Mutants of Masterminds intimidation

I was a little intimidated at first as it was a different from anything I had seen before (and it was my first exposure to d20 - I did not have the benefit of having played D&D for a frame of reference).

Here is what I did - ask your players what they want to play. Then design the characters yourself. This should help in understanding the specific powers and abilities that come into play. Then you will want to explain the character to each player. It is amazing how much being able to explain it to someone else explains it to you, too.

This is what I did and it worked for me.

One thing you do NOT want to live without is the Simpson Character Sheet. This saves lots of time and sort of keeps things straight in your head (and eliminates the need for all the math that you could screw up).
 

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Hello all,

Thanks much for the ideas, thoughts, suggestions and support.

There are some really great ideas from everyone, and I will take them all to heart as I roll up characters and prep for the campaign. I am the primary GM of our group and we meet about 2 to 3 times a month at night for about 4-6 hours after work during the week. That is what happens when you all grow up and get jobs and have babies - gaming becomes a precious thing that is done when everyone's schedules have an opening. As such, I run one campaign at a time, and it has 12 "episodes" and follows a pretty strict arc (no railroading, just a story that adapts and adjusts to player decisions and has a beginning, middle, climax, and end). I have 4 eps left on my current fantasy campaign, and M&M is my next campaign. Up until we actually play, I will be rolling up (converting) the PCs old characters to M&M, and mapping out the storyline for all 12 eps. I estimate that we will actually begin to play this July (August at the latest).

I went through and annotated my first edition M&M book with all of the errata. This will become my players book. I will be purchasing the revised M&M book shortly (a lot more errata than I originally thought!) I really like the damage save in theory - haven't tried it under fire to see how it works yet. Dr. Snafu, did you ever consider going with the HIT POINT variant descibed in M&M? takyris, I like your response, but it is responses like that that make me nervious!!! 8) It opens up that whole M&M intimidation thing. Everytime I think I have got the rules down.....! I will heartily take your damage save newbie advice takryis, and any other little tidbits that you can shell out.

I know that I am not expected to get it right the first time, Ranger REG. But our group gets together 2 to 3 times a month for four hour intense gaming bursts. That busy life thing. So, we really just don't have the ime to "work out all of the crinkles" that we used to back in our college days. I will need M&M to run real smoothely the first time to keep my group from shelving it in favor of a system that they know. I think WayneLigon, was right on. At its heart the game is D20, which i know thru and thru. If I remember that, I should be able to fudge my way through stuff that I am not ready for.

Also real good advice tree dub. Whether I like it or not, the first couple of adventures will be more "playtest". I know you and Ranger REG are right,

I agree on a practice session for powers Bretbo. One thing I will do is have them square off agaisnt each other in a "danger room" scenerio first - also with some NPCs. This will give them a chance to do a fight to the "death" combat without fearing for their character. It out to open up a lot of questions for me to research before a fight that counts.

Wow Mr. Ball. That is a really great offer. Thanks so very much! I will take you up on your offer. Like I said, I don't see us even starting this for at least a month and a half. When i do, I will return here to this post and fill every one in on how it went and what we all thought of the system. Thank you sir!

Exactly my plan, Keeperofsecrets. I am rolling up all the charactes this round, just to try to get a hand of things from a more "innate" level. I did a GOOGLE on the Simpson character sheet. Thanks for the direction. That should help a lot!

And thanks again everybody. You have all been very helpful. Any other like mechanics tricks that newbies forget, post them and let me know.

Razuur
 
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A danger room is a really great idea. That's a great, no-long-term-consequence way to get a feel for what can break a game and what can't. Or at least, won't this time. :)

I ran an almost plot-free "Bank robbery, followed by raid on STAR-Labs ripoff place" game. The bank robbery just had mooks with guns, and it showed me that if I want to challenge the players, I need a) to remember how far ahead someone with Super-Speed or Super-Dex or Super-Initiative or whatever goes, relatively speaking, especially if said character has a fast movement rate or a long-distance attack, too, and b) hostages or environmental factors make a "five PL1 guys with guns versus PL10 heroes" encounter a lot more interesting. If the bad guys just attack, they do no damage, and then they get whalloped. If they take hostages or throw a grenade that takes out a support strut or something, that makes people use skills beyond "Inflict Whoopass" -- the super-strong person gets to hold up the ceiling, the Martian Manhunter guy gets to phase through the floor to sneak up on the hostage-taker, etc. The fights are so much faster, for the most part, that I had to come up with more interesting stuff than "And this guy hits for a lot of damage."

In the big fight, I realized, counterintuitively, that Amazing Save:Damage will feel better to players than Protection. Protection is an all or nothing, and players seem to feel cooler when their AS:D +10 guy is able to ignore gunshot wounds because his not-at-all-trademark-infringing Mutant Healing Factor absorbs the damage (a reasonable flavor-text for AS:D, along with Regeneration) than they do when their Protection +10 guy simply blinks in confusion as the bad guy bounces bullets off their chest. When the damage gets higher, my Protection-players started complaining, while the AS:D people seemed just fine -- even though the net result for high damage is the same, the fact that the AS:D people are getting a big bonus on their roll, while the Protection people get no bonus on a much EASIER roll, made the AS:D people happier most of the time. (Um, until I foolishly pointed that out.) Beyond that, I realized that good guys (or bad guys) with Energy Field, Quills, or other "Ability automatically triggered by an attack upon me" powers should really be watched carefully. They can easily take the fun out of the game, and are better as an occasional complication than they are as the norm.

If you have a speedster in the group, be careful. They can easily break the game, and if you try to counteract them, you can easily kill them while trying to merely bring them back to "as good as anyone else" level. (Here's how it happens. They have an ungodly Defense and almost always take Evasion, so they have an ungodly Damage save as well. When they add Mach-One Punch, they do almost as much damage as a Brick, are much harder to hit than the brick, and take damage as a result of those hits only about as often as the Brick -- which works out in their favor. As gamemaster, you see this and say, "Hm, I should make sure that the brick is happy and that the speedster doesn't ruin the game, so I'll use an area-effect stun attack." Then the speedster loses his Dodge bonus, which means he can't use Evasion and becomes absurdly easy to hit, which means that he goes from "Harder to take out of the fight than the Brick" to "Easiest person in the group to take out of a fight", and because he's the speedster, he's usually zipped up to the front of the line and is standing in front of the towering inferno of doom when this happens. And then you hit him and he's in medbay for the next three sessions. I don't have a great solution for this, beyond making it clear to speedster-players that area-effect damage and stun effects will be part of the game, so they should either tone down their speed to get other defenses or be willing to accept the disabled state their character will find himself in as soon as he gets stunned while standing in front of Puncho the Punchmastering Puncher.)

Hope that was semicoherent and possibly helpful. :)
 

Not only coherent but very helpful.

Your clarification between Protection and ASD are good ones. Right away, I know two players who are going to immediately want Protection at first glance. But your points make it clear that both have their advantages and disadvantages.

I wonder if pople have designed a lot of characters that have BOTH. I bet that is a common newbie mistake.

Speedsters have always been problematic. They tend to be either unstoppable or wienies. I never saw a speedster that couldn't mop up if they were smart.... in any system!

Razuur
 

IMO, M&M is a darn sight simpler than D&D. If you can run D&D, you can run M&M. Sure, it'll take some time to get completely fluent, but that's true with any RPG. As long as the primary goal of you and your players is to have fun, you're golden.

Heh, remind me not to introduce you to HERO. Take everything GR has published for M&M and make a stack; that's how thick the HERO core book is. :)

Edit: I played in a M&M demo game with Steve Kenson last year at GenCon. I realize that he was probably intentionally keeping things simple, but... all that esoteric discussion on the M&M boards? Not present in any way in that game. No minis, kept things narrative, a few d20 rolls; it was great fun. Key lesson: don't get bogged down in the details the first time out. Grow into it.
 
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buzz said:
I played in a M&M demo game with Steve Kenson last year at GenCon. I realize that he was probably intentionally keeping things simple, but...
Actually, that's pretty much how I always run M&M... :cool:
 


buzz said:
I knew it! :D

There are only two issues in standard D20 that strongly ask for minis and maps; area effects and AoOs. Movement can be a bit problematic if you aren't good at keeping track of multiple opponents position relative to each other, but its no worse than in other games with relatively slow movement speeds.

M&M eliminates AoOs as a standard feature, so that leaves the area and movement issues. While I don't particularly have faith in most GMs abilities to keep track of relative position to my satisfaction, not everyone shares my fussiness here, and if you don't, there's no reason M&M couldn't be run mapless easily enough.
 

Kenson said:
Actually, that's pretty much how I always run M&M... :cool:

Piratecat does the same, and I was surprised at how well it worked. It was pretty much a case of keeping track of which side of the forcefield each hero was, or whether they were in the shop or outside the shop. Not too hard :)

He even included a one-page ad for Hostess Twinkies in the narrative at one point :D

Cheers
 

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