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M&M Plot help request (midsouth con)
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<blockquote data-quote="Voneth" data-source="post: 777808" data-attributes="member: 1016"><p>If you are not doing pre-gens, then I'd suggest using the revised archetypes and let players have their pick at the hospital. </p><p></p><p>I'd also suggests that after the PC pick their archetypes that you say "a month passes" and then put the group in a Danger Room Sceinaro to give them a few turns to try out their powers and to also see what sort of suggestions you can give them for teamwork. (MnM really seems to reward teamwork).</p><p></p><p>You mention that the crew is notified that a monster terrorizes NYC and that it was one of the bank robbers. What happens next? If you let them fight the monster, they will want answers from the creature, or to at least figure out where it came from (unless you tell them that some eyewitness saw it teleport in.) If you give them some answers, they will feel like they got somewhere and the plot also moves on. Perhaps the creature will provide them with a lead to the Russian lab, and the PC's masters actualy forbid them to go.</p><p></p><p>IMHO, you are taking a leap of faith that the players will let their PCs be talked into believing they have been duped by a terrorist organization. Trust me, I have had some players who are parinoid and I have had others who relish the opportunity to do exactly the opposite of what they know the GM wants them to do. "Oh I smell adventure hook on this, I had better ignore it until he comes up with a way that I can't avoid going."</p><p></p><p>It depends on the "proof" the American superhero team can bring to bear. If the PCs mention the names of their bosses, perhaps the Captain America type can say the guy is on the top 10 terrorist wanted list and use the Internet to prove it. And why are the Americans camping a superhero team in the former USSR anyway?</p></blockquote><p></p>
[QUOTE="Voneth, post: 777808, member: 1016"] If you are not doing pre-gens, then I'd suggest using the revised archetypes and let players have their pick at the hospital. I'd also suggests that after the PC pick their archetypes that you say "a month passes" and then put the group in a Danger Room Sceinaro to give them a few turns to try out their powers and to also see what sort of suggestions you can give them for teamwork. (MnM really seems to reward teamwork). You mention that the crew is notified that a monster terrorizes NYC and that it was one of the bank robbers. What happens next? If you let them fight the monster, they will want answers from the creature, or to at least figure out where it came from (unless you tell them that some eyewitness saw it teleport in.) If you give them some answers, they will feel like they got somewhere and the plot also moves on. Perhaps the creature will provide them with a lead to the Russian lab, and the PC's masters actualy forbid them to go. IMHO, you are taking a leap of faith that the players will let their PCs be talked into believing they have been duped by a terrorist organization. Trust me, I have had some players who are parinoid and I have had others who relish the opportunity to do exactly the opposite of what they know the GM wants them to do. "Oh I smell adventure hook on this, I had better ignore it until he comes up with a way that I can't avoid going." It depends on the "proof" the American superhero team can bring to bear. If the PCs mention the names of their bosses, perhaps the Captain America type can say the guy is on the top 10 terrorist wanted list and use the Internet to prove it. And why are the Americans camping a superhero team in the former USSR anyway? [/QUOTE]
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