Friday, May 8, 2026

Gotham & Beyond Podcast S2E20 - roject Prometheus, Mythology Meets Super-Science

 


Project Prometheus feels like one of those adventures Mayfair probably should not have been able to fit into thirty pages, yet somehow they did anyway. Reading through it now, you can see early DC Heroes trying to figure out what superhero roleplaying could really be. This is not a simple "fight the villain in a warehouse" kind of module. It throws giant eagle attacks, blackouts, secret government investigations, Mediterranean pursuit scenes, ancient mythology, super-science, and a literal Minotaur into the same story and somehow keeps moving forward. 

Messy? Absolutely. But boring? Never.

What surprised me most revisiting it was how investigation-heavy it actually is. 

The module wants heroes gathering information, chasing leads, talking to contacts, and slowly uncovering a larger conspiracy. The action scenes are big and loud, but the connective tissue is detective work and escalation. That still holds up today. If I ran Project Prometheus now using DC Heroes 3rd Edition, I would mostly clean up presentation and expand some character moments, but I would leave the core structure alone. The strange mythology-meets-technology angle gives the adventure a personality a lot of modern superhero scenarios are missing. It feels unapologetically comic-book, and honestly, that may be why it still works.



Thursday, May 7, 2026

Gotham Nights: Thoughts on JSA #19 (2026)


Reading through JSA 19 this week, I found something that caught my attention, and it wasn't the fight scenes at all. It was the Spectre and how he was handled in the comic.

Wednesday, April 29, 2026

Gotham Nights: Villain Downtime Tables and Why They Change Everything

 


Most groups skip the villain downtime tables. I did too at first. It felt like extra bookkeeping. Then I actually started rolling on them. Suddenly the game moved in ways I wasn't expecting.

Tuesday, April 28, 2026

Gotham & Beyond Podcast S2Ep19 - King of Crime, a Secret Society Module That Still Works

 


Episode 19 takes a look at King of Crime, one of the early DC Heroes modules from Mayfair Games, and this one wastes no time getting the city into trouble. Central City is under pressure almost right away, with the Secret Society of Super-Villains making coordinated moves that leave the heroes scrambling from one crisis to the next. That is one of the big strengths of the module. It understands momentum. It gives you a city in trouble, a villain team with personality, and a steady climb in tension that feels very much like an old comic book arc. Instead of one flat plot, you get a string of crimes, public danger, and rising stakes that keep the adventure moving.

Tuesday, April 21, 2026

Gotham & Beyond Podcast - S2E18 - Blood Feud Module and why old Modules still work!

 



This episode of Gotham and Beyond looks at Blood Feud, an early DC Heroes module that still has a lot to teach. I talk about why the adventure works, how it builds pressure, and how you can adapt it for your own custom heroes without needing the exact team it was written for. If you like old superhero modules, city-based trouble, villain teams, and adventures with good bones, this one is worth a second look.

Tuesday, April 14, 2026

Gotham & Beyond Podcast S2E17 - Building a Better Villain

 


A lot of villains in superhero games fall apart because they get built backwards. You start with powers, numbers, and combat tricks, then try to figure out who they are after the fact. 

Tuesday, April 7, 2026

Gotham & Beyond Podcast S2Ep16 - Belle Reve Sourcebook: Inside Task Force X’s Prison



This one hits different.

You look at that cover and you already know what kind of story this is going to be. Not clean. Not heroic in the shiny sense. This is street-level pressure. People getting grabbed, dragged, hurt. No speeches. Just force.