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<blockquote data-quote="WizarDru" data-source="post: 4784210" data-attributes="member: 151"><p>M&M is four-color fun and a great system. It seems a bit intimidating at first, until you learn to let go a little (at least that was our experience). You're not trying to level up nearly so much as enjoy the plot, generally speaking, and the enjoyment comes from <em>being</em> superheroes.</p><p></p><p>The mention of Hero Points should not be under-emphasized. Give them out and suggest players spend them. They aren't meant to be hoarded. I was in a M&M game run by Piratecat at the last Gencon, and it was my favorite part of the convention. I'll tag him to drop by the thread, so he can offer advice.</p><p></p><p>One technique that PC used to move things along that I thought was BRILLIANT was to frame the entire adventure AS IF IT WAS AN ISSUE OF A COMIC BOOK. By that, I mean he described the cover page to us (complete with Silver-Agey blurbs and text baloons) and then led us right into the adventure. He'd bridge scenes with stuff like <em>"Meanwhile, Downtown at the First National Bank...</em>" or "<em>Later, at Professor Impossible's Lab...</em>" and so on. He even did a Hostess Fruit Pie ad in the middle of the game, and we pitched in. IT WAS GREAT.</p><p></p><p>You can do a very serious M&M game too, of course. I do know what we found the system worked best when we didn't get TOO detailed about combat and rules...and when we did lots of things like Extra Effort, spending Hero Points and being creative about power use. As a DM, giving Hero Points for, effectively, cheating or screwing a character (to advance the plot) is a nice gimmick. It sets the character up for the chance to redeem themselves later on and is hella-fun.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 4784210, member: 151"] M&M is four-color fun and a great system. It seems a bit intimidating at first, until you learn to let go a little (at least that was our experience). You're not trying to level up nearly so much as enjoy the plot, generally speaking, and the enjoyment comes from [i]being[/i] superheroes. The mention of Hero Points should not be under-emphasized. Give them out and suggest players spend them. They aren't meant to be hoarded. I was in a M&M game run by Piratecat at the last Gencon, and it was my favorite part of the convention. I'll tag him to drop by the thread, so he can offer advice. One technique that PC used to move things along that I thought was BRILLIANT was to frame the entire adventure AS IF IT WAS AN ISSUE OF A COMIC BOOK. By that, I mean he described the cover page to us (complete with Silver-Agey blurbs and text baloons) and then led us right into the adventure. He'd bridge scenes with stuff like [i]"Meanwhile, Downtown at the First National Bank...[/i]" or "[i]Later, at Professor Impossible's Lab...[/i]" and so on. He even did a Hostess Fruit Pie ad in the middle of the game, and we pitched in. IT WAS GREAT. You can do a very serious M&M game too, of course. I do know what we found the system worked best when we didn't get TOO detailed about combat and rules...and when we did lots of things like Extra Effort, spending Hero Points and being creative about power use. As a DM, giving Hero Points for, effectively, cheating or screwing a character (to advance the plot) is a nice gimmick. It sets the character up for the chance to redeem themselves later on and is hella-fun. [/QUOTE]
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