Sorcier wrote:
> Nils Richter wrote:
>> I can imagine using this 'Troupe-style' in a modern super campaigne.
>
> I've tried to.
> I set up a camapign with the premise of each player having
> one powerhouse, one trainee, and one agent.
> Different adventures would involve different mixes of characters.
> Problem was, everyone statted out their powerhouse but not the rest,
> and I got stuck running a high level camapign.
Hm, I will have to think about that. It works in 'Ars Magica' because
the Mages have clearly defined weaknesses (difficulty when dealing
with normal folk, poorly developed mundane skills, have to spend lots
of time in seclusion to get better at magic).
What are common disadvantages of superhero powerhouses?
- They might be unavailable often. ('Sorry, Superman and GL are on the
other side of the galaxy, preventing a war that could destroy the
whole universe. We'll send you Invisible Boy instead.' Or evacuating a
whole African country to save them from a flood. Or fighting world
hunger. Or stuck in a PR campaigne. Or whatever.)
- They might have a similar social disadvantage (No use sending the
Thing, Hellboy, the Hulk and Thor (when both can not change form) on
an undercover mission).
- Or they have some Always-On powers that force them to keep away from
society often (Like Cyclops, only without civilian glasses? Wasn't
there a radioactive brick somewhere?)
Can you think of any more?
Once in game, the GM can influence the choice of PCs in and out of game.
- The adventure seed may involve one of the sidekicks ('My sister
called. She is in trouble. We need to help her!').
- The nature of the mission should help the players decision ('You
will have to spend some weeks on Proxima Centauri.' - 'Oh great, a
friend of mine lives there' - 'May I join in? I have always wanted to
see outer space').
- And the GM can drop some out of character suggestions ('You might
want to have a Flyer with you, this time'). At least, that worked in
our AM campaigne. When I was asked to play my Mage-PC (among other
things a fairy expert) in a certain adventure, which suprisingly
contained many contacts with the fairy folk, it did not feel as goofy
as it may sound now...
- And it helped that the players started to initiate adventures on
their own. ('We need more books on magic in our library!' - 'Wasn't
there a priest mentioned somewhere in the chronicles who used to visit
our library?' - 'Yes, let's try to find him'). I think that was the
greatest advantage of the 'Troupe-style' I have encountered: Everyone
helped to shape the campaigne, the gameworld, each others characters
(including the Mages' convent as an 'entity'). And the rotating GMing
helped a lot, too.
<sigh> I really miss my 'Ars Magica' group...
Nice dice,
Nils.
--
I don't have a solution but I admire the problem.
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