I have a few questions.

I have a few questions.

I have a few questions.

1) It’s my understanding that the only way to get Advancements is to open new Drive books and their related Moves.

This seems not only incredibly slow, but very limiting when you consider that only a select number of Drives will mesh with a particular type of character. I can’t imagine many characters fitting into more than 3 drives over an extended campaign. That doesn’t total out to many Achievement points. Am I missing something? Do points also get handed out t the end of each session?

2) When Pushing, the rules state that on a 10+ to add the power to your profile “if it’s not already there”. Am I correct that this statement is referring to “Possible” powers? And if so, does that mean players need to Push to use their “Possible” power? If so, and they succeed, does that power become a simple/difficult/borderline power? Do you pick a new Possible power?

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.

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.  

I will be running World’s in Peril at Gencon Games on Demand.

I will be running World’s in Peril at Gencon Games on Demand.

I will be running World’s in Peril at Gencon Games on Demand. Here’s my schedule if you want to come play. The pregen options are listed in the character builds:

Thursday

10am to 2pm – Games on Demand (Marriott Ballroom 6)

4pm to 8pm – Games on Demand (Marriott Ballroom 6)

Friday

2pm to 6pm – Games on Demand (Marriott Ballroom 6)

8pm to 12am – Games on Demand (Marriott Ballroom 6)

Saturday

12pm to 4pm – Games on Demand (Marriott Ballroom 6)

8pm to 12am – Games on Demand (Marriott Ballroom 6)

Sunday

10am to 2pm – Games on Demand (Marriott Ballroom 6)

I created 16 character to choose from for my Games on Demand sessions at Gencon.

I created 16 character to choose from for my Games on Demand sessions at Gencon.

I created 16 character to choose from for my Games on Demand sessions at Gencon. 

I’m letting the players choose their Drive books and Bonds, so the characters don’t have those. The bond threshold is also assuming 5 players.

Comments are appreciated. This is my first shot and I want to make sure I did it right.

https://drive.google.com/file/d/0B_TnuCtZA_mbTXVyQjBmT0RUQ1k/view?usp=sharing

I’m a little confused about the usefulness of the “use Environment” move.

I’m a little confused about the usefulness of the “use Environment” move.

I’m a little confused about the usefulness of the “use Environment” move. The way I’m reading it, it really doesn’t grant any benefit to the player or the EIC. It’s essentially just color. What’s the benefit of using it over Take-Down or Defy Danger? The cement mixer example in the book sounds like a Take-Down move to me.

What am I missing? I’m running the game for the first time tomorrow as prep for Gencon, so I’d really like to get this cleared up.

I am planning to run Worlds in Peril at Games on Demand at Gencon.

I am planning to run Worlds in Peril at Games on Demand at Gencon.

I am planning to run Worlds in Peril at Games on Demand at Gencon.

Any suggestions? Should I bring full pregens? Partial pregens? or have players make characters on the spot?

Going to run it for the first time this Sunday.