sinmaan wrote:Reading the m&m books (well the DC one) I realized I have no clue how to give the superhero format justice...
How do you prepare your scenarios? And more importantly, What do you prepare?
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Any advices?
NOTE: We are considering mostly the silver age...so nothing dark.
I do mostly contemporary games, with a very strong preboot DC meets Busiek Era of Avengers vibe: Strong on universe building, an versimiltude, but without the realism trend coming along and killing the genre.
Now i can't tell you how to run an awesome game, but i can tell you my process. Really i start with the following, which is the base of every single good superhero story
THINGS YOU NEED
1. A well defined, well statted villain. Yes i know the book advocates for bare bones villains, but i hold that most DCA/MnM players want an experience similiar to absorbing a new comic book property. That honey moon phase where you meet new characters, especially villains is part of that.
2. A form of narrative conflict for the players, usually whatever the villain has planned.
3. A form of narrative conflict for the villains, usually whatever artifical road blocks you need to throw into the villain path that they need to overcome to achieve there goal.
Okay, those are your ingredient, but heres how you cook them, to get an adventure, rather then a gawd awful mess.
Taking one of my numerous villains at Random: Dragon-Rune. Dragon-Rune is the spirit of vengeance, she is a young Asian woman, who has been branded with the mark of Nashu, the Eastern Dragon of Vengeance. The dragon is a mystical mark upon her skin that allows her to utilise Nashus powers, but also compels her to seek out people who have escaped vengeance.
For step two and three we have already established the narrative conflict from both sides
Dragon-Rune wants to kill guy A & heroes want to stop her. Now all you have to do is define who Guy-A is, why he deserves to be killed, how she is going to do it & what the plot hook to introduce the heroes to the narrative is.
So for example: Guy-A is another villain, the heroes have been hunting, but just as they are closing in, they stumble onto Dragon-Rune standing over this other villain; beaten and blood, ready to go for the kill. Heck the heroes might not even realise that this person about to get killed is the villain, especially if its a gender disguising costume and male villain turns out to actually have a female civilian identity (like what happened in the old Thunderstrike comic with the villain Blood-Axe).
Now its just a case of having two opposing narrative conflicts. What do the heroes do? Do they wait around, do they give the villain the protective custody that only the heroes can offer. OR do they turf the guy over to the feds? An if they do take him on, are they just going to wait for Dragon-Rune to hit, or are they going to get proactive.
Best of all is what happens when they leave the villain in the Headquarters in a cell, with a single character to guard him (while doing follow up research), because thats when the double cross happens & you find out that this was all a trogan horse gambit to get the villain into the base, through the fire-walls, because inside the villain has a wi-fi cracking computer virus dispersal system inside his body, which shuts down the bases defenses & communications, so that Dragon-Rune & this villain can take down the one remaining team member who both villains want taken down for different reasons.
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sharp inhalation from run on sentence*
An there you've got a plot. After that its just breaking it down into whatever scenes you think your PC's will need, based on your understanding of there characters abilities & there own play styles; an you can mostly wing that.
An that all comes out of those three vital things every adventure/plot has. An thats how i write my adventures.
“Anti-Intellectualism has been a constant thread winding its way through our political and cultural life nurtured by the false notion that democracy means that ‘my ignorance is just as good as your knowledge’.”
-Isaac Asimov