Sorry this keeps getting delayed, but rolling COVID lockdowns are pushing the chance to wargame further and further back. On the plus side, I do get more painting done, which kind of speeds up the game planning to a certain degree? Of course, it is a little annoying that I am completing all of these projects and don't get to do anything with them, but I'd rather be keeping my vulnerable friends safe than playing games and getting them killed, y'know?
Anyway, one of the biggest challenges with planning out a SuperSystem Ultimate Alliance game is building in the narrative, so that it doesn't just become an exercise in combat and dice rolling. Yes, the fight is a fun part of any superhero story, but there really needs to be context, otherwise it's superhero UFC and I get bored pretty quick. This is probably why I've never gotten much into the Batman Miniatures Game or Marvel Crisis Protocol, it's just a fight that never really feels organic to me. To that end, I try and build all of my supers games, especially the Ultimate Alliance ones, around something other than a straight punch-up. This doesn't always need to be a grand narrative, but something as simple as a bank robbery, hostage situation or gaol break can work.
Naturally, this being the first game of my "Death of Spider-Man" campaign, the scenario will involve the death of Peter Parker. This complicates things a little, as with any wargame, guaranteeing an outcome will be tricky. There are a few things I can do to help this along, I'm thinking of starting the game with Peter being down some Hits and just kind of stacking the whole scenario against him. What this does mean, as I'm trying to keep the full narrative of the campaign under wraps before it begins, is that I'll have to be careful about who plays which characters in the actual game. Some players are happy to bend to narrative if the game is fun, but there's always those who see dice and numbers and go for the win no matter what. No judgment, I'm playing competitively for the first time in years in a Kill Team League and loving it, but that's just not what SSUA is about.
The primary antagonist for the mission will be 'Venogoblin', a version of Norman Osborn who's hopped himself up on drug symbiote in an insane attempt to finally kill Spider-Man. So, functionally, it will be a one-on-one game, meaning I can skip things like the Initiative Step and just keep the action rolling. To facilitate the 'death' of Peter Parker, both characters will start out a little lower on health, maybe only as much as D3+1 Hits down, with the trick being that Venogoblin can Regenerate, whereas Spider-Man cannot. Add in some conflicting objectives, with Spider-Man having a focus on saving people rather than defeating Osborn, and our hero should be nicely up against it from the first turn. Again, I can't ensure that I'll have the specific outcome I'm looking for, but there's not just the mechanics to consider when I'm doing all this. Unsurprisingly, a big part of a Narrative Campaign is the narrative.
Knowing the basics of the game now, I can start to get the details sorted. I have a painted Spider-Man and Venogoblin, and the stat card for Spidey, so I just have one character to write. I have the table and most of the accessories, so what's stopping me from just running the game? Well, last time I ran a series of linked games, way back in the Dark Ages when this was all done on the Lead Adventure Forum, it would take me months to get each new game together, so the enthusiasm just petered out after two games. This time around, especially as I'm only planning 4-6 games in this Campaign, I want to have at least two ready to go at a time so I can arrange games each month or so. On to next time then, where I'll be outlining game two and maybe looking at scheduling game one.
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