Hi evryone. Me and a few friends are getting together and trying out M&M 3E soon. As the GM, I was wondering if you have any advice? I really want to blow their minds with this system, because I already know it can be lots of fun to play. Question is what exactly should I run as a introduction to the system?
My setting is a mystical post-apocalyptic world, heavily influenced by the Amethyst setting, Vampire Hunter D animes, Michael Moorcock's Hawkmoon, and the sword and sorcery genre in general. Conan wielding a vibro-sword against the savage cybercentaurs, that kind of thing.
I was thinking about handing them premade characters, basically normal people from our time, and then have them transported into the crazy. The transportation event/reality shift gifted them with mystical powers and placed them in a killzone in the far future. Their powers are pretty obvious, although they are under GM control until the players figure out how to use them properly. Then, after they manage to get out of the starting area alive, they face a challnge from the post apocalyptic world itself. Probably an angry cybercentaur, with spikes.
I would really appreciate any advice, mainly how how to make this first trial session as mind blowing as possible.