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How Campaign Segment 1 Went


The Everway system does lend itself to the easy creation of character with well-rounded powers. However, the 30 point Everway characters we had in this game are, I think, much more powerful than a 250 point Champions character, and given the more freeform nature of the Everway system, also likely to be of considerably greater flexibility.

This was definitely reflected in the player characters I had in the game.

Perhaps in any future game done using the Everway system building characters on 25, or even 20 points would give character more closely approximating a 250 point Champions character. However, there are some fundamental differences in the two systems which mean things can never be entirely equivalent. For example, in Everway a character can be Invulnerable for 3 points; in Champions it is essentially impossible for a character to ever be completely invulnerable.


From running this game, I have come to the conclusion that the Everway statistics do not in fact lend themselves too well to the Superhero genre. In particular I feel there are problems with the Earth and Fire statistics.

With Earth, in the way it represents both fortitude and resistance to everything it is hard to generate the common superheroic characters who are physically very tough but mentally normal, and vice versa.

Likewise, Fire, in the way it covers general physical prowess - strength and speed - makes it hard to generate characters which are strong but slow, or fast but physically normal, without using the 'extra specialisation' or 'anti-specialisation' options which I added to the character generation system.

Perhaps statistics like those used in Amber (Psyche, Strength, Endurance and Warfare) would work better for doing this.


There are also some potential problems with character advancement. The Everway rules have some brief guidelines, but I'm not sure how well they would work in practise. For this game I haven't really worried about advancement at all. In a longer term game or campaign I would probably allow characters to develop extra abilities within a Versatile power with no real problems (unless the new abilities took it, in my view, from Versatile to Versatile x 2). Other than that, I suppose doling out extra character points from time to time, or imposing increases in skills and the like would work. Still, not entirely satisfactory.


As I said above, the main purpose for trying this experiment was to speed up combat from that used in Champions. In that regard, I don't think Everway does particularly win over Champions in the combat-intensive superheroic genre. Although the systems works well, because it requires so much more description it can be hard to assess what is going on, and what damage has been done, and what a given character is capable of doing to another.

I'm not sure why, but Amber, which also relies on just such a system, seems to work better. Perhaps Amber is a more combat-orientated system, while Everway is not.

Thus, although it works, combat does not seem to end up significantly faster than it is in Champions. Perhaps a different GM could manage it, but I would be surprised - and impressed - if they did.


Anyway, although it has not convinced me to convert my entire Champions game to Everway, both I and my players, I think enjoyed the game, and it went pretty well.

It also, in my opinion, threw up a lot of good player characters. Although there was some, not too unexpected, leaning towards Russian stereotypes (in particular Mother Bear and General Winter), there were also a good percentage of highly non-stereotypical characters, particularly among the female characters. Certainly, none of Mother Bear, Molinya or Baba Yaga at all fit the traditional 'super-babe' mould. And that's all to the good, I think.


Later...

However, the first mini-campaign in fact went well enough, despite the various problems I mention above, that at least a second mini-campaign, and possibly more, are on the cards.


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