In 2004, the massively multiplayer online role-playing game City of Heroes hit the shelves. A little awkward at first, it had a few laudable strengths. It wasn’t trying to compete in the same space as the innumerable fantasy MMOs. The costume generator kicked butt, assuring that ensured no two heroes looked exactly the same. It had mix-and-match power sets that made you feel like a superhero from the get-go. Who really wants to play a level 1 peasant with “tattered cloth armor” as your starting equipment every time? And, importantly, it continued to constantly improve with every new patch (or, as the game called them, “issues”).
One of these improvements was the capability to design your own player-created content. Using the “Mission Architect” system, players could create up to five missions in an arc. Each could use pregenerated maps, normal or customizable enemies, a selection of mission goals, and NPC dialogue they could enter themselves.

Choose Build Your Own Adventure
Two notable types of adventures resulted. The first type was players designing the missions’ enemies for maximum experience gain. They ground out levels and loot as fast as humanly possible. Useful for condensing the time you spent getting levels, but overall, nothing amazing.
The second type of adventure unleashed the creative energy of thousands of players, as they spent hours polishing their virtual baby until it shone. I saw adventures where you descend into the Paris catacombs to fight the Phantom of the Opera. You could battle archvillains themed to the major arcana of tarot cards. One that I found particularly hilarious had you take the job of the Fashion Police, dueling enemies with the most garish costumes imaginable.
And Then the “Thanos Snap” Happened
Despite the love and money of a sizeable fan base, City of Heroes was shut down in 2012 by its parent company, NCSoft.
Unknown to NCSoft, however, a Secret Cabal of Reverse Engineers (names obscured to protect the criminals) absconded with the game’s source code and played in private for the following seven years. In 2019, their secret came out and they opened the servers up to players. Coming home was remarkably like the citizens of Marvel’s Earth-616 after their five-year absence.
A year or two later, NCSoft, who had moved on to other ventures, eventually gave the servers an official blind eye. As long as the private servers didn’t attract attention with bad (read: legally liable) behavior, they could operate and even create their own new content.
Due to differences in philosophy and general drama, several different teams managing their own servers have popped up. I use the Homecoming servers. Homecoming doesn’t try to preserve the game exactly as it was in 2012. Instead, it adds content for a better user experience. Though I haven’t tried to create official content for them, I have made use of their Mission Architect to create stories I think players could love.
So, Get to the Game Already!
So far, I’ve written two Architect arcs, each with five missions:
Dr. Aeon and the Wrath of Achilles (AE #31899)

The player tries to stop Arachnos’ obnoxious super-science expert from going back in time to change the course of the Trojan War. The heroes battle Trojans, Amazons, Aethiopian allies, a river god, and Arachnos soldiers with a certain… mythological edge.
Big Trouble in Little Rokugan: (AE #71669)

The Portal Corporation opens up a wormhole to the land of the samurai RPG Legend of the Five Rings. The oni of the Shadowlands steal weapons from Paragon City and intend to use them to conquer the Emerald Empire. It will take heroes from both worlds to stop them!

