This is an excellent series of 3 articles about constructing a "Sandbox" style campaign in the Supers genre. Traditionally sandbox games are done in a "Hex Crawl" style in Dungeons & Dragons or old school fantasy games more broadly, and sometimes they are done in Sci-Fi as well, such as in Traveller across sub-sector maps and so on. This series takes a look at how you can seed a city in sandbox style. I could see it being applicable to any campaigns centered on a particular urban location, super hero or not.
Part 1: Mapping a city and determining the local trouble-makers.
Part 2: What's going on in each neighborhood tonight?
The articles seem to take some inspiration from "Night in Gotham", a supplement for 1st edition DC Heroes, and possibly a bit from "New York, New York", a supplement for TSR's Marvel Super Heroes Basic Set as well.
"Here’s a question: if your players asked for a campaign of politics, deception, and intrigue, what rules system would you use?" - This excellent article delves into RPG rules and how they influence the feel of a campaign at the table. In this case, the use of early Boot Hill, a game that is little more than some rules for gun fights, used as the rules underpinning a wide-ranging campaign about the politics and intrigue surrounding a small western town. While sometimes the fun in an RPG is using the rules, what if sometimes the winning move is to avoid activating the rules so characters can more reliably achieve their aims by other means? Good stuff!
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