Thursday, August 21, 2025

How to run a slasher. 1 of 2

 I ran a summer camp slasher game not too long ago. It went pretty well.

Here's some of the stuff I used to make it happen

Plan for one or two sessions tops. 

Make a stack of pre gens, these can essentially be mechanically identical as everyone is equally helpless against a Slasher. Once a character gets killed, give the player another. I gave every character a unique motivation, which is a big part of the fun. 

If the game extends into a second session you may want to add in some more competent PCs in the form of first responders or, as in my game, a drug dealer looking for his favorite customer. 

Come up with a gimmick for the killer. I used two killers, each wore a burlap mask with the crudely painted likeness of a clown on it. One clown was sad, the other was happy. 

There's gotta be some stuff that doesn't make sense in the setting. I had an abandon carnival/circus in the middle of the island, an old power plant on the shore and a the entrance to an abandoned coal mine. much to my disappointment, we didn't get to the coal mine. 

Here's the map of my island summer camp:




Next time I'll share some of the PC profiles and talk about systems that might work. 

Sunday, August 3, 2025

Some thoughts on superhero RPGs.

 I wrapped up a supers game last night. We played with Savage Worlds and its Supers companion. It’s all very solid and playable, but I made a bunch of mistakes that really impacted the quality of the game. 


These mistakes are all centered around how I handled the creation of player characters. 

Scaling is a huge problem with supers games. This means, that as a GM, you kind of have to micromanage character generation. You want everyone to be roughly in the same place. It’s difficult to create workable adversaries when you have characters who vary wildly in the amount of damage they can take/dish out. 


This leads into the second mistake and its one I’ve made before. A lot of supers games, especially those with point buy character generation offer a variety of tiers ranging from street level to cosmic. 

It’s always best, in my opinion, to start at the lowest level with your first game and then ramp things up with your next campaign if you feel like it will work for you.

Another thing to consider when selecting a power level is the number of players. The more players, the lower you want to go with the power level. In the case of this game I had a lot of players (six) and went with Power Level Three which was supposed to be roughly Avengers level. That might be the case with three of four players, but when you get six, they are way past that. Couple this with a wide variance in damage potential and durability and it’s a recipe for disaster. 


This brings us to another issue- which is the number of players. 

After giving it a lot of thought, I think that supers is best with one to three players. I could go as high as four, but they’d need to be tied together in such a way as to share most of their NPCs like the Fantastic Four or X-Men. Alternatively, you could have a strong leader like Batman or Superman, but still no more than four.

As a GM I’d probably have the most fun with one or two. There’s no other way to do Batman, Superman or Spider-Man type adventures, imo. The supporting casts alone will make it impossible. 


The longest and best supers game I’ve ever run was a two year long game with two players. It was great.