[M&M] My Campaign Just Bought the Duplication Power

After some discussion with fellow GM Rick, it looks like the M&M campaign is going to split into two concurrent games.  I’ll be handling Detroit, while Rick goes off to run a game set in New York.  The games will be related somewhat, but they’re mostly independent of each other.  The decision to split a campaign into two comes from the observation that we only usually game for about six hours.  With six players, that’s about an hour per player given how I GM, with long scenes and lots of personal stories.)

Now that Rick’s decided to take on the reins of a new game, I’ve suddenly got half the number of players and twice the time.  Hopefully this will allow me to set up more elaborate games, and give more emphasis on character development than I normally would have with a group of 5 or more players.

I’ve still to speak to some of my other players to get the final roster of people who will stay with me, and those which will move to Rick’s game, but as soon as I get that I’ll start putting up Character Bios for the campaign.

[M&M] First Session System Impressions

Last Saturday was the first session of M&M I’ve ever run.  While the game was rather short due to the amount of time lost to logistics issues, I had a decent snapshot of how the game runs in and out of combat to give me an idea of how the game functions.

The Good:

  • Broad Selection of Powers - Much like in the HERO system, M&M’s power list is big enough to make people without a solid concept feel lost.  This is a GOOD thing, as it encourages people to actually come up with a concept first before putting pen to paper.
  • System Familiarity – Most players are at least passingly familiar with how Skills, Feats and Attributes in D20 work, so there’s very little rules clarifications that need to be done to teach them how these work.
  • Card-based Resolution System option in Mastermind’s Manual is neat – I decided to implement it to reduce the randomness of a single d20 die roll, and grant the players greater creative input.  Players can now influence the narrative by choosing when they do well, and when they fail.   However, I did switch things so that I draw randomly from the deck rather than having my own hand.  I felt that if the GM had his own hand, it would give the impression that I’m being antagonistic or alternately, that I’m favoring certain players.

The Bad:

  • Power Confusion – Certain powers can be downright confusing.  It took me a bit of time and a long rules lookup to figure out what Absorption linked to Healing + Regeneration actually did.
  • Damage System – Toughness Saves with degrees of failure sounds simple enough, but it can get confusing with multiple combatants and multiple levels of status effects flying around.  Also, it’s a little more difficult to get that impression that combat isn’t just a one hit KO deal.  Getting anything but a Bruised result seems pretty punishing.  This might impact my narration a bit.

Overall, M&M is a generally favorable experience for me, with the possible caveat that it might actually be more interesting if people stuck to the idea that very few superheroes can do everything.  Some of the players were having issues with the large selection of powers, leaving them quite lost as to how to actually come up with a concept for it.

Game-wise I think I generally got off on the right foot, there was some feeling around and expectation vs reality dissonance, but I think the game is going to start gaining speed soon.

[M&M] Game Day Tomorrow

Okay.

Tomorrow, my GM hiatus ends, and I start off with a new campaign, with a new system.  I’ve had some experience with running supers games already with the HERO campaign I ran a while back, but this is something new.  Street-Level games are grittier than my old game, but I think there will be a good enough spread of moods to work with it.

I’ve gone over the basics with my players, and I’m actually optimistic about this campaign.  If there’s anything that I’m worried about, it would be the fact that I don’t have the character concepts for 3 of my 6 possible players.  It’s a mite tricky, but I think I can roll with the punches.  I just hope that the players don’t feel that I start slow since I’m going to have to wing it.

My agenda for tomorrow is to give M&M a test run.  It’s one thing to know a system from reading it, and another thing entirely to know how the game flows.  Thankfully this is the first time for all of us, so I expect my players to be more forgiving.

Ultimately this game is going to be about rising from the ashes, reversing social decay.  Superheroes have always been about wish fulfillment, and if anything, this world needs a little infusion of hope and optimism right now, led by exemplars that aren’t hampered by fear, and who are willing to shoulder responsibility.

Wish me luck!

[M&M] Am I doing this right?

I’m fiddling around with Mutants and Masterminds at the moment, and I’ve been trying to come up with a sample build to get used to the trickier aspects of the game.  This post is going to get a little bit more mechanical than usual, so please bear with me.

It’s also an open call to those who are used to the M&M system.  I’m a HERO guy at heart, so any help will be great.

Okay… for our sample character, let’s work with Megavolt, a PL 6 gadgeteer with the following gadgets:

  • A Jetpack
  • Energy Gauntlets that can fire electromagnetic beams, or compress electromagnetic energy into a sword-like hand to hand weapon

Seems simple enough.  So, let’s get to work:

The Jetpack seems pretty straightforward.  M&M has a Power called Device used to simulate magic items or high-tech gizmos that grant powers to the user.  1 rank of Device grants 5 Power Points worth of effect, neatly bundled up in some special effect object.  Since a Jetpack isn’t something I want to be easily taken off, I’ll buy it at the 4 point per rank price.

So:
4 Power Points = 1 rank of Device containing 5 PP of powers.

A Jetpack is obviously for flying, so let’s grab the Flight Power which costs 2 points per rank.  2 Ranks of Flight allows the character to go 25 mph, a decent speed in combat, and for a total cost of 4 PP.  Did I really save any points for buying a device?  Not really.

So let’s see what happens if we try to slap on a second power in the same device and see if we can get more mileage out of it since that’s 1 wasted point from the 1 rank of Device.

So let’s slap on an extra rank of Device:

8 Power Points = 2 ranks of Device containing 10 PP of powers, 4 of which is dedicated to Flight.

Given that we now have 6 PP leftover, and that Force Field is 1PP per rank, let’s max it out.

Furthermore, I’m interested in the Restricted Feat, that basically means that nobody else can use this device but the character who bought it.

so, the final build looks like:

10 PP Electromagnetic Propulsion Jetpack: Device 2 (difficult to take away, feat: Restricted, self-only) Powers: (Flight 2, Force Field 6)

—-

The next item on the agenda would be the gauntlets.  From the way it looks, it’s yet another Device, also difficult to take away since it can’t be disarmed.   Primary power for the Gauntlets would be a Strike Power, at 2 PP per rank, and a secondary power using the Alternate Power feat, would be a Blast, at 1 PP per rank, with the Accurate and Autofire feats on them.

so here we go with 3 ranks of Device:

14 PP Electromagnetic Gauntlets: Device 3 (difficult to lose, feat: Restricted, self-only) Powers: (Strike 6 [Feat: Alternate Power], Blast 6 [Accurate, Autofire] )

So, for 24 PP we’ve got a guy who can fly, has some measure of defense, and a ranged and close combat attack.  Overall not too shabby for a PL 6 game with a budget of 90 PP for everything.

Of course, I’m not entirely certain of my understanding of the system just yet, so that’s where you come in.  If you’re a veteran of M&M, comment and tell me where I went wrong or how to make it better.

[M&M] City of Champions

Just to get it out of the way, no, I’m not running a mashup of City of Heroes and the Champions MMORPGs (though admittedly I’ve been tempted to try both of those.)

Instead, I’ve been thinking of setting my Mutants & Masterminds game in a fictional version of Detroit City, Michigan.  I remember reading about Detroit before in Time Magazine, and all the attention towards the sad decline of a city that once sparkled with hope and dreams and figured that it might actually work well for a street level campaign.

Don’t get me wrong, I’m not here to glorify the decline of Detroit, but rather quite the opposite.  When I started planning out the campaign, I wanted to set it in a location where the players felt like they were making a difference.  I wanted to avoid the strange nature of comic books to preserve the status quo.  In order to do that, I had to start from somewhere.

The campaign’s Detroit won’t be as freaky as the nearly post-apocalyptic city used in the Robocop franchise (though I’d be lying if I said that I didn’t look it up for inspiration.)  The player characters are in a unique position to bring Detroit back to the shining metropolis it once was… one block at a time.

In some ways I wanted to start off with Gotham City, and slowly make it move up to Metropolis.  It won’t be easy, but the characters will be able to help people take positive steps towards that goal.  Supers gaming doesn’t just have to be about punching criminals in the face at night, it’s also about being exemplars.

The idea of being able to actually enact lasting change in a setting is always big in my book.  Sometimes it’s a matter of scale, like opening a business, or setting up a headquarters.  And amusingly, for a genre so hell-bent on wish fulfillment, the supers genres tend to be rather static.  Hopefully this translates into the game I’ll be running come Saturday.

Street Level Villainy… and planning for M&M Saturday

Normally the concern with a Supers Campaign is coming up with enough villains.  I have a strange habit of actually cooking up individual rogues galleries for each of my players.  I find that doing this is actually more beneficial since the Players feel that the spotlight is on them by virtue of having a Nemesis in play.

While starting with a nemesis off the bat is probably not a good idea, I like introducing a few of them early on even in news reports or even rumors and information taken from mooks that the heros get to slap around a bit.

There’s a slight shift in the formula for the Mutants & Masterminds campaign in the sense that I’m actually planning to run it at a street-level setting.  That means that there’s less of the grandstanding villains, and more of the crime families and career villains.  Assassins, Thieves, and old fashioned thugs compose most of them, while I reduce the ratio of more exotic villains… specifically those like Mind Control, Elemental Control and most Alien or Supernatural villains.

I’m still waiting for some of my players to finalize their character concepts, but I’m already beginning to work on possible threats and allies for their squad.  Here’s hoping that I pull this off right.

A Quick Look at Supers Combat

Whenever I’m running a supers campaign, it usually takes a little bit of time for me to adjust to the way things go.  Combat in a supers campaign is a  dynamic affair as the sheer amount of collateral damage and combat elements in the default urban setting insures that any fight can be made interesting.

That said, here are a few ideas to keep supers campaign combat more than just trading punches, or shooting energy blasts:

  • Look up - Elevation is a factor that doesn’t get a lot of attention, even if it should.  With all the different types of movement powers available, a well considered elevation advantage can turn the tide of battle.
  • Look around – A brick character could easily modify his ability to hit things by picking up and swatting opponents with a car.  Water-manipulating characters should always be on the lookout for a hydrant of even a sewer grate if things are desperate.
  • Look out – One of the fun parts of GMing a supers campaign is the fact that there’s always bystanders around.  Potential victims and hostages, villains always retain that sort of advantage.  Of course, if a villain tries for this and fails, expect the heroes to lay on an extra helping of pain.
  • Look down – Given the sheer amount of punishment supers can dish out, it shouldn’t be that big a stretch to have a fight actually go down.  The Sewers are a nasty place, but it does add yet another level of elevation full of it’s own hazards and squick factor.

Supers and the Gaming Table

I’ll be perfectly honest… I’ve only run a single supers campaign before, but I think that still qualifies me to write about my experiences with it.

Personally, I find the super-hero genre more relaxing than most of my usual campaigns for the following reasons:

  • Melodrama is expected – Or even required.  More ruthless players will ease off in a supers campaign, knowing the tropes of the medium usually helps people focus less on being a badass, and a little more on thrilling heroics.  Furthermore, people are willing to accept setbacks and complications to a given situation.
  • There’s always the hard questions - Supers is most memorable when you ask the hard questions.  Save your girlfriend, or a busload of innocents?  Which matters more?  What if you’re a paragon of justice and hounded by the media?  Will that affect your decision?  There is drama in conflict that doesn’t involve beating people senseless all the time.
  • It can run the range of emotions – Supers can be comedic then suddenly serious without breaking the overall tone.  Likewise tragedy has it’s place in any supers game even without it having to be spelled out.
  • Teamwork – I love teamwork.  I like it even more when people are actually teaming up to achieve a goal.  I’ve seen a lot of this in my previous game, and I’m expecting more of it in this one.

Tomorrow is character creation / character conceptualization day, so I’m hoping that we can get a better picture of the characters as well as their background and capabilities so I can start planning in earnest

[Mutants & Masterminds 2e] Character Generation This Weekend

Being a long-time HERO System guy, I’ve just recently had the opportunity to try launching a Mutants & Masterminds campaign.  Following a request from a few players to lay off the heavy Pathos in a game, but without letting go of my trademark GM trick of having consequences and significant decisions… I’ve decided that Supers is the way to go.

I’m not all that well versed in the system, but I’ve got a habit of learning new systems whenever I can.  I love how rules reflect the mindset of the game designers, and how mechanics ultimately influence the feel of a game.  Honestly, I’m eager to see how M&M works, since it seems that we’re hitting that phase when people are more interested in playing than min-maxing (not that it’ll stop the guys well known for doing so.)

The campaign will be a street-level Power Level 6 game.  Characters will be heroic, without necessarily being incredibly powerful.  The setting will be a fictional take on Detroit City, Michigan.  The Characters will be part of a government incentive program to bring in a heavier response to the escalating rate of superhuman crimes in the city.  I don’t have the character concepts yet, but that’s what I plan to hammer out over the weekend.

While I’m still planning though, do you guys have any suggestions as to any good sources for street-level supers?  My current list includes:

  • Batman
  • Batman: the Animated Series
  • Streets of Gotham
  • Detective Comics
  • Daredevil
  • Immortal Iron Fist
  • Punisher
  • Wanted (I needed a shower after that)
  • Watchmen
  • The Question
  • Deadpool

I’m open to more suggestions.

[Mage: the Awakening 101] Arcana Basics – Time

The last of the ten Arcana deals with Time.  A phenomenon that all things experience, the passing of time is the subject of much romanticism and literature.  How often do we find ourselves wishing that we could see back in time to a certain event, or perhaps look forward to see what the future has in store for us?  To Time Mages, such flights of fancy are a reality, and so it falls to them to exercise great wisdom and care in their use of this Arcanum.

If anything, Time is the Arcanum that requires even more care and deliberation as Spirit.    Being able to peer into the past and the future grants one a measure of respect for the importance of ones actions.  Few Time Mages cast spells of this Arcanum carelessly, as they, more than anyone else are fully aware of the repercussions of their actions.

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