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Mutants of Masterminds intimidation
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<blockquote data-quote="Razuur" data-source="post: 2258315" data-attributes="member: 1997"><p>Hello all,</p><p></p><p>Thanks much for the ideas, thoughts, suggestions and support. </p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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,</p><p></p><p>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.</p><p></p><p>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!</p><p></p><p>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!</p><p></p><p>And thanks again everybody. You have all been very helpful. Any other like mechanics tricks that newbies forget, post them and let me know.</p><p></p><p>Razuur</p></blockquote><p></p>
[QUOTE="Razuur, post: 2258315, member: 1997"] 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 [/QUOTE]
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