Since part of the concept of the campaign is to go through rotating GMs (like different writers on a comic book) Corey ran the show. He did a great job expanding upon the previous sessions events and then taking the team off into his own nefarious plot featuring the notorious Mr. Roboto! I'll have a full session report in the next day or two.
The 1942 era team, Vanguard 13, expanded into a full roster of heroes:
Lord Genovasis - The father of Meta-humansOn to Icons itself....
Automaton - The Mechanical Marvel
Nate Brown - Lowly janitor (AKA The Sponge)
The Scarlet Hood - The bane of organized crime and political corruption
Prophylatica - The woman wonder of rubber!
The Cobra - Superhero (don't quite remember what he was)
Again, it's a pretty fast and loose system. In fact, it was commented on that OD&D was loose, Icons is even more sparse than that. And that's true to some extent especially when it comes to the powers. I am even more convinced that with campaign play many of the powers need to be tweaked and house ruled to flesh them out. I think I'll touch on this area in a future post.
Character creation is pretty fast and fun. It's best to not have any concept of a hero and just let the dice create the basic character. There's plenty of room after that to then flesh the rest in.
I'm convinced that this game really brings out a loose, on the fly GMing style. Though the GM can have his plot and villainous situation fleshed out he's best to keep things loose and ready to adapt and improvise the situations. In that sense it's a great learning tool to help GMs break out of a rigid framework. I think that will show itself more as well play out.
For the players, it's pretty open to doing whatever you feel like your character can do. There's not rules for covering every situation but those are the games that I like. Just state it, go with it, and move on.
Corey also gave the session a nice balance of having to use various abilities throughout the adventure and investigation which was nice in having to use more than just your character's powers.
We still had trouble getting into the use of Determination. I did use a point of determination to retcon a flashlight but beyond that, I think we're still all a little vague on how best to incorporate it into game sessions. More sessions should hopefully help with getting that ironed out.
As with last session we were a little rough on the combat results but by the end of the session that became much smoother. Having a month between sessions didn't help with that. With our next session in two weeks that should flow much better.
Overall, I still think it's a great little Supers game - incredibly rules lite but with enough to really give it some teeth. I had a blast playing as a character and not running a session and we all had lots of laughs at the table.
Corey is going to run part two of his adventure next session then we'll move on to the next 'writer'.
Looking forward to it already!