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Preparing to start a M&M campaign...
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<blockquote data-quote="Storminator" data-source="post: 4783628" data-attributes="member: 305"><p>In my best experience with MnM, I picked the genre first, and everything else flowed from there. So I suggest making sure your players know what kind of comic books they are writing, and build PCs and adventures from there. If your players are working with you to emulate the genre, you don't have to get heavy handed about the powers because they'll do it themselves.</p><p></p><p>I picked Golden Age (based on the sourcebook) and it has been the best campaign I've ever been a part of. One player said "not one session has even dropped to the level of mediocre."</p><p></p><p>As has been said, hand out hero points like candy on halloween. I stop combat and have my PCs listen to villain monologues, then give out a round of hero points. Also, GM Fiat is a great rule. I don't have to build villain with insane defenses, because I know I can grant them a save whenever I want. My villains never go down on the first punch.</p><p></p><p>In true Golden Age fashion, I let the players rewrite their characters whenever they feel like it. This has been awesome. People love to try new powers (and MnM has sooooo many!) and no one feels like they might get stuck with a bad choice. There are better ways to do some things, and once people get their MnM legs under them it feels good to rework your PC and end up just as good as you were before, only with 10 extra power points to spend.</p><p></p><p>I also treat each session like a separate issue, so at the end of the night the issue is closed. If a player doesn't make a session, it doesn't matter... they just aren't in that issue.</p><p></p><p>Awesome, awesome game. Have fun!</p><p></p><p>PS</p></blockquote><p></p>
[QUOTE="Storminator, post: 4783628, member: 305"] In my best experience with MnM, I picked the genre first, and everything else flowed from there. So I suggest making sure your players know what kind of comic books they are writing, and build PCs and adventures from there. If your players are working with you to emulate the genre, you don't have to get heavy handed about the powers because they'll do it themselves. I picked Golden Age (based on the sourcebook) and it has been the best campaign I've ever been a part of. One player said "not one session has even dropped to the level of mediocre." As has been said, hand out hero points like candy on halloween. I stop combat and have my PCs listen to villain monologues, then give out a round of hero points. Also, GM Fiat is a great rule. I don't have to build villain with insane defenses, because I know I can grant them a save whenever I want. My villains never go down on the first punch. In true Golden Age fashion, I let the players rewrite their characters whenever they feel like it. This has been awesome. People love to try new powers (and MnM has sooooo many!) and no one feels like they might get stuck with a bad choice. There are better ways to do some things, and once people get their MnM legs under them it feels good to rework your PC and end up just as good as you were before, only with 10 extra power points to spend. I also treat each session like a separate issue, so at the end of the night the issue is closed. If a player doesn't make a session, it doesn't matter... they just aren't in that issue. Awesome, awesome game. Have fun! PS [/QUOTE]
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