Eventually, after leveling up in power and stature, the edges of the adventuring world were pushed back -- flight and dimension doors allowed you to break out of dungeon edges. Wilderness adventures allowed you to choose any direction in which to travel -- though you were limited by how far you could travel in a turn, or an hour, or a day. But eventually, with the right equipment, the right spells, the right artifacts, you could break through these limits too.
But in Champions, you can pour a lot of your points into movement as a beginning character and already push back the edges of the gaming sandbox to a degree that might stun some beginning GMs.
A Staggering Selection of Movement
Even if you forego pumping points into a single movement power, the type of movement power can already chip away at those sandbox borders:
- Jump can allow you to hurdle impassable crevasses or leap out of a deep gladiator arena (much to the surprise of whichever would-be emperor is maligning your heroes);
- Tunneling will allow you to make your own corridors (and even close them up after you, if you pay the points);
- Flight allows you to not only overcome nasty traps like pitfalls or slides, it also allows you overcome barriers like mountains and impassable rivers;
- Teleport obviously allows you to bypass innumerable types of barriers without traveling through the intervening space (which could be filled with gas, invisible traps, monsters, etc.)
Faster than a Speeding Bullet
But overloading points into a single movement power also grants freedom of movement. Putting enough points into running will allow you to go anywhere on the hexgrid map in a single phase. Adding MegaScale to your flight or your teleport will allow you to go anywhere in the world (at the cost of a little / a lot of accuracy.
In other words, enough points in the right movement power will shatter the walls of your sandbox:
In other words, enough points in the right movement power will shatter the walls of your sandbox:
- "The only other person who knows the secret is halfway around the world."
- "We'll never get this kidney to the East Coast on time -- we have to find another way!"
- "How will we check the entire northern border of the state for the lost child?"
Control for Control's Sake?
Of course, we're all familiar with the frustrations of a DM who didn't allow you to go beyond the edges of the sandbox because of a weak reason. We all know the human limits on all GMs that prevent them from creating an infinitely detailed, fractal world -- but we don't like it when the borders of reality are so obviously arbitrary. We want some kind of consistent level of verisimilitude before we'll agree to the edges of a super-hero sandbox.
So we learned to talk to our GMs about the types of games they wanted to us to be able to play. We'd accept in-game, temporary reasons to nerf our powers for a single session (happens in comics anyway). We'd not play certain characters for certain adventure types -- all for the fun of the game.
But we'd never permanently allow that movement power to be taken away, as it was central to the character's concept.
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That's my side of things. Let me know what you think, my friend.