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Campaign Ideas for Mutants and Masterminds?
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<blockquote data-quote="Keeper of Secrets" data-source="post: 1395640" data-attributes="member: 13836"><p>A campaign of Supers I ran a few years ago went over rather well. The premise was that the characters were government sponsored agents working in New York. After a few adventures and analyzing the kinds of turly perverse and dangerous criminals they dealt with the story began to slowly unravel as to the origins of what was going on - the government agency that was in charge of the heroes (as well as the supers in several other locations across the country) were actually creating the bad guys in a lab, setting them free in the community in order to be a serious meance and to get confronted by the heroes.</p><p></p><p>The reason, the characters later found out, was so that the government agency could justify their ever increasing budget to Congress and the population. They could merely point out that the streets are filled with these maniacs and people like the heroes were the only ones stopping them from running ramshod over the population.</p><p></p><p>The players enjoyed it as they found out what was going on as they were in the unenviable position of exposing their bosses (and this took a couple of years game-time for the players to slowly unravel the mystery) and risk being lumped into the same position as the crooks that were their bosses.</p><p></p><p>As far as the GM is concerned, it is an easy and rewarding campaign to set up: government sponsorship meaning that the characters can get handed assignments instead of 'being in the right place at the right time' to stop crime and with the government creating the bad guys, you have free reign to come up with whatever villians you want, justifying their powers, spookiness and eccentricities by saying they were made that way (and had their memories wiped so that when caught they could not sell out the guys that made them).</p></blockquote><p></p>
[QUOTE="Keeper of Secrets, post: 1395640, member: 13836"] A campaign of Supers I ran a few years ago went over rather well. The premise was that the characters were government sponsored agents working in New York. After a few adventures and analyzing the kinds of turly perverse and dangerous criminals they dealt with the story began to slowly unravel as to the origins of what was going on - the government agency that was in charge of the heroes (as well as the supers in several other locations across the country) were actually creating the bad guys in a lab, setting them free in the community in order to be a serious meance and to get confronted by the heroes. The reason, the characters later found out, was so that the government agency could justify their ever increasing budget to Congress and the population. They could merely point out that the streets are filled with these maniacs and people like the heroes were the only ones stopping them from running ramshod over the population. The players enjoyed it as they found out what was going on as they were in the unenviable position of exposing their bosses (and this took a couple of years game-time for the players to slowly unravel the mystery) and risk being lumped into the same position as the crooks that were their bosses. As far as the GM is concerned, it is an easy and rewarding campaign to set up: government sponsorship meaning that the characters can get handed assignments instead of 'being in the right place at the right time' to stop crime and with the government creating the bad guys, you have free reign to come up with whatever villians you want, justifying their powers, spookiness and eccentricities by saying they were made that way (and had their memories wiped so that when caught they could not sell out the guys that made them). [/QUOTE]
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