Interest check: Superheroes Champions teen mentalist game
I have an idea for a campaign I would run. I have only been thinking about it for a month. I am not ready to run it, let alone advertise it and recruit players. I don't yet have all the books I would need to run it -- I don't know if the campaign would happen. I haven't even written out all the campaign history and the non-player characters that would have to be in place for the game to start. I just want to know if there would be enough interest to justify going further.
The campaign would be a superheroes game using the Champions / Hero system. What edition? I don't care. Anything from third to sixth edition might work -- I might talk about that with potential players. But definitely it would be a Hero system. I know how I want mental powers to work, and there is one game system that gives me what I want.
All the player characters would have turned fourteen just before the start of play, which would be during the events of the first X-Men movie in 2000. That gives you a baseline for how the world works. That means no magic, normal year 2000 technology (except for specialized exotic technology always related to mutants), a Planet Earth setting, and a history based on the confusing timelines of the X-Men movies so far, meaning that until the player characters every superhero or supervillain has been a mutant.
In this world, the player character heroes would discover their powers, all on one terrible day, and the campaign would begin. The player character heroes would be far from the top of the food chain in terms of raw power, but they would be something utterly new and unexpected.
This message was last edited by the user at 01:16, Tue 20 Dec 2022.