Monday, April 11, 2016

Campaign Styles

We all know about the Silver Age of Comics and such presented by the books, but here I thought I'd list some alternate campaign styles I've seen run using the Mutants and Masterminds "Engine".

High Fantasy: All powers are based on magic spells as a wizard, or a fighter technique, etc, and the characters are in a high fantasy world instead of a more tech one. Of course, most of the tech feats are removed or useless (unless time travel is used).

Gods: The PCs play gods and their powers are divine in nature. Of course, they must deal with other gods and the collection of followers as mission types.

Kids: The PCs are all kindergartners or teenagers at a school for super powered individuals- the stakes are usually lower (no saving the world) but the youthful age and school dynamic adds an interesting twist.

Powered World: Everyone in the world has some powers, so the heroes are not unique in that respect, and rather than superheroes or masked vigilantes, they are bounty hunters or do some kind of "for hire" work that drives their adventures.

Trekking: The PCs are all gadgeteers exploring space, where they frequently meet super powered aliens. Without special powers themselves (except what they build), and perhaps driven by some kind of prime directive.

The Dark World: The PCs all get their powers from an encroaching realm of magic, and much of the campaign involves them travelling there to defeat supernatural threats that are otherwise bleeding into the main world.

Book-Hopping: The superheroes have been cast into a sliders style campaign, except rather than alternate earths per se, they are exploring the worlds of alternate pen and paper game systems- they take a tour of shadowrun, then call of cthulhu, then go to D&D or Ravenloft, all trying to get back home.

What alternate play styles besides simply "Super Heroes" have you seen?

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