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NEW WORLD GAME

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NEW WORLD GAME

Postby Roman Virtue » Mon Jun 07, 2004 11:27 am

I'm thinking about starting a new M&M game with the idea that it is a world that is unaware of super-powered people. The players would be making the very first public superheroes and based on their actions and reactions the world could be accepting or hostile of their kind. They will determine if heroes in this new world largly wear costumes or go in civies with ski masks based on public attitudes. They could also do all their good work in secret and cover up any trace of their actions (ala X-Files).

Bottom line, I want to make a canvis that the pc's have the power to paint. I want to allow them to create a world in which they would like to play, and since I have always 'flew by the seat of my pants' during games anyway, I thought it would be fun.

But I guess my question is, in the first few games, since they will be awaiting a reaction to their presence who should I first focus on as far as reactions go? I have plans for reactions from the NSA, FBI, CIA, US Gov't at large, citizens, UN (if their actions go international), local authorities, and of corse the Bad Guys. This game is set in modern times and I'm going for a real-world feel (not very four-color, unless thats the style the player stear twards). I'm strongly influenced by Aberant as far as realism goes. Any Idea's??
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Postby farik » Mon Jun 07, 2004 11:35 am

I'd reccomend a low PL (maybe 5) to start with so the immediate reaction won't be abject terror and fear. If they grow into their powers under the eye of the public you might be able to avoid some threatening situations. Remember you can always fast forward the story ahead by months or years (giving a large bump in EXP) once you have a general idea of citizen/hero relations.

Just my $0.02
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Oh, and by the way, I don't use drawbacks in my game, just complications.
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Postby The Trapster » Mon Jun 07, 2004 1:55 pm

Godlike in power
This is like your idea. Many of the same considerations need to be made.

Are you sure that your players will choose to be Heroes and not villains?
What percentage of the population is going to get powers?
... worldwide?
Will the powers come from a single source?
... known/unknown?
What NPC superbeings will appear? and who? (What if President Bush got powers? or even the town's mayor?)
world that is unaware of super-powered people.
How will the long time (secret) supers react?
Will the secret history of the world cause major shifts. "Everything you know is WRONG!"
---
IF they hide their powers, or even refuse to use them, you'll need to have a contingency plan to force them into action. I've been in game where this has happened.
:idea: Suggest "Mentor": Have an old super who has made it his bussness to track down and train newbies. He mentors them but does not push them to use their powers in heroic or villainous ways. - This is not needed with all of the PCs, just the ones who are hiding from their powers.
A man without religion is like a fish without a bicycle.
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Postby Roman Virtue » Wed Oct 27, 2004 8:51 am

To update, the game has gone smoothly. The players knew they were making characters who would be the first publicly known supers, so there was no need to "push" them into the spotlight. We initially started very close to real-life events and attitiudes, then as more supers arrived and they slowly started to change current events, the game shifted into its own "reality". Now, having taken a que from the players actions and attitudes, the world at large is anti-superhuman! Major disasters have rocked New York (where the campaign is based) and a terrorist group of supers has ignited talk of war against them.
I'd like to somehow calm down the in-game tension and allow more supers to show themselves (as of now, because of current sentements, it wouldn't make sense for any new super to show themselves). A few of the pc's are, for the most part, unintentionaly causing property damage and loss of life (which is fine considering the tone of the campaign), but I'd like to see some movement to more traditional heroic values without blackmailing them or any obvious "gm' tactics. I was thinking about introducing them to other, already active, supers that may have a higher morale value but still get their job done (sort of 'lead by example').
Any Ideas, comments, etc?
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