The late Aaron Allston ran a Champions role-playing game (RPG) campaign that lasted for 20 years. Set in Earth AU, this campaign had humble beginnings (one hero had to steal a bus to get to the first adventure) and grew to encompass three superhero-teams, a technologically advanced world and some literal world-rebuilding. Strike Force provides the history and statistics for much of this extensive adventure -- but the main value comes from providing valuable information for the game master (GM) on how to run a campaign.
Yes, Strike Force has the details for the main heroes of the Strike Force team, plus villains, other important characters, and a timeline for the campaign. But Allston provided more by letting know other GMs know what went into the behind-the-scenes preparation and work to make the game succeed. It starts with such elements as: discussing with players what they want to get out of the game; the game world's attitude towards superheroes; and what role killing plays with the characters. Blue books were used, often extensively, for players to figure out what their characters were up to that didn't quite fit in with the adventures. Allason provides a nice 10-part list of ways to ruin a campaign. And there's emulation of Hollywood and comic books in creating the world, plus change to keep things fresh and interesting for both the players and GM. And there's a breakdown of the assorted types of players and what will make them happy.
The result is that Strike Force works as a guide not just for superhero RPGs but also for any GM hoping to provide a great campaign (or individual game, though there's a long view taken through much of this) for the players. The strength of this work isn't in using the characters here or copying the twists and turns, but in GMs getting insight from their players and tailoring their campaign to make everybody happy and coming back for more. With that in mind, Strike Force is a very valuable tool for the GM.
Overall grade: A
Reviewed by James Lynch
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