51 THINGS I’VE LEARNED FROM PLAYING CHAMPIONS

1: Strength is your friend. Get some.
2: Watch your Teammate’s back, and pay attention to your surroundings
3: Make sure the simian is on your side.
4: I can kick a car apart with just my feet.
5: Suppressive fire doesn’t.

6: Be – The Smart one, the goofy one, the diplomat, the medic. (or combinations thereof)
7: Most girls like to play ninjas/thieves and assassins..even if everyone else is sterling/honest and would never kill.
8: Explosions in the hand of a tactical idiot is your worst nightmare.
9: If you’re in a Heroic game and no one has any armor, grab a shotgun.
10: If you’re in a Noir/Dark Hero game, grab a shotgun; just use solid slug rounds.
11: In fact, if you’re in *any* game, grab a shotgun… shotguns rule. (unless it’s Silent Mobius, then grab a Graviton).
12: They need rules for shotguns in Fantasy Hero.
13: Area of Effect attacks: the great equalizer.
14: Mental powers: the even bigger equalizer.
15: You *never* can have too many skills.
16: Never ask the GM “do I have to roll for this?”, because then you’ll have to.
17: And your dice will betray you.
18: Your character is the hero when your lucky shot saves the day.
19: And your dice are to blame when he blows that easy shot.
20: A cleverly-applied Mental Illusion can leave your teammates with nothing to do.
21: A Berserk can leave your teammates with *too much* to do.
22: Avoid surprises. Get Danger Sense and/or 360 Degree Vision.
23: Smart master villains don’t tell their entire plans to henchmen who can be captured.
24: Really smart master villains give their henchmen false or misleading information, and let them get captured on purpose.
25: Some of the best ideas for any genre come from other genres.
26: If at first you don’t succeed, get better equipment, get someone else’s help, and take five times as long on your next try.
27: Not everything is easily translatable to game terms (slick surfaces, gravity increase, overriding television transmissions, a pie in the face, and destroying a planet being a few cases in point).
28: Losing a battle, or even letting your enemy escape, doesn’t necessarily mean failure. It can mean a lesson learned, or even an opportunity for greater things in the future.
29: The fiction you read and watch will affect the characters you play. The characters you play will affect the person you are. Thus, play characters with qualities you want to develop in yourself.
30: Never take a PC as a Rival, they become a ‘hunted’ shortly thereafter.
31: Never give alien technology to the government.
32: Never refuse to give alien technology to the government.
33: Bring the food (it’s worth 3d6 luck)
34: When all else fails… Haymaker.
35: Quoting Monty Python’s “Quest for the Holy Grail” is funny half way into the game — not so funny 5 minutes from the get go.
36: On a 14-, the first Grail quote will be, “Run Away, Run Away”
37: Followed quickly by: “And there was much rejoicing”, “What is your favorite color?”, or some riff on the Killer Rabbit scene.
38: On an 8-, a given Hero player will not have seen said movie — and will wear a tight smile while the above occurs.
39: It’s easier to teach a pleasant, team oriented, Hero novice the rules than it is to deal with an irritating, grab all the attention, Hero expert.
40: More fun and rewarding, also.
41: Mixed gender, mixed age groups of players have more fun–when it works.
42: You cannot always add “just one more player”.
43. I don’t care WHAT system you have, 14 players is TOO MANY!
44. Munchies and Alcohol end more arguments then rule books.
45. The rules change after 2:00 AM
46. Never let the players see your dice rolls.
47. A GM rolling dice will players attention faster then yelling.
48. A good soliloquy is worth 3 dice luck
49. Don’t split up the party unless you have enough GMs to allot one per group.
50. ENJOY your disads and limitations; properly done they’re as much (or more) fun as ‘winning’.
51. Never be afraid of/susceptible/vulnerable to water.

*52. – dont breathe green, glowing gas*

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