinister Six as well. Seeing him break bad because of being overpowered by the symbiote is going to strike a chord with people. Some groups may even decide that killing evil Spider-Man doesn’t count (I could see a Kraven player making this argument) and they’ll rally around the idea of saving Peter while stopping the symbiotes. Or they’ll relish the chance to finally have their favorite Sinister Six villain succeed in their fight against the Webbed-Menace.

However it shakes out, players will gravitate towards Peter as the antagonist. This is a benefit of using popular characters when working in famous universes.

Sympathy is the hardest of these traits to manufacture when creating your own villains. If you don’t have years of comic fandom to fallback on, it falls to you as GM to generate that interest. When designing an antagonist, ask yourself what draws you to some of your favorite villains. Feel free to pull from those characters or tropes, especially if you’re just starting out. When you get comfortable analyzing those popular ideas, you’ll be stronger at creating new ones. Another benefit you have is no one knows your players’ tastes as well as you do. Communicate with them to see what appeals to them from a villain, and design yours along those lines.

So we’ve talked at length about creating or choosing villains for your adventure. They are as much the star of the story as your PCs. Getting this right will lead to you having more memorable adventures. Just remember to make sure your antagonists are competent, proactive, and sympathetic and you will be most of the way there. Next time we’ll talk about outlining your plot and creating an exciting opening scene. Until then, let me know who your favorite villains are and may all your hits be crits!

Category: Game Theory

Dealing with Writer’s Block

August 12, 2021 //  by Andy

Dealing with Writer’s Block

Writer’s block happens to the best of us (heck it happened to me as I was trying to figure out what to write for the blog!), and it comes in many different forms; from being unable to decide on a direction for you next session or even the start of a new storyline, to figuring out and giving life to your new character by way of their backstory. It’s definitely frustrating when you have so many ideas that just seem to be at the forefront of the mind and then unable to get them down (either digitally or on paper, for those of us who still need to physically write stuff down). So, for today’s post we’re going to talk about ways to identify and combat the dreaded writer’s block, or at least the steps that have helped me break it when it occurs.

First thing I usually do is identify the type of writer’s block I’m having. Here I’m talking about two different scenarios; analysis paralysis due to too many ideas or not being able to come up with any thoughts as they relate to what I’m working on. For me, my writer’s block usually comes from the first option; a myriad of ideas usually float around in my psyche and it can be really difficult to pull one out of the ether and focus on it long enough to go somewhere with it. The latter has happened to me also, but it’s far less frequent. Usually that one crops up when I’m not 100% sold on an idea or concept, almost as though my brain is telling me this isn’t worth the time and energy to write, as I’m not invested enough in the idea. Once I’ve identified the type of writer’s block, I’ll then try some exercises that have worked for me in the past to get the pen rolling. Try to identify your version of writer’s block in either of these two ways, and even if it doesn’t fit either scenario, you might still find some of the following exercises worthwhile to try.

  1. Movement
    This one came courtesy of my wonderful girlfriend Pita. As a yoga teacher, she’s studied the way that energy moves through the body and can get blocked at various points due to our everyday activities. As a lot of us have jobs (or hobbies!) where we sit for long hours at a time, that can keep the creative energy from being able to move properly. Think of it like a beaver dam stopping up the waterway; only a trickle of water gets through at any time, the rest tied up behind the dam itself. If we move, be that going for a walk (short or long, your preference), doing some yoga, dancing, etc., we give the body the ability to open up a bit more and let the creative energy move again. There’ve been plenty of times where I’ve been stuck on how to write a certain scenario or unable to see how to fit all the pieces of a session together where the act of getting up and moving for a bit has broken open the floodgates and gotten me to the answer I needed to be able to continue forward.
  2. Listing
    Here’s where the old pen and paper come in handy, at least for me. When I’m dealing with writer’s block that I associate with analysis paralysis, sometimes the best way for me to get beyond that is to just write all those ideas down. Doesn’t matter how goofy or silly they sound at the time of me putting them onto paper, the important piece is writing them all down so I can sort out exactly what’s been floating in my head. Once that’s done, I can review what I’ve got written down, see what ideas may relate and which ones are just on their own. The more ideas that relate to one another, the more the idea clicks into place until the writer’s block dwindles enough to let me continue moving forward.
  3. Engage in a Non-Writing Activity
    I know what you’re thinking, this one is in the same vein as #1. And you’d be partially correct. But the difference between that one and this one is I’m suggesting something that is potentially a bit more passive than movement. Putting down the pen/turning off the computer and taking time out to watch an episode of your favorite tv series or your favorite movie might inspire you to get beyond the block. You could also do this with a more active activity like playing a video game. By disengaging from the act of writing and doing something that doesn’t involve a high level of fixation can actually help spur the ideas to flow. Plus, if you’re watching something that relates to what you are writing, you may get a spark of insight or inspiration from that as well, effectively ending your writer’s block and giving you more material to work with.
  4. Put It Down
    Another one that sort of relates to ideas 1 and 3, but the idea of putting it down is more to step away from it completely. Don’t engage in activities relating to writing or the subject matter you’re trying to write about, don’t try to think your way out of the issue that’s plaguing you. Instead, doing chores around the house, running to the grocery store, calling a friend or family member just to talk (about everything not related to what you’re writing), or anything else you can think of. Giving your mind time to disengage gives it time to rest and reset. It’s not always good to be so hyper focused on the task, because that will cause stress and stress will just exacerbate the writer’s block.

These ideas are definitely not the only ways to deal with writer’s block, but they are ways that have helped me do so. Whether it’s writing a new scenario to run at a convention, prepping for a new session of a home game, planning a new campaign or just putting together a new character and backstory, writer’s block can hinder all of these activities. Being able to effectively deal with that block will help you get more out of the time you spend on these activities, and hopefully lead to more fun when the game comes around. Let me know in the comments if you have any other ways of combatting writer’s block.

Category: Game Theory

Something… Something… Mutants PC Preview

August 5, 2021 //  by Aaron Einhorn

Something… Something… Mutants PC Preview

Our episode of Something… Something… Dragons that was going to focus on creating the characters for our side Mutants & Masterminds (3e) game ended up losing a lot of content because of some technical difficulties. Because of that, we thought we would share the completed characters here before the first episode with these characters is released on Friday, August 6th. So, without further ado…

Finn

Finn is played by Red. Red wanted to play something different from Azatha, so she decided to go with a physical, get-in-the mix kind of character.

Red started off by looking at the templates in the Quickstart Character Creator (found in the Deluxe Hero’s Handbook), and settled on the Totem archetype. We didn’t do random rolls, but she looked through the options and ended up with a character idea.
Finn is friendly and gregarious. He became a Komodo-Dragon Totem due to an accident while out in the jungle with his father. His father died in the incident, and Finn was sent to Claremont Academy as a ward of the state.

Flashdrive

Emery Harper is a technopath with the ability to talk to machines, use their senses, control them, and sometimes even reshape and convert them. Flashdrive is played by Orange.

This character concept was one of the more “out-there” examples, but since Orange was a veteran of Mutants & Masterminds, I didn’t worry too much about helping her conceptualize the character.

There will probably be some tweaks to the character sheet as Orange plays her, to refine the powers to work more the way that she wants them to. But we’re pretty happy with the first pass.

Neko Guardian

“So, Dad, I kind of want to play a Magical Girl. But one who is so tired of it. Can we do that?”

That’s how Blue introduced me to her concept for the game. And to be honest? I kind of loved it.

Neko Guardian has a fun concept – she’s a typical Magical Girl (like Sailor Moon) but one who hates all of the tropes associated with. Not with being a superhero – she’s fine with that part. But the activation phrase? The transformation sequence? The talking cat?

She is so over it.

The funny thing is that the character sheet itself is almost exactly taken out of the same Quickstart generator that we used for Finn. She’s just an Electrical Controller. But she doesn’t feel like anyone else’s electrical controller, and I’m here for it.

Possession

Green threw me for a loop. Her idea for a character came from an existing fan-created character based in the My Hero Academia world. No problem, right?

Wrong.

Possession’s powers were defined without game mechanics to support them, so I was forced to try to create a power in Mutants & Masterminds that fit for how she conceived of the ability. I’m not entirely certain I succeeded, but I think I came close enough for the one-shot. One thing that is difficult is that Afflictions in the comics usually just work, but in the game, they are often resisted. This can make it really hard to build a character around Mind Control or Webbing or any other common affliction.

So, there you have them. A group of newly minted teen heroes, enrolled at the Claremont Academy. What misadventures will they get up to? Find out tomorrow by listening to the podcast!

Category: Blog, Vignettes

Step 1 for Writing Super Hero Adventures

July 29, 2021 //  by Alexander Thomas

Step 1 for Writing Super Hero Adventures

I’ve played a lot of games in my years with the tabletop RPG hobby. I’ve Called Cthulhu, fought a Dungeon in a Dragon, and sailed the 7th Sea as a pirate. I’ve traveled to Worlds most Savage and even told a Tale around the Loop a time or two. With all of those games and all of those characters I have never had as much fun as when I sit down and strap on my imaginary spandex to take on the role of a super hero. I love being able to leap tall buildings in a single bound, taking down melodramatic supervillains, and grappling with obstacles that would shake the heart of even the most stalwart paladin.

That being said, being the Game Master in this genre is definitely a challenge, and can seem overwhelming if you’re coming from a game genre that is more interested in telling players what they can’t do, rather than can. In the following piece I will provide some advice that will help you in the first part of designing a super hero adventure. This is the first in a series of articles covering super hero adventures, from design to execution.

  1. Purpose: The first question I ask myself before I sit down to brainstorm my ideas is, “What is the purpose of this session?” Is this a convention one-shot? Is it a demo of the RPG you designed? Is this episode one of a new campaign? Is it episode 323 of an ongoing campaign? Narrowing down the reason for the game you’re writing is crucial before you start thinking up ideas about it. If a game is only going to last 4 hours for strangers at Gen Con, your needs are going to be different than running for your friends at home. This will help you come up with ideas that are either self-contained or can lead to an ongoing story. If you only have one session, you don’t want to come up with such an elaborate plot that the heroes can’t realistically investigate and solve in one go. Likewise if you’re running an overarching campaign, you don’t want every story thread to be wrapped up at the end of the game. This is also generally where I ask myself if this is going to be a custom story (ala my Titan City Chronicles series) or a licensed game (like our Justice League Dark Gen Con stream from last year.)
  2. Brainstorming/Synopsis: Once you’ve sussed out your purpose for the scenario, it’s time to start brainstorming so you can come up with a one-two sentence synopsis about the story. That synopsis is critical because it will trim all of the excess off your idea and focus it onto the meat of the story. This phase looks similar for me if I’m running a custom game versus a licensed one.

    I’ll begin by going over my world-building notes (or a DC/Marvel wiki about the characters I want to showcase) or my campaign notes to see if there is anything that jumps out at me that I simply HAVE to tell a story about. This can be a location, a character, an object, a situation, anything that jumps out at my lizard brain and says tell my story. Once I have this picked out, I’ll go to a journal or open a Word document and write down that thing or person, then I’ll do a stream of consciousness exercise. I’ll write whatever comes to mind as I’m mulling over that concept. I’ll do this, uninterrupted for five-ten minutes and then step back to review it once the time is up. Using the words I’ve vomited all over the page, I’ll begin constructing my synopsis. For example, I’m running a Sinister Six scenario at Origins this year. After my brainstorming led me to, “Wouldn’t it be neat to fight Symbiote Spider-Man,” I came up with the following synopsis: “The Sinister Six are all that stand between New York and an army of ravenous symbiotes.”

    It’s short, it’s sweet, and it tells me everything I need to know and research to begin laying the foundations of my adventure. Armed with the synopsis I can move on to my next step.

  3. Research: So now that we have our idea, we can really dig into it. This is where I will deep dive into the resources I mentioned above. Looking through back issues of Sinister Six and the Marvel wiki in this instance. This information forms the backbone of my design decisions. If an event I want to cover in a game has already happened in canon, I’ll look through it in depth to make sure I know what has come before and how I can put my own spin on it. If it’s a one-shot I’ll look through the roster of various hero (or villain) teams and start selecting who the pregen characters will be, or I’ll decide to allow people to bring their own characters at this stage.

    If I’m designing a campaign scenario, I’ll consult my campaign journal to see which plots or subplots I haven’t touched on in a while and try to find a way to forge a connection between the last story arc and the next one. I like to do my supers game in arcs of 3-6 adventures, so I’ll begin brainstorming this next connection around the halfway point of the current arc, so I can make sure we have a driving point and ensure that we have an organic hand off from story to story.

  4. Characters: The next step is to finalize the PCs who are going to be going through your super caper. If you’re designing an adventure for your ongoing campaign, this step is super simple. You’re going to keep using the characters who have been in the story so far, unless someone is switching characters or replacing a lost hero. In that case take this step to brainstorm how those new characters are joining the team. Extra points if their introduction is tied to the story arc or event that is coming up in the next session!

    If I am bringing pre-gens I’ll also decide if I want to go narrow or wide with character options. Some scenarios I’ll bring 80+ pre-gens so players have the chance to play that one super hero they’ve always wanted to. Other times I’ll narrow it 6 and ensure that each of those characters has a specific spot to shine in the encounters I’m preparing. If you bring a ton of pre-gens, it is important to make sure your scenario (or your GMing style) is flexible enough to allow creative problem solving. For example, if you’re running a DC game and the party is Superman, Supergirl, Superboy, Krypto the Superdog, and Mon-El they’re going to approach the game a lot differently than if everyone picks a member of the Bat Family. I’ll go over how to design adventures to accommodate a wide variety of abilities in the following article.

So now we have a purpose, we’ve brainstormed, we’ve done our research, and we’ve selected our PCs. Now it’s time to begin designing the actual adventure itself. I will cover how to go through this design in another post next week or the one after! For now, start gathering those ideas and brainstorming new nefarious ways to challenge your heroes. Thank you for reading and may all your hits be crits.

Category: Blog, Game Theory

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