Couple of things, if my players are reading this, it is fine. I will not give away any spoilers or otherwise significantly interfere with your game experience. At worst, you will see some behind the scenes information about what might have occurred. Also, if I say that I expected the players to do X right away, but instead they did Y, I mean exactly that and nothing more. It is not a criticism of your play or decision-making to do things differently than I expected. I love you all.
There is a more narrative summary of the action here in Super Session 1 – Entomology. This piece will be more reflective on the session and mechanics from a GM perspective. Any players (or readers) are welcome to add their thoughts as well. Continue reading “GM Reflection: Super Session 1”
We got together Saturday and finished character generation and started a short adventure. The full 6 person group was able to be there. The first session went pretty decently as everyone got used to how the system works and what they can do. Here is a short summary of the action. I’ll post more GM-focused reflection later.
Continue reading “Super Session 1 – Entomology”
This is the player background about Coastal City, the main setting for their heroes.
Area: About 200 sq mi
Population: About 1.6 million in the city proper.
Mayor: Ernest Hughes
Continue reading “Coastal City (Supers Setting)”
This is a background piece for my Super campaign that I am providing to my players (who are reading it here). Feel free to comment on what you think is cool or not cool.
History of Super Powers
(at least what is common knowledge)
The first public superhero began operating in New York City in 2003. There had been reports of people with strange powers for years, but nothing confirmed or widely believed. However, when a 20-something woman single-handedly ended a massive police standoff with organized crime in an old warehouse, there was no doubt. Multiple cameras and witnesses saw her get shot multiple times with no apparent effect, move with inhuman strength and speed, and knock people down without touching them. The public called her Superwoman. She has appeared multiple times since then, saving people from disasters and overwhelming criminals. Her identity has never been discovered and she remains something of a mystery, but she marks the beginning of the super-hero era. Continue reading “Super Campaign Background”
If you have been following this blog, you know I haven’t published in a long time. This is because blogging is time-consuming and I have been doing other things. I want to return to my solo campaign, but I don’t have the time right now for a number of reasons.
The main reason is that I am going to be GMing a traditional campaign (the kind with other people) and doing two RPG things at once is doomed to fail. The bright side of it is that you will be able to read about this new campaign now, so don’t be sad.
It is a super hero campaign with 6 total players (I estimate 3-4 per session). It is set in modern day with a points limit of 500. None of them have played GURPS before, so I wrote their characters based on their descriptions and feedback.
The first official session is this weekend. Wish me luck!
In this post, I develop the fourth main PC: a traveling wizard apprentice who seeks lost knowledge. He seeks out Carys for mysterious purposes, but proves a faithful and helpful companion (maybe). My plan for him is to be focused on magic and academic skills. Continue reading “Gareth Blacksea”
In this post, I develop the third main PC: a thieving partner of Finneas and Riona who agrees to accompany Carys while her brother recovers. My plan for him is to be mostly a thief with just enough fighting skills to not be a liability. Continue reading “Daire Hilderice”
This is a continuation of the work I started here.
Technically, I should use costs FP and other modifiers, but I think it is easier to track (ease matters) if I make it Limited Use. Afterall, the thing that matters is how many times in this encounter can the wizard hit me with this thing? Continue reading “Making Random Wizards Part 2: Magic Innate Attacks (Ice, Poison, and More)”
Overall, a fun session for me. It was good to get back into it. Here are some thoughts:
- The elves were not that powerful for peril 3. I need to start incorporating minor powers into some of my made up encounters.
- Carys really felt like a combat master this session, she was dispatching foes left and right even while outnumbered.
- It was fun to see our enemy finally show up and cause trouble. It ended up being Mireya who sidelined Bastian with a broken arm.
- The kusari is a good weapon for a recurring enemy since she can fight on the outskirts of the main combat and run when things turn against her.
- Low level archers are not very effective.
- The treasure tables have a lot of randomness in them, particularly the coin results. You can get thousands of coins or just a few. I think it is by design, and it keeps things interesting, but I had a number of good rolls last time and made a lot of money.
- With 5 character points, it is time for Carys to buy Perception on the way to growing her IQ.
- Right now I am thinking about adding two new PCs: a rogue/thief and a wizard. The thief would need some combat ability. I still am unsure exactly how I want the wizard to look.
- Most likely, I will be doing that instead of a session this week, but we’ll find out.
As always, thanks for reading. Let me know what you think.
In the last session, the siblings killed two more bandits and explored more of the ruined fort that the bandits have been using as a base of operations. At the end, they had just gone down a staircase into an underground area and dispatched the bandit who ambushed them there. They have three hands for bounty and a bunch of other stuff too. What else will they find? Continue reading “Session 6”