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275647 Posts in 27717 Topics by 4285 Members Latest Member: - Jason DAngelo Most online today: 72 - most online ever: 565 (October 17, 2020, 02:08:06 PM)
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Author Topic: [WGP] Resource pointers  (Read 3103 times)
Murwiz
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Posts: 4


« on: August 26, 2004, 09:14:03 AM »

I thought I might start this topic to share places where GMs of "With Great Power..." might find resources to help write adventures.

The obvious one would be comics. Any GM of a Super RPG (any system) ought to have at hand a pile of comics from the era and/or publisher he or she is trying to emulate! (Silver Age comics lead to a different feel for your game than, say, modern-day indie publications.)

But here's another, to get you started:

http://http://www.rpgnow.com/default.php?cPath=1_18&PHPSESSID=878df8ff072de707f8cdb60535ce9d33

If that link fails, just go to 'www.rpgnow.com' and click on the Superhero category. Within that category is a low-cost product called "Seeds: Supers"; it's one of a series of idea "germs" you can use in your campaign. A very skilled GM could start with that seed and a character sheet for the main villain/threat, and ad-lib the rest! (The rest of us will need just a bit more prep time, I suspect.)

The e-book costs only $1.35 at time of this posting. They have a free version ("Seeds: Fantasy") which will give you a feel for how these books are put together. No maps, no numbers, only a paragraph or two for each seed, but that may be all you need to get the juices flowing. (And for WGP where you are requiring the players to be expressive story-tellers, why should you get the easy jjob?)
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If life doesn't offer a game worth playing, then invent a new one.
________                Anthony J. D'Angelo, The College Blue Book
Jeff Boes <>< mur@qtm.net
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