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.