Forked from: http://www.enworld.org/forum/general-rpg-rules-discussion/255927-starting-new-m-m-campaign.html
Inherent merits of the system aside, I have an ulterior motive for running this game in M&M. I'm trying to get the guys in my group familiar with the system, so that when Warriors & Warlocks comes out in hardcover, we can run a fantasy campaign in the same system.
You might well ask why.
I've been working on a 3.X fantasy campaign that is probably the most ambitious one I've ever designed...some 2 years in the making at this point. Part of the reason its taking as long as it has is that there are so many quirks and twists that I need to work out that I'm simply swamped with the work of converting certain mechanics from 3PP games and designing races from the ground up. Even though I'm nearly through, what remains is hairy enough that it sometimes seems daunting.
Add to this the fact that the guys are somewhat dismayed at continuing with 3.X, since the main source of product has dried up...and not a one of us likes 4Ed. We were looking at True20 and Pathfinder (which I'll pick up eventually), but W&W looks like a godsend...at least to me.
So, let me ask:
1) The 3.X campaign includes plantlike elves, cybermen-like dwarves (dwarf/warforged hybrids), Nephilim (creatures with Outsider heritage), a variety of "furry" races and so forth. They're a prime source of my workload.
So, how easy is it to design races in W&W? Especially those that increase with power as the PCs mature?
2) Given that at least some of the guys are going to want to model their PCs after traditional D&D classes, how well do the rules lend themselves to recreating those classes? I can do this in HERO- I should be able to do this in M&M/W&W as well.
3) Similarly, how easy will it be to mimic 3.X spells & powers?
Dannyalcatraz said:As the title says, I'm starting a new M&M campaign.
I'm basing it on the best campaign I ever ran- a supers game set in 1900, using elements from H.G. Wells, Jules Verne, William Gibson's Difference Engine, Atlantis legends, The League of Extraordinary Gentlemen, Wild, Wild West, Kung Fu, certain James Bond movies, and of course, the Space: 1899 RPG...all in the HERO system.
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Inherent merits of the system aside, I have an ulterior motive for running this game in M&M. I'm trying to get the guys in my group familiar with the system, so that when Warriors & Warlocks comes out in hardcover, we can run a fantasy campaign in the same system.
You might well ask why.
I've been working on a 3.X fantasy campaign that is probably the most ambitious one I've ever designed...some 2 years in the making at this point. Part of the reason its taking as long as it has is that there are so many quirks and twists that I need to work out that I'm simply swamped with the work of converting certain mechanics from 3PP games and designing races from the ground up. Even though I'm nearly through, what remains is hairy enough that it sometimes seems daunting.
Add to this the fact that the guys are somewhat dismayed at continuing with 3.X, since the main source of product has dried up...and not a one of us likes 4Ed. We were looking at True20 and Pathfinder (which I'll pick up eventually), but W&W looks like a godsend...at least to me.
So, let me ask:
1) The 3.X campaign includes plantlike elves, cybermen-like dwarves (dwarf/warforged hybrids), Nephilim (creatures with Outsider heritage), a variety of "furry" races and so forth. They're a prime source of my workload.
So, how easy is it to design races in W&W? Especially those that increase with power as the PCs mature?
2) Given that at least some of the guys are going to want to model their PCs after traditional D&D classes, how well do the rules lend themselves to recreating those classes? I can do this in HERO- I should be able to do this in M&M/W&W as well.
3) Similarly, how easy will it be to mimic 3.X spells & powers?
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