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Episode 13 shifts from powers to play. This time, you’re looking at Countdown to Armageddon and what it actually does at the table.
This module is built for Superman, but the real value is the structure. Timelines. Multiple disasters. Events that keep moving whether the hero shows up or not. You break down how to strip Superman out, plug in custom characters, and still run the same pressure. Train crashes, failing infrastructure, and stacked crises become tools you can use in any campaign.
You walk away with a clear approach. Run 2 to 3 active crises at once. Track time. Let players choose where they go. Let failures stick. This is how you turn a simple session into a living situation where every decision matters.
Links:
By The Evil Dungeon MasterEpisode 13 shifts from powers to play. This time, you’re looking at Countdown to Armageddon and what it actually does at the table.
This module is built for Superman, but the real value is the structure. Timelines. Multiple disasters. Events that keep moving whether the hero shows up or not. You break down how to strip Superman out, plug in custom characters, and still run the same pressure. Train crashes, failing infrastructure, and stacked crises become tools you can use in any campaign.
You walk away with a clear approach. Run 2 to 3 active crises at once. Track time. Let players choose where they go. Let failures stick. This is how you turn a simple session into a living situation where every decision matters.
Links: