Mutants & Masterminds
HQ    ABOUT M&M    SUPER-VISION    GIMMICK'S GADGETS    M&M SUPERLINK    ATOMIC THINK TANK    M&M SHOP
Saving the world, one d20 roll at a time

Number of players for Emerald City Knights

Here M&M GMs can trade tips and seek inspiration. Look out for SPOILERS! Players, surf elsewhere or ruin your own fun.

Moderators: The Mod Squad, M&M Line Developer, The Justice League

Number of players for Emerald City Knights

Postby Ghost Matter » Thu Aug 23, 2012 8:40 pm

I'm about to start mastering Emerald City Knights but only found 4 players so far. The adventure say it's made for 6 to 8, which is much more than I'm used to in pen and paper RPGs anyway! How should I got about with 4-5 players? I'd prefer to have players as PL10 though since most material is made for that.
User avatar
Ghost Matter
Groupie
Groupie
 
Posts: 80
Joined: Thu Apr 05, 2012 12:33 pm
Location: Montréal, Québec, Canada

Re: Number of players for Emerald City Knights

Postby TheChemist » Mon Aug 27, 2012 4:02 pm

This has been posted quite a few times. It probably deserves a sticky, actually. Anyway, this doesn't specifically answer your question, but it should give you some good guidelines for what is level appropriate. Most likely, it will usually just come down to removing one or two of the villains in each fight.

http://www.atomicthinktank.com/viewtopic.php?f=13&t=26165&start=0#p425001
TheChemist
Bystander
Bystander
 
Posts: 29
Joined: Thu May 08, 2008 10:56 pm

Re: Number of players for Emerald City Knights

Postby Ghost Matter » Tue Aug 28, 2012 8:47 am

Thanks! I didn't think to do a search before. I did find some stuff but it's mostly about the old chapters...

I think I might just take a point or two off rolls if I see the players having too much trouble. How does that sound?
User avatar
Ghost Matter
Groupie
Groupie
 
Posts: 80
Joined: Thu Apr 05, 2012 12:33 pm
Location: Montréal, Québec, Canada

Re: Number of players for Emerald City Knights

Postby TheChemist » Tue Aug 28, 2012 4:16 pm

Ghost Matter wrote:I think I might just take a point or two off rolls if I see the players having too much trouble. How does that sound?


That's generally what I do. If I find I'm overwhelming the players, I'll usually start missing when I should have and (in other systems) lowering damage when I do hit. Finding the right balance of challenge can be quite difficult sometimes, especially if the rolls are going your way and not theirs.
TheChemist
Bystander
Bystander
 
Posts: 29
Joined: Thu May 08, 2008 10:56 pm


Return to GMs' Eyes Only

Who is online

Users browsing this forum: No registered users and 1 guest