Post by beyonder on Sept 16, 2003 11:38:55 GMT -5
Wellll, nobody has posted to this section in, like, two months, so I'll try to resuscitate it by babbling about my own campaign.
It's a direct descendant of the Marvel Super Heroes game module for Secret Wars, which I ran several years ago. I was reluctant to run a published scenario, but it turned out to be huge fun: the players had a blast leading teams (X-Men, Avengers, Fantastic Four+Spidey, higher-powered charcters [Iron Man, Hulk, Storm], Thor, Magneto) and playing out the War from their own perspective, while I, a big "What If?" fan, dug seeing how differently things turned out than in the comic series.
It was such a good time, in fact, that those same players practically begged me to run a sequel campaign, an idea which I had been considering for a long time. I'm glad they did.
Our version of the Secret War found Hawkeye bonded with a strange black-and-white alien costume. It also saw the deaths of the Wrecker, Molecule Man, Kang, Doom (maybe), Sabretooth (who was included by me as a much-needed Mutant opponent), and the Absorbing Man, as well as the Wasp. One Mr. Logan finally slew his oldest foe but lost his humanity, while a Mr. Banner found an end to his struggles when he was permanently joined with his brutish alter ego. A Mr. Parker, profoundly changed by the experience of war, decided to reveal his identity. An infamous Mutant megalomaniac and murderer learned selflessness; the son of a King of Gods took up a throne of his own. Steve Rogers gained and lost the power of a Herald of Galactus, and James Rhodes returned to its maker a suit of armor and the responsibilities which go with it. Most significantly, a woman known only as Rogue, her powers exponentially enhanced by those of the Absorbing Man and boosted by the technologies of Dr. Doom and Galactus, became one with the nearly-limitless power of the godlike Beyonder.
The Beyonderogue, literally of two minds about the outcome of the battle, allowed the remaining heroes to choose half of their number to return to Earth; the rest remained, stranded on an inescapable patchwork world along with their defeated foes and the innocent inhabitants of a piece of the Earth city of Denver and those of hundreds of other worlds.
That was how the original campaign ended, and I can tell you that the Decision was some of the best role-playing that I have ever witnessed. The players took very seriously the question of who should stay and who should go, each playing the roles of several characters with the skill of seasoned Marvel writers. It was a hell of a way to end a campaign.
This post ran longer than I expected , so I'll post again with info about the present campaign.
It's a direct descendant of the Marvel Super Heroes game module for Secret Wars, which I ran several years ago. I was reluctant to run a published scenario, but it turned out to be huge fun: the players had a blast leading teams (X-Men, Avengers, Fantastic Four+Spidey, higher-powered charcters [Iron Man, Hulk, Storm], Thor, Magneto) and playing out the War from their own perspective, while I, a big "What If?" fan, dug seeing how differently things turned out than in the comic series.
It was such a good time, in fact, that those same players practically begged me to run a sequel campaign, an idea which I had been considering for a long time. I'm glad they did.
Our version of the Secret War found Hawkeye bonded with a strange black-and-white alien costume. It also saw the deaths of the Wrecker, Molecule Man, Kang, Doom (maybe), Sabretooth (who was included by me as a much-needed Mutant opponent), and the Absorbing Man, as well as the Wasp. One Mr. Logan finally slew his oldest foe but lost his humanity, while a Mr. Banner found an end to his struggles when he was permanently joined with his brutish alter ego. A Mr. Parker, profoundly changed by the experience of war, decided to reveal his identity. An infamous Mutant megalomaniac and murderer learned selflessness; the son of a King of Gods took up a throne of his own. Steve Rogers gained and lost the power of a Herald of Galactus, and James Rhodes returned to its maker a suit of armor and the responsibilities which go with it. Most significantly, a woman known only as Rogue, her powers exponentially enhanced by those of the Absorbing Man and boosted by the technologies of Dr. Doom and Galactus, became one with the nearly-limitless power of the godlike Beyonder.
The Beyonderogue, literally of two minds about the outcome of the battle, allowed the remaining heroes to choose half of their number to return to Earth; the rest remained, stranded on an inescapable patchwork world along with their defeated foes and the innocent inhabitants of a piece of the Earth city of Denver and those of hundreds of other worlds.
That was how the original campaign ended, and I can tell you that the Decision was some of the best role-playing that I have ever witnessed. The players took very seriously the question of who should stay and who should go, each playing the roles of several characters with the skill of seasoned Marvel writers. It was a hell of a way to end a campaign.
This post ran longer than I expected , so I'll post again with info about the present campaign.