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?
I like the idea. I would expect the risk is that the player needs to be self-reliant, which might hinder bringing the solo into a team.
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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.
Grey Kitten That sounds like a solid approach. Perhaps the initial battles are a representation of their initial bonds…