[MnM] Plot Help PLEASE!

Angelsboi

First Post
Ok so my heroes are getting 2 new additions to their group Friday. Last week they fought an illusionist named Morolock who escaped. They found out that the only way to bring Morolock back to normal involved an onyx ring.

The three regular players teamed up with two heroes named Trident and ... well her human name is Krystal. They were part of a group called the Defenders of Freedom City but they are the only members left alive (until they discovered Morolock).

One of the new players had a solo game to get her introduced to the rules (never roleplayed before) and she fought a co-worker who had stoled the ammulet of Bast andnow was infused with the goddess Basts powers.

Well, now two things are happening. Morolock and Bast have teamed up and have kidnapped an old friend of Trident and Krystal's named Bullet. However, Professor Alexander (the founder of the Defenders) thinks he has tracked down an onyx ring to use on Morolock.

I was thinking that Trident and Krystal will tell the others that they will go rescue Bullet (they received a ransom letter) and the others can go get the ring. Trident and Krystal have no clue that Bast and Morolock have teamed up and will be taken hostege and will rely on the group to save them.
 

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It's my opinion that supers stories are more character-driven than dungeon crawls. The heroes are likely to come up with a plan on their own - it's up to you to give them what they need to make it succeed. My advice would be to flow like the reed on the river or something Zen like that, and simply react until key events occur (as in, you'd better have a time planned out for a high-profile supervillain rampage the heroes can handily stop).

That help?
 

In superhero games, there are three things you really need to do.

1.) Design Villians that can give the team a good fight, preferablly being able to weather the assults of the team while exploiting the achillies heel of one or two PCs. (And then go down after a good fight)

2.) Once designed that way, forget about the PCs for a moment. Plan out a crime or conquest through the villian's eyes.

3.) After the plan is thought out, think of where you can the villian accidently (or on purpose) leave clues for the PCs so they can deduce who did the job, how and where they may be now.
 

And don't forget that Supers villains tend not to act in the same subtle manner as D&D types. Rather than have the bad guy hide behind minions and shadowy plots have them face the heroes head on, full of threats and megalomaniacal confidence.
 

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