Thanks Shoe2 for posting some input.
Shoe2 wrote:- these kids have been lied to thier entire lives, any hint of that may cause them to not trust ANYONE
While they have been lied to and manipulated, the Project is also attempting to raise a generation of 'heroes'. Sixteen years of indoctrination has been leading up to the reveal. The Project wants to make this revelation as gentle as possible, and are willing to make it clear that it's what they had to do. The Project needed true heroes, what they had were people willing to do what needed to be done. If it comes to it the project is willing to accept the accusation of villainy, but they are willing to point to the world outside as worse, and the heroes as their only hope redemption.
Shoe2 wrote:- likely NONE of them will be living with birth parents. any outside people that are not trained agents could fowl up the experiment and agents are not likely to want to get pregnant for a living.
That's certainly a valid point, and one that I'd hope to address in the game when the moment comes. The PCs have spent all their lives growing up with there "parents", they are the only parents they know. While I'm sure there is a feeling of betrayal, even an explosive confrontation I don't think it has to be so clear cut. The foster parents have also bonded with these children. Some of the foster parents might be dutiful agents, who play at parenthood, but others might be loving couples who wanted children and were vetted by the program. While I mentioned "bastards behind the facade" those foster parents who can't fool the careful observers behind the Project have been weeded out over the years before they can do any damage, or they've been allowed to continue as part of a variation in the experiment (which is to say, a particular Player wants to have a less than ideal homelife).
There is also the matter of the siblings and other children. While the PCs might outright reject the program and the people they believed were their parents, their fellow siblings are in the same boat. Hopefully keeping in touch with them, attempting to shield them from what has happened to them, allow them to escape etc will encourage the PCs not go on a killing spree. And end the game at the midway point.
As for other people, I'm planning that Argo wasn't a virtual ghost town, it was a ghost town. The private boarding school is just a cover story to explain the absence of super-kids while they are undergoing their advanced education. Argo's population are part of the Project and compared to the rampant craziness of living in the world outside, a quiet life in Argo, even with the secrecy and tension might still be appealing. Even if it goes Lord of the Flies, 15 years of stability and security behind the Project's borders still might be better than the alternative.
Shoe2 wrote:- Do you want them to rebel from Agros or be a part of the orginasation? Unless Agros comes out to the super powered kids they will most likely rebel, exspecially if they are teens...teens Rebel...it's a Thing
I expect the PCs will question the Project, and I'm leaving the Players to determine whether or not they want to join up, rebel or protest from the middle ground. The Project doesn't wish to be the villains, but they're willing to do what must be done.
If the PCs wish to jump ship or become too vocal, the Project has other options, not good options, but options. If Jonny Megastrong doesn't want to shoulder his responsibilities, maybe little Joanie Megastrong will be more willing to step up, of course she'll be a year or two younger, probably not fully prepared to do what must be done, but the Project might be desperate enough to field her. The Project won't want to, they'll describe it as distasteful, but they'll also term it necessary.
Like I said, the Project is willing to be cast in the role of (anti-hero or) villain, they'll justify what they did as necessary, but the actions of the PCs will determine whether the ends justified the means. If the PCs are not the heroes they hoped for, if they become villains themselves, then the Project was a failure and their last hope has failed them. But in that case it won't matter, to the people behind the Project
this was their only hope. If the PCs fulfil their roles fashioned for them by the Project then the ends did justify the means.
In the end, it is the children that will redeem them or damn them. The people behind the Project knew that was how it would play out.
Shoe2 wrote:- Watch "The Truman Show" if you havent seen it for what happens to a REAL person in this kind of environment. Even the most trained law-abiding citizens will sniff out a false world and be appauled
That's a good recommendation. I hadn't thought of the Truman Show and it's honestly been a couple of years since I've seen it. I'll have to squeeze in a viewing before next game day. As you said a REAL person would do as Truman did but the Project are forging heroes and Citizens, and they are doing if for a noble purpose. They might not be good people themselves, but they hope that the people they have lied to and manipulated can rise above their grievances and save the world.
Or they can tear it all down around them.
Shoe2 wrote:...thats all for now. Cool story Idea...seems like there is a decent shot that some of the super-kids will rebel and even become villains for the campaign. Hopefully your players arent the type to hold a gurdge...on the bright side its an easy way to introduce a cool villan....childhood friend turned angry angsty villain
I'm currently at a loss as to what to run, and I've decided I wanted to run something big and grand and with a clear beginning, middle and end. My last couple of M&M games haven't really had that sense of progression. With this I can see everything laid out before me and the paths the players may take.
I'm thinking that the first year of kids in the program have 'flunked' out in one way or another. Some didn't come out of their origin story quite right, or went a little unbalanced. The powers they developed were unexpected, unforeseen or unsuitable to the project. Those who made it through the training and got out into the world might have seen the scope of the trials before them, or realised they weren't as heroic or self-sacrificing enough to do what needed to be done. The Project has learnt from their mistakes but they've also had to put contingencies in place. Some of their failures may still be found inside the town, carefully hidden secrets that people still whisper about. Others might be villains in the outside world, and one of the missions will be to return one of these failures back into the fold.