Starting a new M&M campaign...

Does everyone agree that PL 6 sounds about right?
About so, yes. If you have a chance to look at the Worlds of Freedom book, take a look at the Victorian chapter, which has a number of ideas similar to your own. It's a bit more powerful, at PL 8, but is much more "League of Extraordinary Gentlemen" than it is "Hero High"; for what you want, PL 6 is probably the correct choice.

Fun background stuff, by the way.
Venus is the big question mark. Its a paradise for big game hunters, and I suppose I could work out some kind of Tarzan-esque plotline, but I'm not sure why Cavorite Academy students- or anyone else, for that matter- would be there.
The various empires would be involved for the same reason(s) they became involved in Africa in our history. National prestige, resource access, inter-empire manipulations, and to prevent each other from gaining control of it. At the time, the Dark Continent had as much logical appeal to the empires of Europe as your fictitious Venus has to the masters of the Earthly empires, and yet most of the major nations put a great deal of effort into establishing colonies and conquering large territories.
Given the mission of the academy, the students could easily become involved to keep a bush war from escalating into an inter-world war. Heck, they could have an entire semester "studying abroad" as you take them through the entire Venusian plot line; a plot that can have consequences for many adventures to come (friends, enemies, resources, etc. recurring as they fit into later stories).


Regardless, best of luck.
 

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4) I like both the Molemen and the Triffids/Alien idea! The former could dovetail nicely with a Journey to the Center of the Earth!

And the Triffids could be smuggled to Earth by a wealthy industrialist for his greenhouse...kind of like what happened in Dr Who Seeds of Doom (with the Krynoids).

Thank you, kindly...I've always been fond of mutant plants.


The trick is that I want to design plotlines that make sense for students, staff & faculty as opposed to paid super-agents.


<> 250% more kidnappings of well respected professors and field researchers!! <>


This works especially well if the Cavor Academy has any "Sister Institutions" like many real world colleges and universities do, in efforts to facilitate cross-cultural teaching and student exchange.


..1) This facilitates getting the characters out of their normal stomping grounds occasionally, visiting other Grand Institutes of Learning, while keeping the plot arcs tied to their station and nature.

....A) Sent to retrieve a sensitive report or packet of information from a important professor. The professor is missing shortly after first meeting, or upon the PCs arrival.

....B) To find an allied professor or exchange student who hasn't reported in in sometime.

....C) To discover a field researcher's last secret expedition, which he refused to share details, but promised that it if correct, it would cause a fundamental shift in current world power structures/beliefs.

......i) Exchange visits are often paid for by the schools in question, to some degree, and provide the characters with reason to go to otherwise restricted locales.

......ii) While there, 1 or 2 additional adventures should occur:

........<> Strange murders;

........<> Missing people;

........<> Shy and shunned students who look like they might make a good Cavor Academy hopeful revealed to be a corrupt necromancer or enchanter or geneticist controlling those who derided them/murdering and animating the bodies as "friends";

........<> Meteor showers causing the dead to rise;

........<> Assassins sent after PCs after they have investigated one to many missing Professors.

......iii) Missing field researchers are the best way to get the students to "backwater" worlds like Venus. Some kind of transmission, letter, disturbing evidence from a school investigation suggests that the person who has gone to Venus to study [dinosaurs/triffids/a hidden culture] knows why some other plot is happening.

......iv) And they can all be tied together:

........<> While several scholars are missing; eventually they find a few murdered, but their head (or just brain) is missing. Plot lines can weave together that one of your power groups, or a new one, is trying to solve some problem, and is gathering some of the greatest minds (but NOT to make a giant mechanical steam powered spider).

..........Those who accept their bondage are treated well. Those who don't, are made into living JarBrains, forced by neural torture to add their prodigious intellects to the villain's cause. Even if they don't cooperate in the jar, they can be mind probed - but this is slow and inefficient as the responses come out via tickertape machine, so cowed but full bodied scientists and professors are preferred.


..2) MAKE SURE one or more of the PCs takes some kind of Forensics/Investigation type skill or supportive Power, and is good at it.

..This way, whenever they are in town between missions, Scotland Yard or some other "local" or "national" law enforcement group who doesn't want to bring a curious case to the attention of higher powers or international/planetary groups can call on the Cavor Academy to send a group of "consultants" to confer on the case.

..Sometimes these cases will just be side adventures without any relation to plot arcs, and sometimes may offer a lead to a larger hanging plot arc which the PCs haven't been able to follow to completion yet.


Ok.

I've now made myself want to either run or play this damn campaign.

You, sir, are infectious.
 
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The various empires would be involved for the same reason(s) they became involved in Africa in our history. National prestige, resource access, inter-empire manipulations, and to prevent each other from gaining control of it. At the time, the Dark Continent had as much logical appeal to the empires of Europe as your fictitious Venus has to the masters of the Earthly empires, and yet most of the major nations put a great deal of effort into establishing colonies and conquering large territories.

That's so obvious I'm embarrassed that I didn't think of that myself.:o

Given the mission of the academy, the students could easily become involved to keep a bush war from escalating into an inter-world war. Heck, they could have an entire semester "studying abroad" as you take them through the entire Venusian plot line; a plot that can have consequences for many adventures to come (friends, enemies, resources, etc. recurring as they fit into later stories).

Hmmm!

A natural science "road trip"/"semester at sea" gone wrong, perhaps? Collecting samples, trying their hand at art, and perhaps some training exercises...and then "the fit hits the shan."

By happy coincidence, I just saw the Sean Pertwee movie Wilderness last night on cable (good movie, BTW)...

Wilderness synopsis:
The inmates of a Young Offenders Institution are beyond help: too tough to handle, too far gone to be brought back. Their prison is a dumping ground for the worst in the system…until they are sent to the wilderness. They are dropped into an alien world of dense forests, treacherous rivers and jagged coastline. For one week they have to learn to work as a team, to develop character and maybe even discover a new respect for each other. But there’s someone else on the island who wants to teach them a bigger lesson, and they are about to become his prey. Following the gruesome slaughter of their team leaders, the young criminals find themselves alone and cut off from any chance for help. The only way to survive is to pull together against this hunter and his pack of savage dogs as he picks them off one by one.

Perhaps I can sprinkle in elements of another Sean Pertwee movie, Dog Soldiers.:devil:

Ok.

I've now made myself want to either run or play this damn campaign.

You, sir, are infectious.

You now have Dannyalcatraz Flu! Twice as contagious and 9 times as fun as regular flu!

I can understand how you feel- when I first came up with the original version of this campaign, it somehow felt right. I knew I was in for something special when the players were just as pumped about it as I was...and EVERYONE came up with an excellent setting appropriate PC.

The ones I can recall off the top of my head:

1) A young teen-aged orphan with a whip (based on an Anime character) who was somewhat of a ward of G.A.I.A. (who in the current iteration of the campaign would probably be enrolled at the Cavorite Academy);

2) An aristocratic Brit who "slummed" as The Strongest Man in the World, complete with bald head, handlebar moustache, leopard skin togs and large wooden club and a French rival who was not quite as strong but slightly tougher;

3) A willowy sonic energy projecting flyer named Rhapsody; and

4) Colt, an American secret agent on loan to G.A.I.A., based on James West of Wild, Wild West.

And others besides!

And as for foes? The Asian Necromancer- modeled after arch-foes like Fu Manchu, The Yellow Claw, The Mandarin and Ming the Merciless- had assembled a fighting force that included a one-man army (a soldier who could duplicate himself), a martial artist whose dragon tattoo came to life, a matter-animator (who animated a giant Siva statue at one point), and the piece-de-resistance...a psycopath in a steam powered, flamethrower equipped suit of battle armor.

I got lucky- everyone was so inspired we fed off of each others' enthusiasm- it became the best campaign I ever ran.
 
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First off, props! This is a lot of great stuff.

Second, a suggestion for the valuable Venusian resource the colonial powers are fighting over: beautiful, telepathic, Venusian Amazons (who evolved telepathy so they could dominate their main competitor species, the dinosaurs).

The patriarchal colonial powers believe the Amazons can be easily exploited (as spies, weapons, etc.) because, well, they're women, The Amazons, in turn, allow themselves to be taken into, ahem, bondage, and then seek to destroy the male-dominated terrestrial powers from within, by secretly pushing them into war. After which they'll swoop down as conquerors.

Unless a ray gun-toting Susan B. Anthony can stop them.

(resources with their own agenda are more interesting than plain old steel, diamonds or uranium)
 
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3) The aliens will largely be distributed as per Space: 1889. IOW, Martians stay mostly on Mars, Selenites largely remain on the Moon, and as yet, the main form of life on Venus is dinosaurs.
Intelligent dinosaurs, or perhaps just some of them (maybe the smaller ones). Dinosaurs could have evolved into intelligent creatures much like we allegedly did from the apes. Big game hunters don't care about that, though, and neither does the Black Market - a dinosaur pelt is a dinosaur pelt. Question is, what does a non-humanoid dinosaur do with its intelligence that helps them adapt to their environment... and overcome their lack of opposeable thumbs? Velociraptors would (likely) be the dominant evolved species...

As a plot hook: the students are sent to Venus to verify the rumours that there is, in fact, intelligent life. They go "on safari" into "the harsh jungle" and set up a monitoring station. The players are (likely) now out of their element and the Venusian jungle is a far cry from the one on Earth. Once found, the students are asked to assist the (newly?) evolved lifeforms to ensure their survival.

If you don't like that, there could always be Giant Amazon Women who 'discourage' bounty hunters from encroaching on their dinosaur herds (and often sentence these hunters to death... by snu-snu!)
 
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You bring up 2 good points:

1) Intelligent dinosaurs of some kind make a LOT of sense, all things considered.

2) Given the viewing habits of my game group, I must at least expect snu-snu jokes. Lots of them (possibly by myself included).
 

Another idea is an archaeological dig, likely on the Moon or Mars. It's very educational institution oriented, so an easy in for academy members.

And it could be a simple "Field Trip" sort of thing. Maybe there's some encounters with angry wildlife, or something.

But then either someone finds a hidden chamber/valley, or an environmental change (Moonquake/Flashflood/etc) reveals something that would've taken months if not years to uncover archaeologically. So there's the encounter with "Nature", followed by creepy exploration.

It can then be expanded on by having the hidden locale be the hiding place of a great weapon/mutant horror/information leading to one of the preceding.

At which point a chase between the planets to find the other progenitor pyramids which offer the next clue/final prize become a race between the PCs and multiple factions. No one truly clear on what the object they are questiong for IS.
 

Good, good!

While I'm at it, I was wondering about PC/NPC ideas.

I know some of the players won't have a problem with the setting, but others may. I can make suggestions based on what happened in the original 1990s campaign and my campaign resources, but I could always use some help...especially if I'm going to come up with new villains.

Some thoughts on new character ideas (no idea as to whether they're crimefighters or criminals)- add to the list if you feel like it:

1) Spring-Heeled Jack (Spring Heeled Jack - Wikipedia, the free encyclopedia) A Batman-esque gadgeteer who has pneumatic pistons on his legs to give him incredible leaping power- possibly also on his arms to give his punches a boost as well. They'd be powered by a compressed air tank, so he'd have only limited uses per outing.

2) Dr. Zeus- an adventurer (big game hunter?) who has adapted Tesla's technology into a man-portable lightning bolt thrower (w/conical area of effect).

For additional amusement, perhaps he's a superintelligent orangutan, as an homage to Dr. Zaius from Planet of the Apes. Perhaps Venus is the home of intelligent apes like in that movie...and who are at war with the intelligent dinos (Sleestack?). I could even make the dinos the sympathetic players in this...

3) A descendant of H.G. Wells' Time Traveller.

4) Since this time is part of the boom in archaeology, I can dust off (*ahem*) creatures like Mummies or even The Minotaur.
 

First off, props! This is a lot of great stuff.

Thanks!

Second, a suggestion for the valuable Venusian resource the colonial powers are fighting over: beautiful, telepathic, Venusian Amazons (who evolved telepathy so they could dominate their main competitor species, the dinosaurs).
<snip>

(resources with their own agenda are more interesting than plain old steel, diamonds or uranium)


Ha- greatness!

I'm not sure I'll get to use that, but you're right- resources with an agenda might be pretty sweet, and could lead to some interesting consequences. Perhaps a Venusian woman winds up as a Cavorite student...or perhaps one of the students discovers he or she is of (at least partial) Venusian ancestry!

Hey...maybe Atlantis didn't sink...it went to Venus! (Maybe too Stargate-ey.)
 

Dannyalcatraz said:
While I'm at it, I was wondering about PC/NPC ideas.

...

4) Since this time is part of the boom in archaeology...

RE: "Mummy": That would actually work for a PC idea too. Someone opens a tomb and finds a mummy which goes missing. Some years later, the mummy joins this new era as a specialist in history/ancient languages, and just happens to be a perfectly normal looking undead/extreme regenerator (major power, shortly after death, self resurrects, but that's the sum total of his "power" the rest is obscene number of skills, knowledges).

A religious character on a "Mission from God" to bring the faith the the Heathen Alien Cultures. (And perhaps make enough money to save the orphanage he grew up in...)

A zombie master, or perhaps two warring zombie masters. One, in the old tradition of supernatural arts; the other a technologist who preserves and enhances the bodies of the dead with iron frames and portable steam engines.

"Blimey" Rogers, the Cavorite Carraige driver. He works for the Academy, and is the premiere driver of the only "city legal" floating carraige. Also provides shuttle service for Academy members to larger vessels waiting to take them across the interplanetary gulfs.

Inspector Greaves, a Victorian-era Inspector Gadget, with multiple embedded magifying glasses, knives, pocket lanterns and other objects useful in forensics. Claim to fame: The First Fully Functional Prosthetic Steel Nose - capable of discerning the finest wines and following the scents of the ugliest criminals!
 

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