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ShortQuests -- individual adventure modules! An all-new collection of digest-sized D&D adventures designed to plug in to your game.
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My first campaign need help!
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<blockquote data-quote="DMScott" data-source="post: 1761265" data-attributes="member: 11734"><p>The archetype characters (Cyclone, Inferna, Minotaur, etc.) aren't awful, they're just a few steps short of optimized. They tend to have 10 ranks in their attack and defense powers, they're short a few easy tricks beyond that. They're not a horrible choice for a first adventure, so long as you use versions of the archetypes against them. But by the end of the first session, your players will probably have spotted a few easy ways to improve them. </p><p></p><p>The M&M characters that are kinda poorly put together are the Freedom League, from the sample adventure in the book. They are mostly on the weak side for their PL. So if you plan to use that as your first adventure, then using the archetypes is no problem.</p><p></p><p>However, what I recommend for a first adventure is to find out what sort of comics your players like, and basically steal your first adventure idea from their favourite books. If your players are attracted to an X-Men style team of outcasts, set up something like that and use one of the X-team debuts as the basis for your first adventure. So long as you change it enough that they don't immediately recognize it, you should end up with a fun first session.</p><p></p><p>For example, my first session I had a couple of players who liked Avengers-style heroics. So I took my plot right from the Avengers origin - the Avengers originally banded together to stop the rampaging Hulk (who was being manipulated by Loki). I created a big brick-type guy named Rampage and had him ripping up the property for the good guys to stop him. It worked well, though since I didn't quite get the balance right we ended up having the multiple fights with Rampage take up our whole session, and they didn't get a chance to explore who was behind the whole thing. That's OK, I just cut that part out on the fly - so long as everybody has a good time, you're doing it right.</p></blockquote><p></p>
[QUOTE="DMScott, post: 1761265, member: 11734"] The archetype characters (Cyclone, Inferna, Minotaur, etc.) aren't awful, they're just a few steps short of optimized. They tend to have 10 ranks in their attack and defense powers, they're short a few easy tricks beyond that. They're not a horrible choice for a first adventure, so long as you use versions of the archetypes against them. But by the end of the first session, your players will probably have spotted a few easy ways to improve them. The M&M characters that are kinda poorly put together are the Freedom League, from the sample adventure in the book. They are mostly on the weak side for their PL. So if you plan to use that as your first adventure, then using the archetypes is no problem. However, what I recommend for a first adventure is to find out what sort of comics your players like, and basically steal your first adventure idea from their favourite books. If your players are attracted to an X-Men style team of outcasts, set up something like that and use one of the X-team debuts as the basis for your first adventure. So long as you change it enough that they don't immediately recognize it, you should end up with a fun first session. For example, my first session I had a couple of players who liked Avengers-style heroics. So I took my plot right from the Avengers origin - the Avengers originally banded together to stop the rampaging Hulk (who was being manipulated by Loki). I created a big brick-type guy named Rampage and had him ripping up the property for the good guys to stop him. It worked well, though since I didn't quite get the balance right we ended up having the multiple fights with Rampage take up our whole session, and they didn't get a chance to explore who was behind the whole thing. That's OK, I just cut that part out on the fly - so long as everybody has a good time, you're doing it right. [/QUOTE]
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