So, I ran five 4-hour sessions of Worlds in Perils at Gencon and had a lot of fun with it.
So, I ran five 4-hour sessions of Worlds in Perils at Gencon and had a lot of fun with it. Having 18 characters for players to choose from kept it from getting repetitive. Play went pretty smooth, and I have to say that it’s currently my first choice in super hero RPGs.
Having said that, there were a few issues we ran into that were awkward and could probably use some clarification or rewriting for the next edition.
The most glaring issue I ran into was powers that cause immobilization, like freezing, telekinesis, and paralysis attacks. Once a villain or a hero had the paralyzed condition, especially if it was assigned as a critical, it basically locked down the character/villain regardless of how many conditions they had left. I was able to work around it for the most part, but some villains, especially the brawler types, had no way to become unparalyzed on their own.
The second issue we had revolved around certain powers not syncing up very well with an attribute. For example: One character had the ability to bring drawings to life and it wasn’t always obvious what ability to use. For the most part I had the player use Maneuver. It wasn’t a terrible hinderance, but I felt like I was just making things up as I went.
Some other thing that was only issues due to the sessions being one-shots.
Getting Drive books open was nearly impossible. The first 3 times I ran the game, only one player got their drive book open. The last 2 session I had the players start with their Drive Books already opened and we just explained how that happened during pre-play. It made a big difference and multiple players were able to open their Drive Moves and use them to good effect. I’m sure this is not an issue in a campaign.
I do have a few questions unrelated to the sessions I ran, but I will save those for another post.