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Re: [BNW] test
One of the first things that got me interested in BNW in the first place was
the setting. Being a huge comics fan myself, it really reminded me of the
whole Days of Future Past X-Men storyline, especially the whole Delta
Registration Act and all. That's actually how I sold the game to my group
in the first place, by telling them it's alot like that, only they're more
like B-List Comic Heroes. Luckily, they're really into the whole concept,
so that part's pretty much taken care of.
What do you guys think of the adventures in the supplements? Worth
running for a newer group?
Thenedain
> Make sure your players understand the setting from the beginning (have
them read the intro in the book). A lot of players (in my experience) go
into a BNW campaign thinking it's a superhero game when it really isn't. The
result is that they start the game expecting to fly around smashing
buildings and saving the world, and then get disappointed when they have to
run from cops because they're out-gunned.
> That's not to say that there are no super-powers in the game (naturally),
just that you can't go in with the mindset of Superman, or even Batman, and
expect to survive/have fun.