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[M&M] Proposal for a new style of play.
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<blockquote data-quote="Rybaer" data-source="post: 2218778" data-attributes="member: 118"><p>Sorry, been a little slow posting to this. I'm still working up the primer...mostly done, but I have a few things I want to add before posting.</p><p></p><p>Sollir - as for playing a villain/anti-hero, I'm cool with it as long as someone else is willing to run it. I'm not sure if I'm really cut out for developing that sort of story material, but it might be someone else's bag.</p><p></p><p>As for house rules, I don't want to implement too many. 2:1 skills is fine with me. I'd rather not limit too much else, though certain powers are obviously very difficult to pull off and would probably be best if left alone (Time Travel, for example). I think it'd probably be best if we stayed away from super tech, mystical, and alien power sources. Some lower end "power" gadgets are probably okay, and maybe the odd super genius gadgeteer, but it's probably easier if we keep such stuff out of general circulation. Try to stick more to the stories of people affected by the comet (presumably a mutation-esque source).</p><p></p><p>I definitely second Keia's suggestion of keeping characters within a power theme/suite. As these characters aren't in a group, there is less concern over a character being useless in a situation or overshadowed by another character...so less worrying over "making sure I have x, y, and z so I can always do <em>something</em>."</p><p></p><p></p><p>Let me see if I can't clean up and post the primer material I've got so far...</p></blockquote><p></p>
[QUOTE="Rybaer, post: 2218778, member: 118"] Sorry, been a little slow posting to this. I'm still working up the primer...mostly done, but I have a few things I want to add before posting. Sollir - as for playing a villain/anti-hero, I'm cool with it as long as someone else is willing to run it. I'm not sure if I'm really cut out for developing that sort of story material, but it might be someone else's bag. As for house rules, I don't want to implement too many. 2:1 skills is fine with me. I'd rather not limit too much else, though certain powers are obviously very difficult to pull off and would probably be best if left alone (Time Travel, for example). I think it'd probably be best if we stayed away from super tech, mystical, and alien power sources. Some lower end "power" gadgets are probably okay, and maybe the odd super genius gadgeteer, but it's probably easier if we keep such stuff out of general circulation. Try to stick more to the stories of people affected by the comet (presumably a mutation-esque source). I definitely second Keia's suggestion of keeping characters within a power theme/suite. As these characters aren't in a group, there is less concern over a character being useless in a situation or overshadowed by another character...so less worrying over "making sure I have x, y, and z so I can always do [i]something[/i]." Let me see if I can't clean up and post the primer material I've got so far... [/QUOTE]
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