The "House Rules" Champions Game
This describes the Champions game entitled "House Rules",
after Hawthorne House around which it is set. The PC's are a
superhero group whose primary focus is opposing the machinations of
The Enclave, a cell-based conspiracy which links itself to various
cults (Satanic, pagan, and otherwise).
It is set in the "Mythic Heroes"
world. In essence, I was trying a campaign which is simpler and more
accessible than some of my previous campaigns. As I knew from the
start, things become more twisted in execution, but I wanted a simpler
base to start with. Specifically, I was looking for:
- Clear-cut Ground Rules:
While there are a number of ideas I have, I would like this to be
open to a round-robin format. On the one hand, that means that
everyone has to be very clear on the ground rules and basics --
while at the same time there has to be a lot of room for leeway
in the background.
- Lots of Action:
Speaks for itself, I think.
- Palpable Evil:
While there are lots of grey areas, more importantly there is a
very clear set of "bad guys" - and beating them up is the right
thing to do. In this game, these are Monsters - evil creatures
which live inside of certain people (often called
- Increased Continuity:
I hope to have more recurrent characters and situations than, say,
the Star Trek campaigns or the Immortal Tales game. The Enclave
is a continuing enemy (whom progress can be made towards
defeating). In addition, I want to set a number of adventures
around the House: a haunted center of operations for the group,
which is often a target for Enclave plots or just create wierdness
on its own.
John H. Kim <jhkim-at-darkshire-dot-net>
Last modified: Fri Sep 24 22:05:51 1999