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M&M First Session- Advice Needed
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<blockquote data-quote="DMScott" data-source="post: 1758887" data-attributes="member: 11734"><p>The more important question is what sort of roleplay do the players want to participate in(1)? If you pick up a few issues of just about any team-based comic book, you'll find a ton of non-combat stuff going on that can easily fit into a campaign - most comic books have a lot of soap opera in them. It's mostly a matter of what the players are interested in.</p><p></p><p>Some ideas:</p><p></p><p>- in Ultimate X-Men, the characters have to deal with being the focus of prejudice and at times genocide, being the agents of a utopian agenda that they often doubt, and all the usual angst that goes with high-school age kids. All on top of the usual world-beating villains.</p><p></p><p>- in Fantastic Four, the fact that the group are a family is always in the background, and often in the foreground - it's not uncommon for them to have to deal with emotionally-charged family issues in the middle of superheroics. There's also a subtext of being outcasts due to their powers (particularly for the Thing).</p><p></p><p>- in JSA, the team is a mix of older (i.e. middle-aged) heroes from the Golden Age, and younger heroes carrying on the legacy of other Golden Age heroes. The older heroes have to deal with their role as living icons, the way the world has changed around them, the realization that the youngsters actually have a lot to teach them, etc. The younger heroes have to deal with age issues, with living up to their legacies, with the opinions of those who have met multiple versions of the same hero, and so on.</p><p></p><p>Other teams have their own issues, some the same and some distinct to each team. The trick is to find out what kind of non-combat play your players are interested in, and then work the campaign concept and playstyle around that. If your players want to be the World's Greatest Heroes and deal with the pressures of saving the world and high-level politics, they'll be disappointed if the campaign features outcast teenagers hunted by every government agency, so finding a fit is important.</p><p></p><p>(1) Refusing to end a sentence with a preposition is the sort of teachery nonsense up with which I will not put.</p></blockquote><p></p>
[QUOTE="DMScott, post: 1758887, member: 11734"] The more important question is what sort of roleplay do the players want to participate in(1)? If you pick up a few issues of just about any team-based comic book, you'll find a ton of non-combat stuff going on that can easily fit into a campaign - most comic books have a lot of soap opera in them. It's mostly a matter of what the players are interested in. Some ideas: - in Ultimate X-Men, the characters have to deal with being the focus of prejudice and at times genocide, being the agents of a utopian agenda that they often doubt, and all the usual angst that goes with high-school age kids. All on top of the usual world-beating villains. - in Fantastic Four, the fact that the group are a family is always in the background, and often in the foreground - it's not uncommon for them to have to deal with emotionally-charged family issues in the middle of superheroics. There's also a subtext of being outcasts due to their powers (particularly for the Thing). - in JSA, the team is a mix of older (i.e. middle-aged) heroes from the Golden Age, and younger heroes carrying on the legacy of other Golden Age heroes. The older heroes have to deal with their role as living icons, the way the world has changed around them, the realization that the youngsters actually have a lot to teach them, etc. The younger heroes have to deal with age issues, with living up to their legacies, with the opinions of those who have met multiple versions of the same hero, and so on. Other teams have their own issues, some the same and some distinct to each team. The trick is to find out what kind of non-combat play your players are interested in, and then work the campaign concept and playstyle around that. If your players want to be the World's Greatest Heroes and deal with the pressures of saving the world and high-level politics, they'll be disappointed if the campaign features outcast teenagers hunted by every government agency, so finding a fit is important. (1) Refusing to end a sentence with a preposition is the sort of teachery nonsense up with which I will not put. [/QUOTE]
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