Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Path: utzoo!linus!decvax!harpo!floyd!clyde!ihnp4!inuxc!pur-ee!uiucdcs!parsec!ctvax!uokvax!rigney From: rigney@uokvax.UUCP Newsgroups: net.games.frp Subject: Re: Let's see some superheroes - (nf) Message-ID: <4378@uiucdcs.UUCP> Date: Thu, 8-Dec-83 04:51:11 EST Article-I.D.: uiucdcs.4378 Posted: Thu Dec 8 04:51:11 1983 Date-Received: Sat, 10-Dec-83 02:40:23 EST Lines: 51 #R:ihuxw:-60600:uokvax:2400021:000:2451 uokvax!rigney Dec 6 12:52:00 1983 >This is a continuation of the remarks in the last response. 8) As in the comics, no situation should be totally hopeless, although it may seem that way to lesser mortals. Heroes willing to take desparate chances should be rewarded, defeatism should be curbed harshly. Likewise, tension should be maintained. Avoid Deus Ex Machina - if the heroes foul up they should rescue themselves. If they're inept, go easy on them until they pull their act together, but never just hand them the solution. Encourage creativity and imagination; accept your villians' losses. Avoid the adversary mode of play; it isn't you vs. them, but the villians vs. the heroes, with you acting as referee. If the villians aren't familiar with the heroes, don't use your knowledge of the heroes' weaknesses. 9) Deaths should be very rare. In Champions this is seldom a problem; in the first year of play we had only 3 deaths (two by the same character, Fireflash). Using death too much cheapens it and lessens its impact; it also makes the players too cautious. One of the big advantages of SHRPG is that beginning characters are sturdy enough to last, so they have time to fully develop their personalities. Likewise, resurrection should not be used lightly, if at all. Villians disappearing in explosions, caveins, etc. can be used freely, preferably with a tale of ingenious escape from certain death; but even these should not be used so often as to make the players cynical. 10) Keep the power level low enough to avoid an arms race. I prefer a 200 point limit on characters, with careful GM control of what's allowed in. If a character is very well thought out and need the additional points, I allow them. This allows a single 400-500 point Villian to work well against 6-10 heroes. In a campaign I knew of, the average hero was 500 points, and games degenerated entirely into massive dice rolling - there was no chance to be clever, because everyone's defenses were too high. The campaign eventually blew apart under its own pressure. Less than 200 points, and it's too hard to design well-rounded characters. More than 300, and the characters become too well-rounded, a character can be good at *everything*. I hope someone's found this useful, and not *too* long. Any comments from other SH GMs, or comparisons to non-SH RPGS?