Ralph Dula
Fighter of Fungi, Mortal Foe of 5E, Possibly a Cat
- Joined
- Nov 28, 2020
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I figured I should create a thread of my solo RPG misadventures, so those uninterested could ignore my ramblings.
My first scenario without a TPK that I ran in recent times was the AMP: Year One scenario
I went with a quartet of PCs, as I find of late that’s my limit for keeping track of characters in a solo game. For simplicity’s sake, I had each character with only one power, maxed out. The quartet consisted of:
-Frank, with the power of Invisibility.
-Kelly, with the power of Blast (Cold)
-Ashley, with the power of Water
-Skye, with the power of Chimera
Being an avowed human supremacist, I made all the characters United Human Front members, the X-Men and Superman having taught me at an early age about the superhuman menace.
(I suspect the authors of the game are dirty superhuman sympathizers, since the line for your character’s real name on the character sheet has the slur for normal humans in-game on it. Disgusting, really.)
I ran the AMP Quickstart Adventure, having not read it before I made my characters. Hilariously, the scenario revolves around getting involved in the attempted kidnapping of a superhuman by government forces. The adventure assumes that all PCs would want to get involved, even mentioning UHF PCs at the end, without ever thinking about their motivation, or lack there of, to get involved.
So the PCs see some mysterious individuals plotting against a star athlete, one who keeps breaking record after record, and leading her team to victory against all who oppose them? And the mysterious fellows identify her as having powers?
Oh, hell no, they’re not getting involved. A superhuman who used her powers to crush the hopes and dreams of many a woman, who had no hope of matching her empowered abilities, to say nothing of the fame and financial success her cheating brought her? If anything, the PCs wish her teammates could be shipped off to Super-Gitmo or wherever she’s being taken, having ridden her superhuman coattails to success.
So the PCs left, happy the government was dealing with the super-cheat. And since the adventure hinges on the PCs preventing her kidnapping….Well, she got whatever fate her crimes earned her.
Now, going by the Quickstart, the PCs would have earned no XP. Good thing I have the Year One rulebook, with the full rules for bestowing XP.
+1 Showing Up To Play
+1 Moral of thr Story: Normal humans are perfectly capable of dealing with the AMP threat, and aren’t just helpless victims of them who can’t bring them to justice for their crimes.
+1 Loyalties…..Well, two of the character do have Loyalty to Self maxed out, so I guess they each deserve a point for putting themselves first.
And the best part is I finally finished reading the fluff in AMP Year One, and discovered there really is a Super-Gitmo in the game.
It was fun both having my characters not TPK, and being able to actually run an adventure with characters made before reading a scenario.
My first scenario without a TPK that I ran in recent times was the AMP: Year One scenario
I went with a quartet of PCs, as I find of late that’s my limit for keeping track of characters in a solo game. For simplicity’s sake, I had each character with only one power, maxed out. The quartet consisted of:
-Frank, with the power of Invisibility.
-Kelly, with the power of Blast (Cold)
-Ashley, with the power of Water
-Skye, with the power of Chimera
Being an avowed human supremacist, I made all the characters United Human Front members, the X-Men and Superman having taught me at an early age about the superhuman menace.
(I suspect the authors of the game are dirty superhuman sympathizers, since the line for your character’s real name on the character sheet has the slur for normal humans in-game on it. Disgusting, really.)
I ran the AMP Quickstart Adventure, having not read it before I made my characters. Hilariously, the scenario revolves around getting involved in the attempted kidnapping of a superhuman by government forces. The adventure assumes that all PCs would want to get involved, even mentioning UHF PCs at the end, without ever thinking about their motivation, or lack there of, to get involved.
So the PCs see some mysterious individuals plotting against a star athlete, one who keeps breaking record after record, and leading her team to victory against all who oppose them? And the mysterious fellows identify her as having powers?
Oh, hell no, they’re not getting involved. A superhuman who used her powers to crush the hopes and dreams of many a woman, who had no hope of matching her empowered abilities, to say nothing of the fame and financial success her cheating brought her? If anything, the PCs wish her teammates could be shipped off to Super-Gitmo or wherever she’s being taken, having ridden her superhuman coattails to success.
So the PCs left, happy the government was dealing with the super-cheat. And since the adventure hinges on the PCs preventing her kidnapping….Well, she got whatever fate her crimes earned her.
Now, going by the Quickstart, the PCs would have earned no XP. Good thing I have the Year One rulebook, with the full rules for bestowing XP.
+1 Showing Up To Play
+1 Moral of thr Story: Normal humans are perfectly capable of dealing with the AMP threat, and aren’t just helpless victims of them who can’t bring them to justice for their crimes.
+1 Loyalties…..Well, two of the character do have Loyalty to Self maxed out, so I guess they each deserve a point for putting themselves first.
And the best part is I finally finished reading the fluff in AMP Year One, and discovered there really is a Super-Gitmo in the game.
It was fun both having my characters not TPK, and being able to actually run an adventure with characters made before reading a scenario.