Tag: Shock & Awesome

Gaming

Almost Done: Some Thoughts After the Penultimate Session of a Very Long RPG Campaign

The most read posts on this website, year after year, are Thirteen Things I’ve Learned About Superhero Games After Running 30 Sessions Of Mutants And Masterminds and its follow-up Fifteen Things I’ve Learned About Superhero RPGs After Running 150 Sessions of My Campaign. They’re both RPG-centric posts about an ongoing superhero game I’ve been running since early 2011. Last night I ran session 199, and when we convene for session 200 last week it will be the last game of the campaign as it exists in its current format. One of the original players is moving interstate, and we’re hitting the end-point of plot elements originally set up somewhere in issue 20. The heroes just beat-up the Herald of a world-devouring galactic horror, and next week they’ll fight the ancient robot from the dawn of time trying to bring that galactic horror to earth. Which is not bad for a group of heroes that got their start chasing down escaped

Gaming

SMAX #174: Breaking the Broan

The most recent session of our Superhero RPG was an interesting one in terms of seeing the gap between our style and the nature of the system we’re using. With this in mind, I’m going to quote from the player notes Adam keeps from session to session on his gaming wiki: We have a terrible plan to get inside the spaceshipThis is true pretty much regardless which of our plans we use Crow Road Campaigns, SMAX #174 notes At the same time, this was the session where I started implementing some of the more narrative-oriented rules from the Cortex Prime draft. This assumes a lot of player control over the narrative–perhaps more than we’re used too–and a default assumption borrowed from the Leverage RPG that whatever plan they come up with is the right plan.  In narrative terms, the heist is built around planning only so the viewer knows how things have gone wrong when they do. Executing a plan

Gaming

SMAX #173: Panic on Earth-Adrift

I was a GM before I was an writer, which means I occasionally awful affliction that many gamers suffer from where I get all Let me tell you about my game. I’m also a GM who’s had a few recurring items on my to-do lis like run better sessions, do better prep, and test drive rules from the upcoming Cortex Prime set that may do things better than the Marvel Cortex rules. Since I’ve been running a superhero campaign on Thursdays for…gods, years now…I figure I may as well combine the above with that note on my to-do list that says write regular blog posts and start thinking about ongoing series of posts.  With that in mind, I’m going to experiment with doing post-game reports here on the blog–giving myself a chance to reflect on what’s worked, and what doesn’t. Think through my thoughts about superhero gaming outside of the every-hundred-sessions-or-so list post (which, weirdly, continue to be the most read posts on this site).

Gaming

15 Things Learned About Superhero RPGs After Running 150 Sessions Of My Campaign

So back in 2012 I wrote up a list of 13 things I’d learned running a Superhero RPG campaign for thirty sessions, and it quickly became one of the most read posts I’ve ever done. Now, six years later, we’ve just played session #150 of the same campaign, which definitely makes this one of the longest RPG campaigns I’ve ever run. Over the last six years we’ve switched systems, going from 3rd Edition Mutants and Masterminds to Cortex’s Marvel Heroic RPG system, and accumulated three additional players (although session-by-session attendance varies). In game, the duo of Shock & Awesome have grown to a full-fledged superhero team dubbed SMAX. The two original characters have gone on hiatus so the players can bring in new heroes, and the team now includes an alien circuit acrobat, a rogue winged monkey from the parasitic demi-plane known as Oz, and a Mexican speedster/shadow-sorcerer whose powers stem from a number of gods. This post is a

Gaming

Superhero RPGs and XP Systems

I ran session 108 of my ongoing Superhero campaign last night. That’s rather a lot, for a campaign that started while the players were in their thirties, and I finally did something I probably should have done in session one: throw out the XP system. I’ve always hesitated to do this because XP is one of those fundamental bedrocks of RPG systems going back to Dungeons and Dragons. The theory is simple: you go out, you do things, and you get better because of it. Pretty much every Superhero RPG system I’ve come across will have some method of doing exactly that, allowing characters to inch their way forward in incremental steps, or save up the points to make big, wholesale changes and additions to their power. And because most superhero systems view character creation as a range of options built up of points – an energy blast that will cut through a tank will cost you this much, while one that

Gaming

Three Uses for Splash Pages in Superhero RPGs

So the last time I blogged about Supers gaming, I was in the middle of putting together a list of things I could use to streamline my preparation for games. This is still a work-in-progress – despite my efforts, I  came to our  last session with fairly minimal prep work outside of NPC stats and an overview of the plot – but even the beginnings of the process has been fairly useful. For starters, actually writing down the post-game debrief after every session, even after two or three sessions, is already starting to clarify the kinds of habits/tropes I want to make sure I hit every session. One of those, which I’m starting to put on my session planning sheet, is the notion of an in-game splash page. It’s one of those habits I picked up somewhere along the line – if anyone can remember the RPG sourcebook that explained it, please let me know – and I’ve used it

Gaming

Post-Session Notes from Last Night’s Game

So we ended our Mutants and Masterminds hiatus last night, although in retrospect I wish I’d waited an extra week or two – working a whole bunch of weekends in a row means I don’t get a lot of time to prep sessions and, man, I really wish I’d had time to do a little more prep work on this one. On the other hand, while the lack of prep hurt the session, the counter-argument is that the holidays are coming and there’s usually disruptions to gaming schedules anyway. Getting back into the groove of regular gaming is probably more important than running a perfect game session at this point. In either case, what’s done is done, and I’m sitting here doing my post-session debrief, trying to figure out what worked, what didn’t, and how the campaign world is destined to change in the coming sessions. This is something that I’ve always done fairly informally and in a free-form kind

Gaming

Superhero GM Advice Borrowed from Kelly Link: Fine Tune Your Subconscious

For the most part I’ve been writing about superhero gaming while my regular game was on hiatus due to a player being in the UK, but as of last night the hiatus is over. We got together despite some jetlag and played the thirty-first session of Shock and Awesome, which involved some call-backs to the very first sessions of the campaign in addition to the events of session 30. The character’s school trip to the Museum of Natural History was interrupted when Doctor Jurassic and his three Demon Dinosaurs (velociraptors with superpowers) attacked and made off with the prize of the museum’s new exhibit – fragments of the meteor that wiped out the dinosaurs several billion years ago. It was probably the most fun I’ve had running bad guys in a long while, which is a sign that the villain audit I talked about last week is doing it’s job. I don’t think I’ve got my problems with combat licked

Gaming

Running a Villain Audit

A lot of people have been offering advice since I admitted that the fights in my Mutants and Masterminds campaign, Shock & Awesome, haven’t exactly been up to snuff. I’m still in the process of compiling it all, since the conversation seems to have spread to multiple message-boards in addition to the blog, but it’s useful stuff (also, you guys rock). Hopefully, by the time I get around to posting the lessons I’ve learned after sixty sessions, things will have improved a whole bunch. ‘Course, given that we were on a three-week break from the game while one of the players is overseas, I’d already started tackling ways to fine-tune the campaign during the downtime. It’s one of the nice things about taking a break when you’re gaming weekly – it gives you the space to look back and reflect. In this instance I had a sneaking suspicion that my own habits were a  part of the dull-fight-scene problem, so over

Gaming

13 Things Learned About Superhero Games After Running 30 Sessions of Mutants and Masterminds

So Monday night we played the 30th session of Shock and Awesome, my formerly semi-regular and now pretty-much-weekly Mutants and Masterminds campaign. It represents about a year and a half of gaming, give or take, although I expect the 60th session will come around much faster than the 30th did. The session saw our intrepid teen heroes caught inside a demonically-possessed virtual reality game alongside a bunch of school-mates. Eventful things happened: one hero kissed her long-term crush after months of pining and putting her foot in her mouth every time they talked; the other heroes girlfriend turned evil (again) when a dormant personality emerged alongside her massive dangerous electro-magnetic abilities. They fought a bunch of demons, too, but the relationships were the interesting things. We’re now on a three-week hiatus while one of the players heads of the UK, but when we return we’ll pick up where we left off, trying to convince the evil girlfriend she really should turn