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Superworld to Supers! Campaign Switch


I've run two long term super hero campaigns over the years with Superworld, but after getting a PDF copy of Supers! I really wanted to try it out.

I have converted over the player's heroes to the Supers! sytem, but only had a chance to run part of a solo adventure with one player.

The reaction was rather positive. He really liked throwing around all the dice, and the verbal element to combat. He also has some ideas for a new character or two to build with this new game system.

Being uncertain that they may all want to switch systems, I took the easy path for making an adventure and converted over a free PDF I had, "Mother's Milk". It was made for the D6 version of Godsend Agenda.

I tweaked the details, but the basic plot is an alien shapeshifter called a Chimera is using tainted milk products to mentally enslave the population of a small dairy farming community.

I set the adventure in the fictional town of Ashford, Washington in the Yakima Valley. Which is in fact a big dairy area and the campaign is set out of Seattle/Portland most of the time.

I added a group of super villians to the mix, recruited by the alien ("Mother" as she calls herself). There are two basic parts to this adventure, getting into town and seeing strange behavior and stopping the tainted ice cream from being handled out, then going to the dairy farm and stopping Mother herself.

Details to follow later, as I am writing this during a lunch break.

The adventure began with a phone call from a private investigator named Brandy Lee. She was hired to find the missing husband of one Julie King. Her husband was a farm equipment salesman and had gone missing three days ago near Ashford, WA. Concerned she was getting a runaround from the local Sheriff, Julie hired a Brandy to look around.

Brandy was calling from her cell phone, contacting one of the heroes who did part time work as a bouncer/private security (that would be "Gunslinger"). He was busy so he told Brandy to contact Collider.

Brandy had seem some strange behavior, people walking around drinking from milk containers and eating ice cream while wearing blank stares. Several cows were wandering around freely, and one seemed to have watched her since she got into town.

"Oh, here comes the sheriff," said Brandy, "I'll call you back after I talk with him." There was no call back, and any calls to her went straight to voicemail.

Collider and the newly created Supers! character the player had just made, "Destruction" (a speedster with a whirlwind lower body and armed with a scythe and whip) headed to Ashford. I had planned the adventure for 3-4 players, so let the one I actually had play TWO characters. Less than ideal circumstances when learning a new system, but so it goes.

The heroes actually drove into town, in normal attire,and noticed the banners and signs proclaiming "20th Annual Milkfest!". Stopping at the farmers market, they asked around about Brandy. They saw some blank stares and noticed clowns with ice cream bikes handing out free ice cream. They refused to eat it and then headed into town to check the police station. A deputy was outside, no one was allowed inside. Most everyone was heading to the farmers market to hear the mayor speak and officially begin the Milkfest festivities.

Collider knocked out the deputy and went in to find Brandy and a half dozen other people who refused to eat/drink the milk products and got arrested. Brandy had relented a few hours earlier and was glassy eyed after a couple glasses of milk.

Taking her with them they went back and confronted one of the clowns who said they had been hired by a jester named Killjoy who was driving an ice cream van and was currently at the Holstein Park across town handing out ice cream bars.

They rushed to the park, found Killjoy handing out ice cream while juggling and performing acrobatic stunts to entertain the campers. Collider used his gravity power to crush down the top half of the ice cream truck and the battle was on.

Bullfrog, a powerfully built frog-like man, leaped out the nearby pond to attack them.

With the wild die, it was a fairly one-sided battle for the player. He rolled 4-5 sixes during the entire battle and beat down both villains. Having Regeneration is a HUGE bonus in combat and I will be adjusting the cost or the way it works -maybe both.

It was fun, if a bit stop-and-start as both of us looked over character sheets and pondered what Resistances/Atributes/Powers to use to attack/defend.

BTW, I am using full character sheets for each villain, but having one that would list 2-4 villains per page would be nice. Fewer papers to keep track of and all that.

That concluded the first part of this adventure, the second will be them visiting the Legend Dairy Farm where all these milk products are coming from. There they will face Mother and at least two more villains, Rodeo (a minotaur-like guy who also uses a lasso) and Jack O Lantern (a clone of the Green Goblin for the most part). They will need to burn the alien plants she is feeding to the cows to restore the people of Ashford to normal.

I will probably have a hundred or so Ashford "zombies" helping to guard the dairy, so the mook rules will get used too.

I am eager to see how the other players like the Supers! system, and I have nearly finished the next adventure using Supers!. It will be a recycled Dragon Magazine adventure for Top Secret from November 1983. Seriously, an almost 30 year old adventure! I have used it before for Superwold about 15 years ago. The adventure takes place at a theme park called "Wacko World". Back in the day the adventure was about a super villain group using the park as a hideout and took place in Florida.

For the updated version it will be a newly constructed Wacko World (following the standard construction plan, so the park map is the same)in Seattle. The owner ran into financing issues with construction costs and had to take a loan from a criminal organization. Now indebted, he is allowing them to conduct business there.

It will be a grand opening weekend of course, so add in another super group called The Fraternity who are at best neutral supers looking to recruit new members.

There is a cosplay event planned so there will be lots of people in costumes of all sorts (think DragonCon or a Comic Con if you've been there or seen photos).

Another event will be the attempted robbery of the cash sales from the park by a super villain duo named "Cat N Mouse". They will try to make off with the money when the armored bank truck shows up to collect it in the early afternoon. None of these super groups are working with the others and much will depend on how the players react to events.

Yes, I tend to grab/convert old adventures from other games when I need an adventure quickly.

Following this, I have a four part Superworld adventure I had COMPLETELY done and ready to go, but didn't want to "waste it" by converting it to Supers! if the players decide they don't like the game system. After these first two adventures it should be pretty clear what the group will want to do going forward.

Last edited by ORtrail, 7/25/2013, 7:57 am
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Re: Superworld to Supers! Campaign Switch


Wow! Do you have a picture of the mag you'd like to put up...

Old gamers like me geek out on stuff like that.

Regards,
Walt

---
Fight the Good Fight


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Re: Superworld to Supers! Campaign Switch


Sorry I didn't respond sooner, a combination of work, a wedding, and vacations has sidetracked any gaming for our group. Hope to get back to it by the end of August.

Did you want a look at the cover of the magazine? Or a look at the map? The map is two pages, but I'll throw the cover scan into this post.

Image
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Re: Superworld to Supers! Campaign Switch


Well, after a text from the Collider/Destruction player wanting to finish up the "Mother's Milk" adventure we managed to get together this evening and do just that.

After the battle in the park with Killjoy and Bullfrog the heroes headed back into town to see what happened with the offical kickoff of the Milkfest festival. Mayor Bradwell gave a rousing speech to the crowd with a lot of bullet points I got from a quick Google search.

-Washington State was 10th in milk production last year.
-Washington State was 4th in milk production per cow with an average per cow of 2,760 gallons.
-The Yakima Valley has 91 dairy farms with over 110,000 cows.
-The first cows came to Washington State in 1838. All seven of the major dairy cow breeds can be found in Washington.

Mayor Bradwell also announced that a new city ordinance made it illegal to refuse to eat/drink a dairy product over the next 48 hours and eager volunteers began handing out samples.

Both heroes refused to even take a bite/drink and Sheriff Hook promptly put them in handcuffs and begin driving them to the station. Once into the nearly empty town, they easily escaped, knocking out the Sheriff and putting him in the trunk. It was time to check out the "Legend Dairy Farm" and see what was going on.

Collider decided to put on the Sheriffs uniform and use his car to get onto the dairy farm. They quickly noted the crowds of zombie like people wandering around in groups of 10-12 and then noticed a minotaur-like humaniod directing the loading of even more trucks with milk products. The villain was named "Rodeo", which they learned later.

In a mild surprise, the player took a subtle approach and used Composure to bluff past Rodeo. Yes, they pretended to be "milk zombies" and pulled it off. Rodeo pointed out that "Mother" was out in a nearby field full of strange looking pod plants, grazing cows, and a couple giant dirt mounds that looked like gopher holes (if gophers were the size of small cars).

They walked out, felt Mother reach out to them and probe their minds. She was annoyed that supers had shown up to disrupt her plans and erupted out of the ground! The fight was on!

As well as the player did in rolling the last time? He sucked it up pretty bad for most of this game session. Easily 5-6 "ones" on the Wild Die. Mother had Mind Blast, Claws, Electrical bolts from her snout, and Super Strength along with 5D in Fortitude. I had planned her to battle mostly alone, so she was tough for our 20D heroes.

At one point she clawed Destruction with a 35 pt hit (Wild Die twice! so 7D total)and he took 3D in damage. He regenerated some of it of course, but under the new Regeneration rules that treat it more like Healing.

Collider was down to the next Mental Blast taking him out when they finally got in some good shots and took Mother down. I had her using her Super Strength quite often to throw large amounts of dirt/rocks at them and the battle was a dusty mess with Destruction and his whirlwind Speed.

As the smoke cleared Rodeo and his other villain buddy, Jack O' Lantern took off when they saw Mother had been beaten. Yeah, I went easy on the player and assumed the villains were busy enough to not join the battle and if they did notice, they just assumed that in that dusty cloud Mother was kicking butt and taking names.

Plus I get to use these mercenary villains again without the "they broke out of super prison" excuse.

The heroes torched the field, and most of the buildings too, to destroy the tainted milk. They didn't slaughte the cows, assuming they would return to normal once they had stopped eating the alien plants/pods. They also found PI Brandy Lee among the recovering zombie crowd.

Despite his poor dice rolling, it was fun for both the player and myself. Even more eager to get the other players together for the "Wacko World" adventure. Best guess is two weeks from now.

Last edited by ORtrail, 8/11/2013, 6:58 am
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Re: Superworld to Supers! Campaign Switch


Just wanted to say that I'm enjoying your write-ups!

I've played two mini campaigns with Supers! and it looks like we've been having as much fun as you have!
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posticon Re: Superworld to Supers! Campaign Switch


Thanks, I enjoy reading about other gamers adventures too. Always ready to steal a cool idea or two. emoticon

Supers! has been a nice change from the BRP (Basic Role-Playing)system, at least as far as running a super hero campaign. So part of this writing has been to work out what I like about both systems and how they compare.
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Re: Superworld to Supers! Campaign Switch


Yes, we got in some gaming over this long weekend. Was hoping to get at least three players, ended up with two (my wife and the friend who has been playing Collider/Destruction).

I introduced their characters to the Wacko World adventure by having Trinity Prime (wife's character who can duplicate herself and fights with a sword, SMG, and Martial Arts) win a free ticket from an online review website called "Mystery Guest", like the online "Secret Shopper" ones the person goes to the event and then blogs about it later.

Collider, having been around Seattle for a half dozen adventures and a year or so of character time was invited to the grand opening as a VIP guest. He was supposed to be signing autographs along with Jumping Jack and Raccoon-Man the Seattle Sentinels Alternate Team (read: never good enough to be "real" heroes). The disdain from the player characters for those two was,uh, poorly hidden. emoticon

As part of the VIP 500, they got in early (9AM)to Wacko World and the regular visitors started into the park at noon. I layed out the map and legend for it and let them explore as they wanted. They first took a ride on the elevated cable cars, where Trinity Prime soon noticed a figure in a black and white costume racing around the "Road Rage Racetrack" (miniature formula 1 race cars) at super speed. Then a woman in a similar costume flew by the cable cars, waving at the passengers. Who were these super powered beings? The heroes hurried over to the race track and found a group called "The Fraternity" handing out flyers (I stoled this group from an old British supers RPG called Golden Heroes).

The group was looking for new members and Fleetfoot the speedster encouraged anyone in the crowd to apply online at The Fraternity website. The group was soon asked to leave by Wacko World management, while Collider and Trinity Prime stayed hidden among the crowd just watching. I just wanted this to be an "encounter" incident, and will have them meet The Fraternity during some other adventure where there is some direct conflict. I tried to play the group as elitist, willing to take only the best even among super powered people and clearly interested in looking out for themselves above all else. Both players thought the Fraternity would be back to cause trouble.

In the meantime, they went around the park checking out the attractions, and even showed up to chat at the "hero" autograph singing by Jumping Jack and Raccoon-Man. There is a cosplay costume contest later in the day too, so Wacko World looks a lot like being at a DragonCon or Comic Con.

Trinity Prime had quickly filled out the form on the Fraternity webpage on her smartphone and asked the two "alternate heroes" if they knew anything about the group or how long it might take to get an interview with them. It was a funny moment, as I had Raccoon-Man say:

"Don't expect a quick response, I filled out that online form and I never heard -uh, I mean a FRIEND OF MINE filled it out and never heard back from them."

After that the player characters went over to the food court located at King Arthur's Castle (yeah, they laughed at that too) and were eating lunch up on a tower when they saw an armored bank van pulling up to the Wacko World employee entrance. They knew, just KNEW there would be trouble and headed over there.

Yes, they are veteran super hero gamers. They arrived in time to find "Cat N" and her partner "Maus" robbing the money sacks from the security guards. The fight was on!

It took about 2 minutes to explain to the wife how Supers! combat goes. Very easy system and she loved the idea of being able to "verbally justify" using skills and powers or Resistances. She also rolled very well with the "wild die" which made the experience that much better.

Cat N ripped off a door from the overturned armored car and threw it at Trinity Prime, who let her Armor absorb the hit. Trinity responded with a long burst from her submachine gun (and Armor Piercing too). She had Shooting 3D6 but got TWO sixes and ended up at 26 pts total. Cat N was staggered, hurting badly. Maus leaped at Collider and managed to wrap his tail around the hero and slam him down to the ground (Stretching 3D, tail only).

Trinity created her two Duplicates (Past and Future) and finished off Cat N with only a minor wound from her claws. I really need to tweak the modifed Duplicate power I am using. Having three characters,even if two are fairly weak, is an even bigger advantage than in most games. I might cap her at ONE duplicate at a time? We'll see.

Seeing how badly things had gone, Maus pulled open a manhole cover and went down into the sewer, Collider in hot pursuit.

I had mentioned how one of the security guards had yelled for them to keep the villains busy while he got the money to safety. Trinity noticed the guard running into the crowd and changing form. Yes, it was Copy-Cat, who started out disguised as a guard and then trying to get away using her Shapechange power (human form only). With three sets of eyes on her and a telepathic link between them (Trinty Prime, Past, and Future) Copy-Cat took another big hit (24 pt plasma ball blast from Future) after more great dice rolling and was quickly finished off.

Collider was rolling average to poor, but still bested Maus with his Gravity powers. Well, fine, the next set of villains are more powerful and this battle made for a good introduction to Supers! for the wife. Why not feel like you are kicking butt and taking names, especially in a supers game? emoticon

As noted, there is ONE more big battle to this adventure once the heroes find out the two villain groups C.L.A.W. and P.E.S.T. are working on a business deal in Wacko World. Two villains from each group are there, but depending on how many players I have, the villains may not help each other out, but flee away from the meeting. That will let the heroes choose whom to pursue and not get smacked by superior numbers.



Last edited by ORtrail, 9/2/2013, 8:09 am
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Re: Superworld to Supers! Campaign Switch


We finished up the Wacko World adventure on Sunday afternoon. The wife was not feeling up to making the trip (about 30 miles away) to a friend's house where we usually game. The other two potential players were unable to make it, so back down to ONE player.

We decided try Skype, and it worked fairly well. I had her character sheets and dice with me, but she was fine with listening, and the Collider player rolled the dice for her. This may turn into a regular thing, and getting some of the other players to join online would work for me (in person is always best of course).

So, Trinity Prime and Collider continued to look around Wacko World, they decided to check out the visitor locker rooms. They were on the lookout for The Fraternity, thinking they would be back to cause trouble.

They overheard some kid showing a photo he took of some flying guy, near the Star Mountain roller coaster ride, to his father. It was PEST member, Dragonfly (a cyborg with metal wings) flying in to the criminal meeting with CLAW and figuring no one would notice one more costumed figure.

Collider phased through the fiberglass cover of Star Mountain (it was hollow inside) and was looking around (with 1D in Awareness he misses a lot) when Dragonfly attacked. Trinity Prime leaped onto the roller coaster and rode it up to the tunnel through the mountain. Leaping off she was confronted by the other PEST member, Red Spider (pretty much a Spider-Man type).

I have yet to change Trinity Prime's Duplicate power, though after this battle it is clear it needs toned down from three duplicates to two.

Dragonfly got a 30pt attack in with his laser-eye on Collider, who responded by using his Competency Pool dice along with his Insubstantiality at 4D. He got 23, cutting his damage way down. I think that was the first time a player realized that a Competency dice bonus is handy to have.

Trinity Prime got her Future and Past versions taken out when a third villain showed up. Ninja-Tech, a member of CLAW, showed up halfway through the battle. Ninja-Tech had the standard expected weapons (martial arts, sword, throwing stars) and powers of Teleportation and Stun gloves (electrical attack).

This session was mostly about a fight, but I had designed the Wacko World adventure as a one part adventure. We just didn't have time to complete it the last time we got together.

This was the first battle the player characters got beat up fairly good, but they captured Dragonfly and Red Spider while Ninja-Tech teleported away after vowing he would have his revenge someday soon. I had one more CLAW villain I could have used, but the players had their hands full already. Remember, I am designing these adventures with 3-4 player characters in mind.

I need the other two group members to play some Supers! before I can say for sure that we will use it as our super hero game going forward. I would be surprised if they don't enjoy this game system though.

I have been converting over a four-part adventure I wrote for Superworld to Supers! but I also have an idea for a follow up adventure involving the CLAW criminal organization. An immediate rematch with Ninja-Tech, why not?

Last edited by ORtrail, 9/10/2013, 4:48 am
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