Living Superheroes World (Come join the fun and the debate)

Good Point Logic!

Lets keep this organized

Part 1: Characters
Lets let everyone make their suggestions for character level, and let their preferences be known. Once we see what the prevailing opinions are, we can make a decision. The things to be decided on about character are the following

A) Power Level for the players: the Power Level and Power Points for starting characters will be
a1)Can players start their characters at a lower level then the standard level if they choose to?

B) Campaign Power Level: The maximum power level for the campaign world

C)What Powers if any will be dis-allowed, or altered for balance reasons, this can wait til the very end, and it will be continually updating as we learn throughout play

Part 2: Game masters
A)Who is willing to be a game master?
Keia, Possibly Phoenix, anyone else willing?

B)How will future events set in the world be decided upon. Will we have a few super GMs that will plan out the metaplots, and double check that the GMs are not varying to widely from the meta plot?

Part 3: The World
A)What is the overall tone of the world?

B)How did the majority of Supers become Super, this is important because it shapes the history of the world, perceptions of Supers, and a variety of other things
 

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Something you should consider for this kind of set-up:

Superheroes are very powerful beings and often have means to travel great distances in short times.

How do you want to prevent groups or individuals from working together, if they are not in the same game right now, when realistically they are just a phone call away? ;)

Bye
Thanee
 

Kylara said:
Part 1: Characters


A) Power Level for the players: default
a1)Can players start their characters at a lower level then the standard level if they choose to? Of course

B) Campaign Power Level: starting default, and slowly growing(I don't know if we'd ever hit a maximum that we set)

C)What Powers if any will be dis-allowed, or altered for balance reasons, this can wait til the very end, and it will be continually updating as we learn throughout play- We'll have to see the second edition rules first

Part 2: Game masters
Maybe, I'm not very please with my GMing abilites, yet and wouldn't force them on anyone else :lol:

Part 3: The World
A)What is the overall tone of the world? Generic, real world feel, with the diversity of players setting the final tone

B)How did the majority of Supers become Super, this is important because it shapes the history of the world, perceptions of Supers, and a variety of other things- I'd rather in be unknown for a time, given the wide variety of expected back stories(my first character would probly be a mystic type that wouldn't fit into a mass backround)
 

Thanee said:
Something you should consider for this kind of set-up:

Superheroes are very powerful beings and often have means to travel great distances in short times.

How do you want to prevent groups or individuals from working together, if they are not in the same game right now, when realistically they are just a phone call away? ;)

Bye
Thanee

That should be easy, the group that you start with is it. If another hero becomes free, that hero can be added, but only if the GM allows it, otherwise Heros X,Y,and Z had their cell phone's batteries go out, or got a flat tire, or any of a zillion other things. Sort of like how the X-men as an orginization are a fricken army, but at any given time there are only 5 or 6 around to handle a problem. There are always multiple things happening at once, so you can only really count on having the people that are on hand when it occurs.
 

Part 1: Characters
Lets let everyone make their suggestions for character level, and let their preferences be known. Once we see what the prevailing opinions are, we can make a decision. The things to be decided on about character are the following

A) Power Level for the players: the Power Level and Power Points for starting characters will be. Lets keep it nice and simply to start with. PL10 is the base, just go with the flow.
a1)Can players start their characters at a lower level then the standard level if they choose to? Once we get it going, I think that there will be call for heroes of lower PLs.

B) Campaign Power Level: The maximum power level for the campaign world. Really, if people get to PL20 I will be surprised. Villians though? Methinks that PL20+ Villian NPCs are viable, they are far from indestructable.

C)What Powers if any will be dis-allowed, or altered for balance reasons, this can wait til the very end, and it will be continually updating as we learn throughout play. Touchy subject, I'll leave this to the experts at the moment.

Part 2: Game masters
A)Who is willing to be a game master?
Keia, Possibly Phoenix, anyone else willing? Gotta get my 2.0 first though, when is it due for release?

B)How will future events set in the world be decided upon. Will we have a few super GMs that will plan out the metaplots, and double check that the GMs are not varying to widely from the meta plot? Sounds good, a hierarchal GM plan. A few plot large scale, then pass on down the events that must happen, and allow the other GMs control over their local areas/groups/personal plots.

Part 3: The World
A)What is the overall tone of the world? Green, maybe yellow. Seriously though, a large scale Supers game would have to be standard comic-booky, simply to attract the players. But of course we'd need come nasty realism in there just to keep me happy. ;)

B)How did the majority of Supers become Super, this is important because it shapes the history of the world, perceptions of Supers, and a variety of other things. Really? I think that a single idea could be twisted to create origins for everyone. Example:
The Comet: Even if you were not effected by the comet, dust particles collected from the incident combined with other catastrophic incidents, can generate heroes. Just pick one umbrella event, then allow people to twist it to their character's background needs.


How do you want to prevent groups or individuals from working together, if they are not in the same game right now, when realistically they are just a phone call away?
The same way as they do it in the comics. Really, if the heroes need help that badly, obviously others will need to be called in, creating the next part of a larger story. Galactus anybody?
 

Phoenix said:
Keia, Possibly Phoenix, anyone else willing? Gotta get my 2.0 first though, when is it due for release?
Galactus anybody?

3 weeks I hear

Galactus, I hope not, I don't feel like getting my world eaten anytime soon :p
 

To follow Kylara ideas, here my opinion:

1A) I would go for PL8. A bit weaker than the standard PL10, but we must see it on the long run too. I prefer to start a bit lower and if needed, jut raise it some time after, giving free PP to the old character, but I don't think it would be necessry.

1B) I would not bother with that now. People will leave, character will die, and for the few who will ebcome just too powerfull, they won't find any adventure, so the player will surely decide to put it on the bench.

1C) For now, I would put only 1 restriction: Time Travel cannot be use for past travel, putling an immuable time line.

2A) Hmmm... not for now for me, maybe some time later, but I am not a big master, and the game I am mastering now take all my brain juice :p

2B) I would go more like LEW. Moderator would make sure there is no abuse, but any events would come from masters.

3A)Modern world, with a mix of G&G and 4-colors.

3B)An event of something that happen recently that have created the first generation. Since that time, new generation can appear because the event repeat itself or the effect of the first event 'stay in the air'
 

Part 1: Characters
A)PL 10, the Default for Mutants and Masterminds
a1)Yes,Players can be of any Power Level up to PL10

B) Campaign Power Level: PL 15 or so, I don't think we want to get into having PCs or NPCs able to pull a superman and lift a planet, or a Goku and destroy one.

C)Wait and see what happens through play, I'd be very quick to bar Time Travel though as a player power


Part 3: The World
A) Real World, one day a few years back, people started to develop powers due to some event. Supers are respected for the most part, but in certain places, being above human brings mistrust and even hate. Some powered humans are good, some are bad, and recently a group of heros formed an organization to better deal with super villains and other emergencies. This team has chapters in major cities around the world.

B)The majority of supers gained their powers through the event (whatever it was), and that has lead to even more sources for gaining super powers. Super Science and Cybernetics have become availible through the work of Intelligent Supers from the event. As always there are also hero's whose only powers are determination to do what is right, and they get by on training and experience. (I'd point out that one power source can be much the same as another, say the event gave a person the power to tap into the natural energies of the earth, and they used mysticism and spells to actually shape those energies)
 

Quick note:

As stated earlier - In 2.0, there is no time travel stunt for time control. Hence, no non-GM planned time travel for PCs

M&M 2.0 should be available by the second week in October. Maybe sooner in the Green Ronin on-line store.

Keia
 


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