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Bringing In New Characters

Discuss Freedom City, Paragons, Wild Cards, or your own campaign settings here.

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Bringing In New Characters

Postby Flamez » Wed Jan 18, 2012 6:08 pm

Okay so I've been stumped about how exactly to bring in new characters for an updated version of the Freedom City campaign. One of the things I have difficulty on is bringing in archetypes that are very similar to other people (ex: Archer and Bowman, Battlesuit and Daedalus, Electrical or Energy Controller and Captain Thunder, etc). Another problem is killing off characters and bringing in new ones with similar powers like Lady Liberty, Pseudo, and Star Knight.

So basically what I'm saying is it alright to bring in characters that are similar. As for the last part I do have a couple ideas but none of them are concrete so any suggestions to help get the old brain storming would be great. ^_^
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Re: Bringing In New Characters

Postby FuzzyBoots » Wed Jan 18, 2012 8:15 pm

Hmm... well, one way is a contest. It's a good excuse to get multiple archers or martial artists into one place, and if you do it right, it gives your guy a chance to show that he's one up on the resident heroes (if but by the dint of them having thrown the race to fight the bad guys).
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Re: Bringing In New Characters

Postby JetstreamGW » Wed Jan 18, 2012 8:56 pm

FuzzyBoots wrote:Hmm... well, one way is a contest. It's a good excuse to get multiple archers or martial artists into one place, and if you do it right, it gives your guy a chance to show that he's one up on the resident heroes (if but by the dint of them having thrown the race to fight the bad guys).


Maid Marian: I'm so happy. They were going to try to lure you there by having an archery contest.
Robin Hood: An archery contest?
Maid Marian: Their archer is unbeatable.
Robin Hood: Really?
Maid Marian: Robin, promise you won't go.
Robin Hood: Alright. I promise you won't go.
Maid Marian: Thank you.
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Re: Bringing In New Characters

Postby SilvercatMoonpaw » Thu Jan 19, 2012 7:55 am

Similar archetypes? Happens all the time in comics: Superman vs. Captain Marvel. Plastic Man vs. Elongated Man. Just make them slightly-different-enough.

I'm not quite sure how to help you with the "kill them off" issue: what, exactly, bothers you about doing that?
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Re: Bringing In New Characters

Postby FuzzyBoots » Thu Jan 19, 2012 8:02 am

And, of course, if you're a bit squeamish about the whole "killing" thing, there's also other dimensions. Maybe the Freedom League is currently fighting a police action in the Terminus or they're in the Ani-verse and there's storms in the paths between dimensions.
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Re: Bringing In New Characters

Postby Flamez » Thu Jan 19, 2012 5:32 pm

SilvercatMoonpaw wrote:Similar archetypes? Happens all the time in comics: Superman vs. Captain Marvel. Plastic Man vs. Elongated Man. Just make them slightly-different-enough.

I'm not quite sure how to help you with the "kill them off" issue: what, exactly, bothers you about doing that?

Well in the Freedom City campaign book they talked about them (Lady Liberty, Pseudo, and Star Knight as examples) and I was just entertaining the idea. Basically my problem is how would I go around replacing them especially given the history of Freedom City.
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Re: Bringing In New Characters

Postby King Snarf » Fri Jan 20, 2012 4:17 am

Complications are a good way to start. Decide what weaknesses or motivations or what have you separate new character from old character and go from there.

Or, you can look at the Sentinels to see how similar archetypes vary- Costumed Adventurer (The Raven/ The Rook), Battlesuit (Daedalus or Star Knight/ Ultramarine), Mystic (Eldritch/ Dragoneye), etc- if you need specific examples.
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Re: Bringing In New Characters

Postby SilvercatMoonpaw » Fri Jan 20, 2012 10:17 am

Flamez wrote:Basically my problem is how would I go around replacing them especially given the history of Freedom City.

Both Lady Liberty and Star Knight are already legacy characters, so there is a president for their replacement. Pseudo.......could easily be shunted away without killing him: have him take up the protection of a colony of peaceful Grue separatists or something of that nature. So he's still around but he's normally far-enough away that it's reasonable he wouldn't be solving all the problems in the heroes' area.
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Re: Bringing In New Characters

Postby King Snarf » Fri Jan 20, 2012 12:28 pm

The other option is not to worry about. Look at DC- craploads of Bat-characters, craploads of Flashes and speedsters, craploads of Lanterns (green or otherwise) etc. The DCU gets along fine. As long as the personality and background are distinctive enough, who cares if the powers and theme are similar?
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Re: Bringing In New Characters

Postby FuzzyBoots » Fri Jan 20, 2012 1:28 pm

Although, part of the issue may be the way in which multiples are handled. The Bat-family operate as a tight-knit cult^Kfamily where their actions are largely directed from one place. The Green Lanterns are assigned one per sector. Superman and Captain Marvel have very similar powersets, but patrol different cities. If you're trying to set things up in Freedom City, it gets harder to have the overlap.
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Re: Bringing In New Characters

Postby Flamez » Fri Jan 20, 2012 2:18 pm

Well I've decided to leave the characters alone or something similar to that effect. I'll also have to come up with a new city it'll just be difficult to come up with a good name. :lol:
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Re: Bringing In New Characters

Postby King Snarf » Sat Jan 21, 2012 3:56 am

You can still set things in Freedom City, you just have to be clever. Remember, the Freedom League is concerned with the big picture, so they're often out of the country or even off-planet. The Atom Family is usually in some out of the way place like the Moon, Sub-Terra, or the Terminus, and Eldritch is always gallivanting about the mystic realms. Or, you can keep it in Freedom City, but let the characters have missions that take them across the U.S. To use another example from comics, both companies, Marvel and DC, have a LOT of characters in NYC, and yet paths only cross about every fifth week or so. :wink:
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Re: Bringing In New Characters

Postby Flamez » Sat Jan 21, 2012 9:53 am

King Snarf wrote:You can still set things in Freedom City, you just have to be clever. Remember, the Freedom League is concerned with the big picture, so they're often out of the country or even off-planet. The Atom Family is usually in some out of the way place like the Moon, Sub-Terra, or the Terminus, and Eldritch is always gallivanting about the mystic realms. Or, you can keep it in Freedom City, but let the characters have missions that take them across the U.S. To use another example from comics, both companies, Marvel and DC, have a LOT of characters in NYC, and yet paths only cross about every fifth week or so. :wink:

Yeah that works too. I also had the idea of having farm teams throughout the US as well but this idea could definitely work.
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Re: Bringing In New Characters

Postby Damren » Sat Jan 21, 2012 12:53 pm

I run a DC Adventures variant game in a distant space sector. The sector's Green Lantern (a legacy character) has gone missing. His ring returned, damaged, to Oa and the Guardians have been unable to discover his location and believe he may have been killed, fallen out of this dimension or has shifted in time. They assigned a new GL to the sector, and this is the player's character. He constantly has to deal with the old GL's legacy and how he isn't quite up to snuff ... and may never be.

In one segment, I had the legacy characters (I call them the World Guard, or High Guard) were dealing with the attack of an interstellar dignitaries ship in orbit. The player's group was able to pick it up on the monitors and watch part of the action. As things quickly progressed, the attacked ship released life pods which fell to the planet's surface. The High Guard sent out a call for on planet heroes and emergency services to respond to the landing sites and help surviviors. This became the core of that game session, as the players discovered that their pod had the ambassador in it & was being trailed by an attack fighter. The pod also had a traitor aboard and some of the aliens were super powered in their own right.

The point being, depending on your campaign, there's a lot going on and everybody isn't going to get involved in every adventure. You can even use the other character's as background noise to add flavor to a game or seed plots for your players.

If the big brawl knocks down a building ... who helps survivors and stumbles on a gang of bank robbing Morloks?

The daily news feeds could reveal that the Freedom League is dealing with a coastal Tsunami or strange lights seen on the Moon and that Police predict an uptic in illegal activity while the group is out of town.

One or more of the League goes missing after a particularly odd encounter. While the rest of them look for their friends, the players stumble across indications that at least one of them has been captured by a villain and realize they have to act before its to later.

A Panic Plague hits the city. While the Freedom League deals with the fallout, the party discovers that one of the inmates in lock up is actually the problem. They then discover that lock up is under the control of a new (or existing) foe and have to fight or trick their way into the facility in order to stop him or her.

There's any number of options depending on how you want to play it. Remember, some comics have big events that never see a different group or hero. It's just assumed they're off doing something. They also have personal lives that may make them unavailable ... for whatever reason. Sometimes, stuff happens and not everybody can be around to save the day.

Armor goes off line due to damage or malfunction. Heroes travel to distant homelands (you could even have one show up & give the heroes a 'heads up' that he or she will be gone). Powers go wonky or fail, taking heroes out of action for a time. They have to deal with a family crisis. Lots of stuff. But, you don't have to script it all. Do what your plot and story call for. Let the rest go unless you want to use it for something.
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