Showing posts with label Champions. Show all posts
Showing posts with label Champions. Show all posts

2.02.2019

CHAMPIONS: AARON ALLSTON'S STRIKE FORCE

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

4.02.2017

CHAMPIONS: VILLAINY AMOK by Scott Bennie

Many role-playing game sourcebooks provide either a single adventure with lots of details, or general guidelines for a campaign without a lot of specifics.  Villainy Amok, a 2005 sourcebook for the Champions superhero RPG, manages to bridge the gap between these two areas.  It manages to provide lots of possibilities, along with adventure specifics.

Villainy Amok has several chapters, each dealing with a different aspect of superhero adventures: bank robberies ("Hands in the Air!"), preliminary alien invasion (The Threat Beyond), granting superpowers ("Ask Your Doctor if Metatron Is Right for You!"), fires ("Burn Baby Burn!"), experiments ("It Came from a Mad Scientist's Lab!"), miniaturizing the characters ("Honey, I Shrunk the Superheroes!") and superhero marriage (My Big Fat Caped Wedding), plus more general situations in the Plot Gallery.

While it would have been simple to just give an adventure for each of these areas, Villainy Amok provides something extra: numerous possibilities for them.  A bank robbery might be simple, but what if a magician makes the money come to life, or a metal-manipulating villain wants the vault door?  Does shrinking characters mean they become an inch high, microscopic -- or get turned into little children?  What about the numerous reasons -- from financial to religious to scientific -- for giving numerous people superpowers?  Each chapter goes beyond the obvious setups to offer plenty of imaginative possibilities.

The chapters also have plenty of information.  There are NPCs and technological descriptions (easily modified for other RPGs), a full-length adventure, and "Ten Unusual [area] Scenarios," each about a paragraph long and offering different directions for that area of superhero adventure.  And the Plot Gallery provides general ideas to tie into characters' interests and qualities: Personal Dilemmas, Secret Identity Scenario Hooks, and even Ten Bits of Gossip to Spread around at a Superhero Party!

Villainy Amok is well written, with a love and knowledge of the superhero genre mixed with a fun sense of humor.  My one criticism is that there are a lot of typos scattered throughout the book.  That noted, Villainy Amok is a must-have for anyone who wants to run a superhero RPG, even if it's not Champions.

Overall grade: A
Reviewed by James Lynch