In my last post, I reminisced about Earth Commanders, the first Front Porch campaign. Today I'll talk about the game sessions. (Keep in mind that we were only about twelve years old at the time!)
Adventures consisted almost exclusively of "the story" and "the battle." The story was a brief narrative scene, usually set in the Earth Commanders headquarters in Montreal. The team would learn about a threat somewhere in the world, and they'd have the opportunity to ask questions and make basic plans. That was it for plot. And character development was virtually unheard of. Who were these guys when they took their masks off? Did they ever take their masks off?
The story may have been thin, but the combat was ridiculously fun. The Earth Commanders heroes dished out savage beat-downs to every supervillain in the Champions universe, and gave a second helping to any foe foolish enough to come back for more. Over time, though, the battles became a bit too routine. There's only so many times you can stomp Ankylosaur and Mechanon and Dr. Destroyer before you start looking for something...more.
What we discovered was that we wanted was more of "the story." That's when we turned to Dungeons & Dragons (the original "red box" product) and started a new campaign called Fantasy Quest. That was the last campaign actually to be conducted on my parents' front porch, but, as I'll explain in a future post, it laid the groundwork for all future FPGG campaigns.
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