How well does Worlds In Peril work for solo campaigns?

How well does Worlds In Peril work for solo campaigns?

How well does Worlds In Peril work for solo campaigns?

I was thinking it would be cool to start each player in their own comic book title for some solo origin-story type adventures before bringing them together for a crossover event with much higher stakes.

Does the system support this idea well, or am I setting myself up for frustration and disappointment? Anyone have experience doing something similar? What should I watch out for to make it as awesome in reality as it is in my head right now?

6 thoughts on “How well does Worlds In Peril work for solo campaigns?”

  1. Some initial conflict bringing them together is to be expected – it’s trope for heroes to fight one another before they team-up, so that would be cool. I’m thinking I’ll have them all together to create their characters so they can collaborate on the world-building, agree on the expected tone, and ensure their characters are different enough to facilitate working together later.

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