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<blockquote data-quote="pawsplay" data-source="post: 4327088" data-attributes="member: 15538"><p>The most recent game I ran was a pickup game of Mutants & Masterminds, the first time running it. We have a regular D&D game, but one of our players was MIA (asleep after a long week at work, it turns out). So I offered to run an impromptu game.</p><p></p><p>Genre: The genre was classic superheroes. The question was raised whether this would be Marvel or DC. I replied a blend of both. A player asked if it was more toward one or the other in power level, and I said it was more DC-like. To me, that says somewhat more epic. The style was fairly breezy. I glossed over a lot of the situational setup and went right to "You're watching the news, when suddenly...." For style, I went with a fairly four-color, brief dialog, action-oriented game. The tone was light, perhaps even a bit campy. Thematically, I portrayed the heroes as stepping in to help, even though the SWAT initially acted like they had things under control. So the idea was that heroes are needed. Further, the villain was initially motivated by greed, but an initial defeat by the heroes turned him to revenge. Overall, the theme was one of self-sacrificing heroes helping society with the problems caused by human vice. </p><p></p><p>Resolution: I tried to play by the back. We didn't roll a lot for interactions, but one of the players wanted to use Diplomacy to take command of some freed hostages. I had to fudge some of the villain's powers due to my unfamiliarity with the system, but I used the basic DN 10 + ranks mechanic for the effects, which is level 3 resolution (generalized from the basic mechanics). Some of the resolution was conventional "Yes, you can do that," "Sure, that sounds fine to me."</p><p></p><p>Social Rules:</p><p>1. Who gets to join the game.</p><p>In this case, the people from our regular gaming group who attended the session decided to throw together a game.</p><p>2. What game will be played.</p><p>I made some suggestions. People sounded amenable to M&M and I wanted to try it, so I offered to run it and the players cooperated.</p><p>3. Obligations and privileges of participating in the game.</p><p>The game was something of a reward for people showing up for the other game. Because it was an impromptu game the only requirement was to want to stay.</p><p>4. When the game will be concluded or recessed.</p><p>It was a one shot adventure, but we talked about continuing with the same characters once our D&D campaign concludes.</p><p></p><p></p><p>I think we made plenty of "good music." Because of the improvisation, my unfamiliarity, the late hour, and the low level of investment required in the game, there wasn't great "good composition," but it was a fun little jam session. One player obviously preferred more mechanized resoutions for some systems, but I was able to provide a good framework using the rules when ever he requested a ruling.</p></blockquote><p></p>
[QUOTE="pawsplay, post: 4327088, member: 15538"] The most recent game I ran was a pickup game of Mutants & Masterminds, the first time running it. We have a regular D&D game, but one of our players was MIA (asleep after a long week at work, it turns out). So I offered to run an impromptu game. Genre: The genre was classic superheroes. The question was raised whether this would be Marvel or DC. I replied a blend of both. A player asked if it was more toward one or the other in power level, and I said it was more DC-like. To me, that says somewhat more epic. The style was fairly breezy. I glossed over a lot of the situational setup and went right to "You're watching the news, when suddenly...." For style, I went with a fairly four-color, brief dialog, action-oriented game. The tone was light, perhaps even a bit campy. Thematically, I portrayed the heroes as stepping in to help, even though the SWAT initially acted like they had things under control. So the idea was that heroes are needed. Further, the villain was initially motivated by greed, but an initial defeat by the heroes turned him to revenge. Overall, the theme was one of self-sacrificing heroes helping society with the problems caused by human vice. Resolution: I tried to play by the back. We didn't roll a lot for interactions, but one of the players wanted to use Diplomacy to take command of some freed hostages. I had to fudge some of the villain's powers due to my unfamiliarity with the system, but I used the basic DN 10 + ranks mechanic for the effects, which is level 3 resolution (generalized from the basic mechanics). Some of the resolution was conventional "Yes, you can do that," "Sure, that sounds fine to me." Social Rules: 1. Who gets to join the game. In this case, the people from our regular gaming group who attended the session decided to throw together a game. 2. What game will be played. I made some suggestions. People sounded amenable to M&M and I wanted to try it, so I offered to run it and the players cooperated. 3. Obligations and privileges of participating in the game. The game was something of a reward for people showing up for the other game. Because it was an impromptu game the only requirement was to want to stay. 4. When the game will be concluded or recessed. It was a one shot adventure, but we talked about continuing with the same characters once our D&D campaign concludes. I think we made plenty of "good music." Because of the improvisation, my unfamiliarity, the late hour, and the low level of investment required in the game, there wasn't great "good composition," but it was a fun little jam session. One player obviously preferred more mechanized resoutions for some systems, but I was able to provide a good framework using the rules when ever he requested a ruling. [/QUOTE]
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