I am new to the whole GM thing. But a few of my friends have encouraged me to have a go.
Before we all get together for a team game, I thought it would be a great idea to attempt a solo campaign for each character.This will give them a practice to see how their heroes fair and gives them the chance to change bits where necessary. It also will help me get to grips with the GM'ing in smaller sessions.
One of them wants to be a weapons master that is from the (not too distant) future that has travelled back in time.
I don't really want to deal with the idea of a time machine. I think that could get very complicated for me if he is hopping all over the timeline. Maybe when I get some experience we can delve into that arena.
So I want to start his setting in the future on the chase of a villain. At some point there should be the 'incident' that causes him and the villain to travel back to the setting and time that all other heroes will inhabit. The upshot will be that he ends the scenario in the present day setting without the chance of returning to his time.
I don't know if it should be an environmental anomaly that causes a temporary rip in time or what..
Any ideas on the plot would be appreciated. His hero is a 'Justice enforcer' so will feel compelled to track down the villain, even if it means he never returns.
Thanks guys, looking forward to hearing your suggestions.