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Campaign Ground Rules
General Description
This game will mix standard superhero set pieces with more mature
themes. Yes, the characters may wear spandex and shoot rays out
of their eyes, but they still face the same problems as you or I,
and perhaps more.
The heroes of Newcomer are just that, heroic, because they don't
have all the answers. Sometimes their powers aren't enough versus
Dr. BadAss and they still have to face the IRS! They
are heroic, not because they've have angst-filled backgrounds
their powers borne of demonic torture, but because they are trying
to do some good, because it's the right thing to do. It ain't easy.
Importance of the PCs
The PC's are the "stars" of the game, but they are not
the most powerful superheroes in the world. The PCs are assumed
to have had some experience and are probably some of the tougher
metahumans in their area. So, while they may bask in the knowledge
that they are the local supermen, they also can't expect someone
to come bail them out if they get in over their heads.
Campaign Tone
While the campaign will have some of the goofiness of Champions
and the four-color genre, most of the situations are serious.
Morality: There will be examples of classic Good vs. Evil
morality and stories involving shades of gray.
Realism: the physics of the world is unrealistic, but the
affects of superpowers are not. There will be room for romanticism
and tragedy.
Outlook: Seriousness balanced with lighthearted events.
Continuity: Mostly episodic with some continuing themes.
Physical World (Description)
I plan to ratchet back the four-color dial a bit from the standard
setting, but not enough to turn the game into some gritty street-level
Champions game. This has been done to emphasize the importance
of the PCs and to deal with one of the most unrealistic elements
of the genre - the slow pace of technology in a world littered
with alien technology and pocket fusion reactors.
Background Elements:
- Aliens may exist, but any contacts they have had are still
secret.
- No big world-spanning superhero organizations exist, a la PRIMUS,
UNTIL, etc. (...at least publicly).Why? The world is as balkanized
as our current situation. After Korea, etc., it has only been
in the past few years that UN interventions have become more common,
and let's face it, they really have not been resounding successes.
There may be talk of a UN-sponsored superhero force, but it is
a political hot potato.
- There are metahuman wings of current law enforcement offices.
So a big city will have a SWAT-like team for dealing with supers,
the FBI will have a paranormal wing, and their may be hidden agencies
too.
- Also, there probably will be supervillian teams, but the only
VIPER-like organizations that are known would have been the ones
that were discovered and destroyed. So, if there is a Secret Worldwide
Allegiance of Super Villians, then it's really secret.
- Villains and heroes have the same basic motivations as their
non-superpowered counterparts. (There isn't a megalomaniac world-dominator
in every abandoned warehouse by every waterfront
in every metropolis.)
- The origin of superpowers is not well known or understood.
There are competing theories as to what causes superpowers. Superheroes
have come and gone the high points being in the late 40's and
early 70's - there are actually fewer superbeings now than, say
1980.
- Supertech is often conditional. Many of the gageteers and inventors
seem unable to replicate their work for others: "That's funny,
my PowerBelt works for me?!?!"
Physical Setting
We will begin in San Angelo, although the characters do not have
to own the setting book. If the characters wish to come from the
area they probably should purchase the book and familiarize themselves
with the basics of the city. If this is the case, see me about what
you should not read
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