Wednesday, September 30, 2026

Marvel RPG in Haven - more and more prepared to Wing It in sessions


Both my Marvel and DnD campaigns are on the weekends. Doing Friday and Saturday sessions is recipe for missing players here and there. 




My "Haven" campaign with Marvel Multiverse is on Fridays, and the DnD campaign on Saturday. And both are going better than I probably deserve. I might do another post about the makeup of each group (currently with the exception of one person the Haven campaign has come to be made up of players from my DnD night), but I will just say that Friday has tended to be a night I might most likely be missing a player or two. This is the price you pay for running on weekends. Maybe not me lately, but some of my players at least have a life. Especially if they have kids. If you are a family person you will go on vacations and such pretty much on the weekend from time to time. 

For the Haven sessions, I had early on settled into doing two sessions arcs with little story bits. It mostly just happened that way. With short sessions anything with meat on the bone should take a couple sessions at least. An encounter situation bleeding into the next. Player Amber mentioned the other week (she is smart as a whip at times) what I knew already; that I tend to run episodic sessions. Which works well for this kind of game I think, and very much how I always ran my supers campaigns going back to Villains and Vigilantes. But I have also found its useful to be prepared to do some little side encounter here and there depending entirely on who is available. If we have three players, we usually go for it. I mean, we only play for a couple hours on Friday night. I just started finding that I should be more prepared for little quick side things that can be done that night, but also these can potentially lead to more growth in the campaign and the characters. 

I do have the next couple of session arc chambered for some weeks now, but I keep tossing in quick little adventures. And I do have experience with this. Back in my Champions days we could play even if most of the group cancelled. That is how Justice Incorporated sort of started. Not enough players for The Protectors supergroup main campaign, so have a couple of JI characters stop a bank robbery or fight some gang members or something. But these little one session bites have been fun. And I tend to have players who love RP and character development. So many sessions first 45 minutes might be just the characters having a meeting. I will then have a choice of starting a little adventure arc or tossing a quick encounter at them. And I have been enjoying the little ones. Some I might have prepared way ahead of time. And some I might just whip up a half hour before the session. I have found that sort of exhilarating lately. 

And I have plenty of city images that I have been collecting since this started. Streets and rooftops. All you gotta do is make a blank page in your Roll20 pages, drag an image unto it, and you are almost there.






Endless amounts of this stuff online. The only thing is, if I don't have a foe done up in Demiplane, I need to do one up (I do have things like gang members and basic gunmen prepared at all times). But I have gotten pretty good at knocking out characters. Last year before the campaign I spent a lot of time whipping up NPC's. So I do have some chambered. But often I will need to spend a few minutes doing on up and finding and image for a token. 

Not too long ago we were down a couple of players, and the Paladin player had to miss a rare for him evening and with only about an hour and a half to play since we waited a bit (he is a valuable player in this campaign and has been very reliable, so I forgive his lack of pre-session communication), after a bit of role play and character interaction, I suggested that since they often say the characters go out to secluded areas to train, that they do a little "Danger Room" character vs. character training. I grabbed a map of a country road (from my collection of DnD session random images I often use) and let the three characters present we had; Iggy, Nova, and Seraph, go to town on each other. And not in the way you are suddenly thinking, you dirty dog. 

They actually were a bit confounded and maybe even resistant. "Uh, what do you want us to do?" I said "Train with each other. Have a fight." Just a few minutes into it, they were loving what I thought might be a rare bomb of an evening. But that is me, an experimenter. OK, not really, In past decades I did this with Champions sessions all the time. I even had a short X-Men of the future campaign as a teen so you know a danger room things happened at least once. Long time ago so don't remember details. Anyway, the point is, it was a hit. Amber said they should do it again soon. Especially funny moments include Igneous at 100 feet grabbing one of them and throwing them into the other. Also Seraph flying up to his ear and reaching in with her bo staff to beat on Iggys ear drum. I also realized I could nab a hand image from the free Roll20 marketplace and made it big and give him control of it so he could indicate where he was reaching.✋ Yeah, it was a blast and I only had to set up the map and let them have at it. 




Then the following week there was a point I gave Paladin a few minutes at night on the rooftops. I know I could count on the Paladin player to help make it quick (the player is no nonsense like the character and I think maybe former military), and it really was just a 10-minute thing. He had said he spent some nights sort of getting to know the city since he was from another country (the Mediterranean or something like that). So I had a couple members of the York Industries sponsored superteam Safeguard see him while on patrol and Blackwolf, an Alaskan who can turn into a giant supernatural wolf, engaged him in a couple rounds of combat before Wind Sorceress said that their sponsor would not like them going in on their own like that and flew them away. Before that though, Paladin gave Wind Sorceress a copy of the bible. He had yet to indicate he would have such, but he is part of some ancient religious warrior group.  So yeah, a quick little side things which I like to do for characters to give them a sense of their own life going on (he did not even mention it to the other characters for a couple sessions). 








OK, to keep this from getting too long, I will talk about the last couple of sessions that were pretty much prepared a half hour before the sessions. That this campaign has gotten really easy peasy to be prepared for is just one of the aspects I am loving. But yeah, hopefully soon get into another actual arc for them. A campaign does not live on mini encounters alone. YMMV

Cheers

Monday, September 21, 2026

Being Creative with online session Discord Calendar Invites

  

In the face-to-face days we just used emails for our game scheduling and reminders. In the mid to late 90's we only played a couples times a month at best (though we played far longer sessions then. An entire day into the evening usually), but also saw and talked to each other since we were mostly friends outside the games. But going into the 2000's and running for groups who were just "gaming friends" emails and/or Yahoo groups or whatever helped. 

But with the advent of my Roll20 online gaming several years ago, and my use of Discord for voice and text, I got the advantage of actual dedicated calendar reminders to remind the humanoids that we had a game. 

Needed? I dunno. Since going online with my campaigns the schedule is pretty set. This year since around February have done DnD every week on Saturday nights, And for a few months now have run my "Haven" campaign with Marvel Multiverse on Friday night. Dedicated regulars. So they know full well we have weekly sessions. 

But the things is, I found out early in my Discord usage that I could be kind of creative with the calendar invites/reminders. 



I mean, it's kind of what it's all about, right? Making a little magic. So any creative element you can stick in there is important to me. And for years now in campaigns, I have done what I can with the invites.

Besides indicating which voice channel you are using and the day, time and date, you can add an image and a title for the session. That alone stirred my imagination. Originally I was digging that players could "like" the calendar invite, as it would indicate to me who was planning to attend. Not always reliable though. In the latest campaigns you can count on 3 or 4 players to like it, but not everybody always does. 

But I loved that I could use an image and a title to maybe sort of foreshadow the session. Not give it all away, but maybe sort of rile up some interest in what was going to happen. Sometimes mysterious or sometimes not. 

Some things from my generation may inspire me on this. I remember on old TV shows you would get an establishing shot, and "on tonight's episode of Mannix - lonely is the hunter" or something like that. 



I have sometimes made them as simple as an image of a country road and a title like "the road goes ever every on" for DnD travel. And sometimes I made them more meaningful. To me, anyway. Sometimes a private joke. 

Since Discord does not archive past invites, here are the couple for this week's games. In my DnD campaign, I am once again using the old Pawnshop adventure from Apple Lane for Runequest. This week we are heading into part two of the Pawnshop attack. This invite was pretty easy. Just put an image of one of the foes the party is now facing in the shop, and a "part 2" indicator.   



Nothing super creative, but it gives the players a little something to maybe pique their interest in the next session. An image of the monsters they have seen but not gotten into full steam battle with yet. They know it starts right from the jump next session. 

For the Marvel rpg sessions, things are getting a little harder to figure what will happen next. I have 5 steady players, but since it's the weekend and there are not quite as many players in the pool as my DnD, a player or two might have to miss a session. I have been sort of planning out two session arcs, but honestly, we only play for two hours or so on Friday. And the players might sandbox a bit. "Can I go patrol for a few minutes?" And I have been giving players 20 minutes or so here and there to do their own thing from time to time (against my general better judgment. I mean, we are not doing very long sessions). And as of last week I am deciding kind of last minute what might be best depending on what players we have for the night. If I plan a little couple of session encounter arc, somebody I need for it might not be able to make it that night. Or maybe last session is going to bleed into the next a bit, and I might want to wait a week or two to start that for whatever reason. 

Like last week, I decided a half hour before the session that I just wanted to have a little low-combat encounter. I dreamed up a couple of floors of an office building being set ablaze by a professional arsonist. In that half hour I found a couple of office building floors to use as maps, and went into Demiplane to whip up an arsonist dude. Found an image that worked for it. And decided this would be an architectural firm being targeted by a rival. 



I will maybe briefly touch on that in the next post, but for the following session how will I start things off? Since we had to wrap it up right after the victims were rescued and the fire put out, I figured this might be the first real interaction with the characters and emergency response, and maybe reporters as well. "hmm.." I thought. Maybe I could expand on that. What if a character took the time to answer a reporter's questions? Or maybe I could have an "on the scene" start-up streamer crew looking for cred and popularity actually ask a character if they could be their "dedicated news team" (an idea I got from a card in the King of Tokyo card game). Promise them positive coverage if they give them tips on things that might go down they can report on. Since all this was on my mind, and at the very least the first few minutes of the next session being them at least being approached by reporters and later seeing a news report on the encounter, it was enough to include it in the invite for the next session. Easy peasy. 



Just a generic reporter image (who I am going to use for an NPC) and a title "More New at 11" (just happens to be one of my favorite Public Enemy songs)



This invite was not exactly high art. None of them are. Really, if anything they are a more personal thing for me. But in the case of this invite for the Marvel game, it's kind of a mystery box. The players will have no idea what it means. And the meaning will not be deep. But it lets me tap into maybe the barest of the plot for the next session, and since I have no idea yet how the majority of the session will pan out, this at least connects to it in a minor way. And if the characters kind of go with the Dedicated News Team idea, it could have greater ramifications. 

But yeah, the invite is a minor thing, but its fun for me to decide on a title and an image at the very least. And we GM's gotta get our jollies any little way we can, eh?

Cheers

Saturday, September 12, 2026

Marvel RPG - "What Price Three Souls to Save?"

 

So, this couple of session arc would be of the supernatural variety. When I give people a quick description of my setting and what I like to do with it, I call it "Supers/Cyberpunk/Future Noir/Future Supernatural." The Pacific island nation of Haven was not just historically a "weirdness magnet" but the post WW3 refugee crisis brought folk from all over the globe here, along with whatever folklore and myth they brought with them. So especially in the older, lower income parts of the city, I like to imagine there are lots of supernatural goings on. Western Euro, Pacific Islander, Caribbean, etc.

And in my old Champions games, specifically for the then street level Justice Incorporated characters, I created Sister Mary Alice, or "Malice." Sister Mary Alice was a nun at the big catholic church downtown, "Our Lady of Constant Sorrow," made in part of brick and stained glass imported from an old European cathedral in the 1950's. In stands still smack dab in the Eastern District of City Center, with much of the city built around it.




Some decades before, Sister Mary was assaulted and killed by violent gang members and entombed at the church. But Sister Mary's spirit was taken over by a spirit of vengeance, turning the soul of Mary Alice into a Revenant. Every some odd years the possessed spirit of Sister Mary would invade the body of a fit, mostly random, young woman to take on the vigilante mantle and go out seeking violent men to kill. 



Mary Alice could bestow upon her vessel the ability to levitate, pass through objects and produce ancient weaponry (favoring swords, axes, and maces). The possessed woman's body would be imbued with extra strength and stamina (of the max human potential variety). She was perfect for those running battles on rainy nighttime rooftops and alleyways. 

For this recent Rank 3 Justice Inc games, I needed to upgrade her a bit, mostly adding the ability to teleport and also a level of Mighty and Sturdy for the mortal form. Made her Rank 4 as well, which makes her more than a match for any of the characters individually. 

I also brought in a bit of a protege for Sister Mary, a young Latina girl in Day of the Dead makeup who was using her grandfather's heirloom military pistols to go out and blast violent gang members at night in the form of "Devota." The urban legend of Malice and the new, mortal vigilante were out at night taking care of business. Sister Mary Alice mostly being near to help her if she got in trouble and let her do most of the killing. Still, dead criminals were being found with both sword and gunshot wounds. 





Several sessions ago I had decided to start having a 15- or 20-minute encounter a character could face solo every session or two, just so they can have their own moments. The character "Ghost" was on patrol and ran into Devota taking on a gang on a rooftop, with Malice on hand to make sure it went well. You can read the sad tale about how all that went down for me here. I will probably not be mentioning it again in the foreseeable future. 

But this encounter would finish up this little dangling plotline. I won't go into deep detail, but the two-session arc would take place essentially on two maps, the ground floor of an enclosed parking lot, and a section of the roof of Our Lady of Sorrow.

I would bring in one of the members of the group "The Redeemers" who have been around since the very first session of the campaign (the runners up for a job with Justice Incorporated) and also appeared in the "Bar Wars" arc. 



Pretty much like most of the Redeemers characters I came up with Count Carl on the spot when I was practicing creating characters in Demiplane for my hoped for eventual Marvel Multiverse campaign. I really didn't have him all that fleshed out. He was going to be a non-evil vampire who hunts evil vampires. In his first appearance I meant for him to be German or Romanian, but I somehow just started doing a Cockney accent for him when he appeared in game. By his second appearance I decided, based in large part of the image, that he became a vampire in 1960's swinging London and I would basically just do an Austin Powers impression. That stuck. Vampire hunter, monster hunter, and most of all a detective of all things supernatural. He was a chain smoker and before he appears the smell of smoke would proceed him. 

He appeared in the morning in the Safehouse Paladin is living in. Pally woke up smelling ciggy smoke and hearing the news on. Going into the living space there was Count Carl floating in front of the big wall TV, smoking and waiting for him. 




Their previous encounter having been a brief hand to hand (Paladin handled him then no problem, though Carl's heart was not really into that encounter), the blunt and no-nonsense Paladin told him to go back outside and ring the doorbell. When he reentered, Carl asked that Paladins team members be summoned. When they arrived, he told them of the Revenant influencing the spirit of Mary Alice, possessing and innocent girls' body, and at least to some degree encouraging Yanet "Devota" Inez to be a criminal killer. He said that his friend, the blind elderly Dominican priest of Our Lady of Constant Sorrow, can create an area at the church that he can trap Malice in, and that as an experienced Exorcist (in the real world the Dominican Republic seems to have big history with that) can expunge the Revenant and bring peace to the soul of Mary Alice and free the unknown girl being possessed. 


Carl says that he predicts Mary Alice and Devota will appear the next evening to attack youths who will be doing a violent teen takeover of a parking lot near a theater multiplex. He wants the characters to be there to try and stop any violence they can, but to let Devota escape. The young girl apparently goes to the church after each appearance as the vigilante to pray (and that Carl knows most of this from being in contact with her only close living relative, her grandmother who has been going to the church for decades). The father will have an area of the roof blessed and prepared with candles and incense and will eventually lead young Yanet up to the roof, where Sister Mary Alice will no doubt appear to help her. At that point they can stop Mary Alice and the father will perform the exorcism. 

Part of my philosophy when running games, whatever the genre like DnD or whatever, is to provide different locations to do action in. I think that is especially important for a genre like this, as streets and office building rooftops can get a bit repetitive. So, an indoor parking structure and a cathedral roof section seems to fit the bill of keeping things fresh. 




So once the characters staked the place out, the youths soon arrived to cause a fuss among people going to their cars after a movie or dinner. They were prepared with bats and knives, and as soon as they started fanning out to mug and menace folks, the characters dug in. Paladin and Seraph beating on some of them, Nova trapping some in an energy cage, and Igneous generally menacing them with his giant size pretty much had them in check. But then Sister Mary Alice and Devota appeared. Yanet was hesitant to kill teens, though when a couple of the gang members accidentally knocked down an old couple while fleeing from Paladin she did shoot one of the youths in the leg. But she then took off, as did Mary Alice, but not before producing a mace to smash in the head of one of the teens.





Then off to the church roof, where they met Father Dom who eventually brought up Yanet who had removed her makeup to pray. They disarmed her, and Mary Alice appeared to fight them. I don't have to go into detail, but at rank 4 she could put up a decent fight and dish out some damage with whatever weapon she produced. I even had given her the power to animate a couple of the roof gargoyles to make it more of an interesting fight. But they were finally able to put Malice down, and father Dom freed the possessed body, and Sister Mary's soul from the influence of the revenant spirit. 




Sister Mary Alice's soul was seen rising into a shaft of light, and it seemed like she was finally free. 



The unconscious Yanet was flown by Seraph to the apartment where she lives with her grandmother. With granny being a devout Catholic, she of course thought Seraph was an angel at first. 




Some thoughts: At some point during this 2-session arc, Seraph declared to the others (while on the church roof I think) that this may be the most important thing they ever do. Not sure if they agree, but strong stoic type Paladin seems to be a religious warrior (a session after this he would give an NPC a bible), but he does not advertise it. Also, Igneous' player missed the second part where the roof fight was. Iggy's player misses a session now and again. Since he can grow up to 100 feet tall, he is always conspicuous by his absence.

Anyway, that nicely wrapped up the supernatural vigilante angle. A nice detour from the more science related stuff of previous sessions. But there will be more supernatural based foes in the future. Gotta keep mixing things up. 

Cheers