Abstract
Problem: How far can a tabletop RPG campaign go "off the rails," and what does that reveal about module design?
Approach: Tim Cain recounts a superhero TTRPG session from the late 1980s where three players with unconventional character builds completely dismantled a professionally-designed module within minutes of starting Act 1.
Findings: The module's designer failed to account for common superhero archetypes (speedsters, flyers, electrokinetics), resulting in encounters that collapsed immediately — locked doors that couldn't be damaged by superpowers but yielded to fireman axes, getaway vans that couldn't escape a flying hero or a speedster, and a power-suited villain instantly disabled by an electricity-controlling character.
Key insight: Even professionally-designed modules can fall apart spectacularly when designers don't anticipate how standard character archetypes will interact with their scenarios — and sometimes the resulting chaos is the most memorable fun you'll ever have at a table.
The Setup: Three Superheroes
Tim was answering a viewer question from Wes 9353 about how far off the rails a campaign has ever gone. This wasn't Tim's campaign to run — he was a player alongside two friends, Dave and John, using a store-bought superhero RPG module.
The system allowed players to take flaws for extra points, leading to three memorable characters:
- Blur (Tim's character) — A speedster who could run faster than Mach 2. All points dumped into dexterity and speed. His flaw: he was a kindergarten teacher, only available to fight crime during recess, lunch, or nap time.
- Marone (Dave's character) — Could fly and hear radio waves. His secret identity? He claimed to literally be Guglielmo Marconi, the Italian inventor of radio, somehow alive decades after his 1937 death due to a "freak accident." Tim notes: "I'm not one to judge other people's characters."
- Dr. Cranium (John's character) — Super old (80s-90s age) and paralyzed from the waist down (wheelchair-bound), which gave him a massive pool of points. He maxed out intelligence and poured everything else into electrokinesis — the ability to control electrical devices.
The Module Collapses
The Indestructible Doors
The first scenario had people screaming inside a locked building. Blur arrives in two seconds flat and tries to vibrate through the doors — his attack does 3d6 damage, but the doors have a damage resistance of 25. He can't even scratch them.
Then the GM narrates that firemen arrive and axe open the doors. Tim's reaction: "I want one of those axes, and I'm going to remind you every time I use it that it can do more than 25 points of damage. And I want a shield made out of whatever that door is made out of."
The Getaway Van That Couldn't Get Away
Marone picks up a police radio signal — the building emergency was a distraction while robbers hit a nearby bank. The heroes converge (Blur grabs Dr. Cranium's wheelchair handles and runs them both there at high speed, not quite Mach 2 "because I don't think the wheelchair can take it").
The robbers jump into their getaway van. The module says: "after a brief fight the bad guys jump in their van and get away."
But Marone can fly. Blur can outrun anything. And Dr. Cranium simply says: "Van doesn't start." No electrical spark, no ignition. The module's escape sequence is dead on arrival.
The Final Boss in Act 1
The GM, panicking, pulls the Act 3 boss forward — a supervillain in a power suit who flies in dramatically. Dr. Cranium immediately says: "Power suit turned off." The villain locks up and falls over.
The GM retroactively declares the suit is "fusion powered" to bypass electrokinesis. Tim points out that fusion power still generates electricity — "unless it's a steam-powered suit." Even with this patch, the villain's suit has less damage resistance than the building doors from Act 1. The heroes demolish him.
The Aftermath
They finished the entire module before completing Act 1. The group threw away their characters, threw away the module, and called it a night. Tim describes it as simultaneously "the worst and the most fun tabletop session I'd ever been in."
The session happened roughly 35 years before this video, in the late 1980s, and Tim didn't need notes to recount it — he remembered every detail because they were laughing so hard throughout.
Design Lessons
The core failure was a professional module designer who didn't account for genre staples. Speedsters and flyers are among the most common superhero archetypes. A getaway van scenario in a superhero game that doesn't account for characters who can fly or run at supersonic speeds represents a fundamental design oversight.
Tim flags the door problem as equally telling: when the scripted NPC solution (firemen with axes) trivially solves what the actual superheroes cannot, the power scaling is broken. The module was essentially designed for a narrow band of character types that excluded the most obvious choices players would make.
References
- Tim Cain. YouTube video. https://www.youtube.com/watch?v=tv74Z8rByAY