I want to run a campaign based loosly off of xmen, not so much the team, but the first apperance of mutants in america.
The world is a homebrew setting, a small country, im thinking make it an island, my players tend to want to explore alot, saves me making up this huge area. Its a mageocracy, the government is pretty controling too, not all 1984 style but a few degrees less, its a high tech kind of place too, all run by magic, so magic machines are a common place. But the catch is, cuz magic is so used in everyday life, spellcasters are illegal unless they are a government official,otherwise it would be to easy to corrupt the whole system. So im basically telling my players that they cant be a spellcaster class at 1st level but they can try and get in later. Im thinking i might make the magic system similar to midnite in which arcane and divine are one list, making it a whole lot easier to say no spellcasting.
Now for the mutant part, im gonna rework the psionics system, sort of like the wild talents table from 2nd ed, to come up with the mutant powers. I think for their first characters ill do it all random and then from there on, if this whole premise works maybe let them chose. So im gonna sit down with each player, i have 5, and roleplay the manifestation of the powers with them, then have the "professor x" come and talk to them.
Now as soon as the government learns of these manifestations, its gonna become very unfriendly towards them. The mageocracy feels its a threat towards everything they have worked for and is trying to hunt them down, using sentinals, but in dnd it would be mechanical golems.
So this is my rough idea, its gonna take alot of work, but im just wondering what everyone on here thinks about and if you have any suggestions feel free to give them. I respect alot of opinions here, ive been a long time reader.
The world is a homebrew setting, a small country, im thinking make it an island, my players tend to want to explore alot, saves me making up this huge area. Its a mageocracy, the government is pretty controling too, not all 1984 style but a few degrees less, its a high tech kind of place too, all run by magic, so magic machines are a common place. But the catch is, cuz magic is so used in everyday life, spellcasters are illegal unless they are a government official,otherwise it would be to easy to corrupt the whole system. So im basically telling my players that they cant be a spellcaster class at 1st level but they can try and get in later. Im thinking i might make the magic system similar to midnite in which arcane and divine are one list, making it a whole lot easier to say no spellcasting.
Now for the mutant part, im gonna rework the psionics system, sort of like the wild talents table from 2nd ed, to come up with the mutant powers. I think for their first characters ill do it all random and then from there on, if this whole premise works maybe let them chose. So im gonna sit down with each player, i have 5, and roleplay the manifestation of the powers with them, then have the "professor x" come and talk to them.
Now as soon as the government learns of these manifestations, its gonna become very unfriendly towards them. The mageocracy feels its a threat towards everything they have worked for and is trying to hunt them down, using sentinals, but in dnd it would be mechanical golems.
So this is my rough idea, its gonna take alot of work, but im just wondering what everyone on here thinks about and if you have any suggestions feel free to give them. I respect alot of opinions here, ive been a long time reader.