eyelessgame: (Default)
[personal profile] eyelessgame
My Champions players have come up with some excellent concepts, but they're not skilled character designers. And we're hitting smack against two different barriers I don't know how to scale.

We've run one extended adventure, light on combat and keeping things a little vague, but the players definitely want the characters nailed down and I don't blame them. It's a mystic-themed adventure in the standard 5th Ed Champions universe, and in Champions mystic characters tend to get built with VPPs that are heavily special-effect-limited (as all VPPs need to be). All three have "more to it" than just "I do magic", which is great.

But it's really damn hard to run a game where characters have VPPs but the players don't feel comfortable with the character design process, because a VPP always means you're redesigning your character on the fly.

They're all willing to be menu-based - the character is at any point restricted to "only choose from these powers" because they have to go research and experiment and invent in order to build new powers. But this still means a ton of work up front to give them decent menus.

Meanwhile, even if I could nail down these concepts, there's a separate problem.

The character concepts don't generally wind up being "standard PC" power levels - they're ordinary humans with magic. And the concepts aren't really designed for combat -- two of the three, anyway. And I like them having to dodge around fights because fights are dangerous. Except that it makes the players feel useless when there's an actual combat -- so maybe what's happening is that we are falling into the same trap we always fall into when I try to do mystic-themed Champions.

One is a cybermage - carries a smartphone, writes magic spells on it, typically with subtle electronics-based effects. She can control computers and electronic devices, and can supernaturally gather tons of information from the internet. The second is based off Harry Dresden's apprentice Molly: invisibility, mental illusion/control powers, and "hermetic" magic. The third is a Native American "druid" - she shapeshifts into animal forms and controls/summons nature spirits.

Designing adventures that all three can be useful in is a huge challenge. Designing fights that they can all be useful in is an even bigger nightmare. If there's no computers involved, the first is almost useless, but if the opponents rely on electronics, they tend simply to fall apart. If the opponents don't have both mental defense and invisibility detection, the second is nearly invulnerable. The third can one-punch anything that can't one-punch the other two.

I have gotten myself into what feels like a deep concept hole, and I don't know really what to do. All three characters are wildly unbalanced, in that they're all way too effective within their own regime and too useless outside of it. This makes them extremely hard to challenge properly (that is, oppose with someone roughly *equal* in power), as the challenges for each are very different, and tend either to uninvolve the other two or else be trivially solveable by one of the other two.

I have some stories I want to tell. I can fold them into the Champions setting easily - there are tendrils in their backstories into several of the groups in that universe, and I have a ton of ideas I want to pursue.

But - I dunno - this lack of balance is really difficult and I don't know how to solve it. But maybe a skilled third party, who can throw together Champions characters really well and provide us with an actual team that works, based on these concepts, could help me with it.

I'm almost tempted to chuck Champions and declare that they're a Virtual Adept, a Hermetic, and a Dreamspeaker, and run World of Darkness instead - that's how desperate I am. They're *great* concepts. Good backstories, interesting powers. But it's virtually impossible, near as I can tell, to put them together using Champions mechanics.

But first things first. They're expecting me to write up their characters - which I've done, but they're complaining that the designs aren't fleshed out because they don't know what they can and can't do with their VPPs. I feel like if we had really good character write-ups with clear definitions of capabilities, it would make things a bit clearer. (Yet I might still have the adventure design problem.)

I suspect I am just plain doomed.

Date: 2013-05-20 02:23 am (UTC)
From: (Anonymous)
You sound like you already know how to solve your problem: tune down everyone slightly so they still have dominance in their area but won't be helpless. Body armor and taser for cyber mage, make the illusionist more limited (60 points of total invisible, uses up mental def + ego of observer in points - I.e. 5 agents but not 10 - their choice who they have to stealth against), and Druid gets natural animal defenses only with regen on shifting shape, so they're not invulnerable against guns (but can't wear armor and shift). Limits make the story interesting while preserving character.

Scissors, paper, rock - make sure they need to swap opponents from the obvious first choices, let the opposition make interesting but flawed choices - technological mind shields to deal with the mind ripper, that make hem traceable by cyber mage, redneck American ninja that sneer at technology and know how to skin a bear but can't believe someone can out stealth them, wanna be goddesses drawing on the video game cultists to give them speed, power and hive minds but can be server crashed once the heroes find out about the game...

Strongly theme the characters so the limits seem natural - the machine sees much, but not all, you can only divert the attention of so many minds, and natural animals have some perks, but gunfire is still rough.

Date: 2013-05-21 01:20 am (UTC)
From: [identity profile] eyelessgame.livejournal.com
I kind of like this. The cyber mage already has a taser; I need to convince her to use body armor too. (She's also the hardest to buy while staying in the point range, specifically because she has the most backstory and most interesting "world-related" extra powers, like contacts and skills and perks, and they add up to being expensive, and that makes it really hard to afford all the other powers she wants. And then she finds herself helpless a lot because the other two are, comparatively, combat-monsters.)

I like the idea of "mental invisibility" that has to use up points against one's opponents' brains - having 2/3 of all opponents able to see invisible strains credulity. I'll see how he likes the idea - he's no munchkin and is perfectly happy to have the powers adjusted, he just wants to know what they actually are and how they work. :)

The illusionist needs to be toned down another way, too - he also has an ego drain, which is a one-two punch with the rest of his powers that ends up being overpowered (now opponents need see-invisible, mental defense, *and* power defense). I suspect I'll just declare that we dump or limit the ego drain; it's simply too effective a power. He'll just have to use his wizardry (fireballs, anyone?) to be effective against high-ego opponents.

And yes, I overpowered the poor druid's animal forms. I'll cut them down so they're not quite so overwhelming (multiform needs a rewrite badly anyway).

And the illusionist and druid need to have some points sucked away into skills, perks, and contacts.

Profile

eyelessgame: (Default)
eyelessgame

June 2024

S M T W T F S
       1
2345678
9101112131415
16171819202122
23242526272829
30      

Most Popular Tags

Page Summary

Style Credit

Expand Cut Tags

No cut tags
Page generated Jul. 8th, 2025 07:43 am
Powered by Dreamwidth Studios