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Thread: Supers Adventure Design Roundtable with Steve Kenson, Steven Long and Christopher McGlothlin

  1. #1
    OPA Belta
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    Supers Adventure Design Roundtable with Steve Kenson, Steven Long and Christopher McGlothlin

    link: https://mikelaff.podbean.com/e/super...iday-fandango/

    Steve Kenson, Steven Long and Christopher McGlothlin talk about superhero adventure design

    SHOW NOTES/LINKS:

    Here's a link to Aaron Allston's Strike Force:
    https://www.drivethrurpg.com/product...s-Strike-Force

    Here's a link to the IDW magazine KS with the Grant Morrison interview
    https://www.kickstarter.com/projects...heavy-rotation

    Here's a link to Time of Vengeance (one of Chris' adventures we mentioned)
    https://www.drivethrurpg.com/product...Vengeance?it=1

    Here's a link to Time of Crisis (another of Chris' adventures we mention)
    https://www.drivethrurpg.com/product...Second-Edition

  2. #2
    MCRN Admiral FuzzyBoots's Avatar
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    Re: Supers Adventure Design Roundtable with Steve Kenson, Steven Long and Christopher McGlothlin

    I've been listening to that one off of YouTube at home. One of the big points I took out of it (admittedly, more a GM thing) is that one of the deadliest things you can do when a player proposes a viable course of action is to say "No, that's the wrong solution." There are obvious caveats like the players who always try to take a challenge and turn it into something trivial to solve (say, the person who decides they should be able to use their maxed-out ranks in Expertise (Modern Dance) to disarm a bomb, or who tries to stunt a "know the maze layout" power off of their telekinesis when you put them in a puzzle), but otherwise, you should always consider the situation and allow for alternate solutions, although as GM, you always get to decide how it works out. Especially since, as they say, superhero RPGs have so many ways to solve a problem that you can't account for them all.

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