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Accessory - Dragon Magazine #111.pdf - Index of

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GM has to enforce motivations, especially for established DC char- You can let the players vent their spleen in space — assuming<br />

acters. A player may appeal the ruling after the session by show- there are no inhabited planets nearby. Of course, the villains,<br />

ing the GM and the other players a comic in which his character freed from the constraint <strong>of</strong> destroying the ecosystem which<br />

does the sorts <strong>of</strong> thing the player was trying to have the character keeps them alive, will probably be a tad more vicious as well.<br />

do. If the GM is convinced the character would have acted as the Developing occasional story lines or subplots in which the charplayer<br />

wished, he should give the character an extra miscellane- acter’s powers are not (or are only marginally) useful is an addious<br />

award when the adventure is completed. The other players tional challenge to players. Personal story lines, such as snoopy<br />

and the GM should examine the circumstances <strong>of</strong> the action as neighbors, romantic interests, or a hostile press are well-tested<br />

well as the action itself. Supergirl always went to great lengths methods <strong>of</strong> forcing the character to act as something other than a<br />

avoiding the taking <strong>of</strong> life. But, when faced with the Anti-Monitor, mobile package <strong>of</strong> super powers. The only real trick to creating<br />

a being who had murdered untold billions <strong>of</strong> people, slaughtered these stories is to make sure that the use <strong>of</strong> force is ineffective or<br />

Super Heroes, and was about to kill Superman, Supergirl pulled actually worsens the situation, and that the players do have a<br />

no punches. She was trying to destroy the Anti-Monitor. Unless chance for a positive outcome if they try other approaches. Give<br />

Supergirl were in a similar situation in an adventure, she would them a chance and a reason to use non-combat powers and skills.<br />

never kill. Reward them for being characters rather than megapowered fists.<br />

The second problem is how to build adventures to handle An example <strong>of</strong> such a situation might be eliminating famine in a<br />

Supergirl. If one player has Supergirl, the other player characters developing nation. Problems might include political upheaval,<br />

have to be very powerful or they become irrelevant. With all that villainous opposition (they may prefer to use the impoverished<br />

power floating around, how do you make adventures challenging? nation as a terrorist breeding ground), and altering the agricul-<br />

How do you keep a game world intact when you have characters tural infrastructure so the nation’s farmers could feed the whole<br />

whose biceps produce more energy than all the bombs dropped in country. Perhaps even the climate must be altered; now, there’s a<br />

World War II? tough job even for Supergirl. If this project were run as a continu-<br />

Part <strong>of</strong> the solution is to take examples from the comics. In DC ing sideshow to the more traditional adventures, the players’<br />

comics, the more powerful characters are almost caretakers <strong>of</strong> the characters would become involved with the welfare <strong>of</strong> the people<br />

world. They have a responsibility to prevent battle damage from they are protecting. And, after a few sessions <strong>of</strong> effort have gone<br />

affecting the lives <strong>of</strong> innocent bystanders. If a head-on collision into building up the country, you can bet they will take a personal<br />

between a hero and a villain produces a shockwave which starts a interest in some villain’s threat to destroy their handiwork.<br />

tidal wave, the hero had better find a way to stop the wave before When running really powerful characters, think big. Think big<br />

it reaches land. If the villains create a diversion which threatens in terms <strong>of</strong> the villains, and think big in the sort <strong>of</strong> constructive<br />

innocent lives, the diversion has to be dealt with before dispatch- tasks such powerful heroes may be able to perform. The job is no<br />

ing the villains. Now, powerful villains are even more <strong>of</strong> a threat, easy, but you are building adventures for the most powerful <strong>of</strong> the<br />

due to the ripple effect <strong>of</strong> a confrontation. heroes. Running characters as powerful as Supergirl requires the<br />

In the comics, the adventures will sometimes take place in space. full power <strong>of</strong> a Game Master’s abilities.<br />

DRAGON 87

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