Episodes

  • Blood Feud, and Why Old Modules Still Work
    Apr 21 2026

    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.

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    23 mins
  • Building a Villain from the Ground up..
    Apr 14 2026

    In this episode of Gotham & Beyond, I talk about how to build a villain from the ground up for DC Heroes 3rd Edition. Start with motive. Give them one strong edge. Give them a weakness the players can actually find. Most of all, make sure they are already doing something before the heroes ever show up. A good villain should feel like trouble already in motion, not just a stat block waiting for initiative.

    • Website: https://Gotham-Database.com
    • YT: https://Youtube.com/@GothamBeyond
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    17 mins
  • Belle Reve Sourcebook: Inside Task Force X’s Prison
    Apr 7 2026

    In this episode of Gotham and Beyond, I take a look at The Belle Reve Sourcebook and why it stands out in the DC Heroes line. This is not bright cape stuff. It is prison walls, government pressure, unstable people, and missions that can go bad fast. We get into Belle Reve itself, Task Force X, the Squad roster, and why this sourcebook feels so useful at the table.

    If you like the darker side of DC Heroes, this one has a lot to offer. Belle Reve is more than a prison. It is a machine built to control dangerous people and send them into worse situations.

    • Youtube: https://youtube.com/@GothamBeyond
    • website: https://Gotham-database.com
    • X: https://X.com/GothamDatabase

    #DCHeroes #SuicideSquad #TaskForceX

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    20 mins
  • Dispersal: The Power That Makes You Untouchable
    Mar 30 2026

    In this episode of Gotham & Beyond, I dig into Dispersal from DC Heroes 3rd Edition. This is one of those powers that sounds simple at first, then gets more interesting the longer you think about it. Passing through attacks is cool on its own, but the real fun is what it does to a scene, a fight, and the feel of a character.

    I talk about why Dispersal stands out, how it can make a hero feel strange and a villain feel dangerous, and why powers like this do more than win battles. They change the whole mood at the table.

    #DCHeroes #MEGS #TTRPG #SuperheroRPG

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    17 mins
  • In Hot Pursuit Module, Use it as a framework?
    Mar 24 2026

    Episode 14 takes a look at In Hot Pursuit, a fast-moving DC Heroes module built around pressure, momentum, and constant reaction. This time, the focus is not just on the adventure itself, but on how you can take a module written with specific superheroes in mind and make it work for custom characters at your own table.

    This episode breaks down what makes the module tick, why the pace matters so much, how the chase structure creates tension, and what a GM should adjust without killing the pressure that makes the adventure work. If you have ever looked at one of these classic modules and thought, “This is great, but my players are not Superman,” this episode is for you.

    Visit Gotham-database.com for more DC Heroes and Batman roleplaying content. You can also reach out on X at @gothamdatabase and share how you would run this module with custom characters.

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    19 mins
  • Countdown to Armageddon Module - Using it with Custom Heroes
    Mar 17 2026

    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:

    • https://Gotham-Database.com
    • Gothamdatabase(at)Gmail.com
    • YT/@GothamBeyon
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    16 mins
  • Ruling Invisibility Without Breaking the Game
    Feb 23 2026

    This week on Gotham and Beyond, we tackle a real GM question about Invisibility in DC Heroes 3rd Edition.

    What happens when a player activates Invisibility every phase, wins initiative, attacks first, and leaves villains useless round after round? Is the power broken, or is the ruling off?

    We break down the Invisibility power from page 47 of the core book, talk about surprise rules, multi-action penalties, environmental counterplay, and smarter villains. From flour and powder tricks to infrared goggles and rumor mechanics, this episode focuses on practical, table-tested solutions that keep the game fun without becoming an overbearing GM.

    If you’ve ever struggled with a power that feels too strong in play, this episode is for you.

    Listen. Think about how you would rule it. Then let me know.

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    14 mins
  • Reviewing Lines of Death Module
    Dec 18 2025

    This episode looks at one of the most unusual DC Heroes modules ever published. Lines of Death is written specifically for Green Arrow and Black Canary. Two characters. Two story tracks. One shared timeline. It’s a rare example of forced casting done right, and it changes how the adventure plays at the table.

    #DCHeroes #TTRPG #BatmanRPG #MEGS #GothamAndBeyond

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    16 mins