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[3E] MnM Heroic Game, Rotating GMs

 
 
Old Aug 2 '10, 10:57pm
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[3E] MnM Heroic Game, Rotating GMs

Heroes and Blackguards - Forum
Mutants and Masterminds
Estimated Members Requested: 3

Hello,

Ever played a game where you thought, "wow, this is a fun world, I'd like to GM a bit, but I don't want to take over the whole game"? This is a game born out of that fundamental desire. The desire to GM within a world, but also play and enjoy the scenery.

We are looking for 3 or more GMs to join us in a Mutants and Masterminds Third (3d) Edition game. Aka DC Adventures RPG. This is a game ONLY FOR GMs. There will be NO Only-Players.

About us- Freeclint, Narrow24, and myself already play together in a multiple-GM Star Wars Saga game called Lost Episodes. We've been going for around 18 months now, so we're pretty good at keeping our games going.

Game System- DC Adventures. Aka Mutants and Masterminds 3rd edition. Available now via pdf if you pre-order.

Atmosphere- Not dark, not four-color. The best way I can describe the atmosphere of the game is to say it like this- it's like an average tabletop group. It's not the super-serious drama group. It's not the we-so-funny can't-keep-on-track group. It's just an average group who crack jokes and get serious. The three already in the game love playing games and having fun, and the atmosphere reflects that.

Character Creation- Don't bother. We're not looking for characters. We're looking for GMs. GMs will make whatever characters they need whenever they need them. In fact, the PL and points have not even been finalized yet, so it's a moot question.

Game Format- Each GM will GM games, and each GM will play games. You'll probably play more than you GM, unless you love GMing that much. We're still discussing this, but this is the basic premise. Each GM will run a superhero through an origin story of 3-5 encounters. Then, GMs will run a group of superheroes through a story (again, 3-5 encounters). Multiple GMs may run a game at the same time, and supers may be in multiple stories at once. Each GM will be required to periodically contribute a game (we'll create a list if we have to). There will also be a central freeform continuity story where the superheroes can get together and relax and chat with each other.

Rules- We'll be using the MnM 3d edition rules, which is not much like 2d edition. Because these are new rules there will be disagreements on interpretation. Most decisions on disagreements will be made by simple majority voting. Since everyone is a GM, everyone has equal say in the future of the world we’ll be playing in. Then, here’s the tricky part, we’ll move on and not obsess over the decision if it goes for or against us.

Post Rate- 1/day Weekdays minimum. We're heavy posters and you will get left behind if you can't keep up. Weekends we tend to be hit or miss, so there is no weekend requirement.


How to apply- First, please express interest here. If for no other reason that it keeps this thread relevant for a while.

Second, think really, really, hard if this is the right game for you. You need to be the type of person who has a cooperative spirit. No one has absolute control over the future course of the world we’ll be playing in. Things that are sacred to you may not be sacred to others, and ultimately may be changed. This could be an incredibly rewarding game, but you have to have the right attitude coming in. Immaturity won’t work here.

Third, write an application. There is NO FORMAT for the application. Just like each person is a GM, we trust each person to come up with a good application. Maybe you want to write about you. Maybe you want to write about a character. Maybe you want to write a story. Any and or all of those are fine applications. Think of it as your first chance to be creative in a game that requires creativity. Private text boxes should include freeclint and narrow24.

PS- We're still working out a lot of lore in the forums.


Lore- The year is 1970. It's a new decade and the free world is in desperate need of hope. Six years of Vietnam have depressed the American psyche. Nixon has a firm grasp of the Presidency while his nemesis, Leonid Breznev, keeps pushing for an end, a Soviet end, to the Cold War.

The Americans are feeling a bit of triumph, though. For the first time in recorded history a man has stood on the moon, carried there by the Stark Enterprises created Apollo lunar module. Lexcorp prepares its own module for the second visit.

The My Lai Massacre in Vietnam is still hotly debated in the media. Charles Manson is still at large after his cult commits murder in a Hollywood home. Violence wracks Ireland as the country sues for freedom from Britain.

Sesame Street premieres. Monty Python's Flying Circus does too. The Beatles are still releasing albums, and Elvis is still alive (and getting fat).


The First Generation of heroes appeared during World War II. Led by Wonder Woman and Captain America, these heroes fought against the Axis in a desperate attempt to prevent the fall of freedom throughout the world. Only with the destruction of two supervillains, Ra's al Ghul in Hiroshima (former liaison to Nazi Germany) and Dr. Doom in Nagasaki was the war ended.

After the end of the war the heroes quickly faded from the spotlight. Most of the heroes went home, back to families and the simpler life. The world didn't need them anymore. A few stayed in the press, though, and involved themselves with politics. Their desire was to ensure that never again would villains gain enough power and momentum to throw the world into war. They enacted tough laws, many under put to paper by Senator Joseph McCarthy, requiring anyone with exceptional abilities to register with the United States Department of Extra-Human Affairs aka the Government Heroes Act (GHA).

And life moved on.

Things began to darken in the 1960s. The Cuban Missile Crisis left the world seconds from destruction, but for the brave efforts of The Flash (who has remained in the public eye). Television made it possible for the average citizen to see what was happening in the world within a day, instead of within a month. What they saw scared them.

Heroes, and villains, seemed to be emerging again.

In small pockets around the world, a few people are feeling tinges inside. Something is changing in their bodies, and it's not the same as puberty. Be it a little bit more strength, or a little quicker at getting stuff done, or maybe even finally understanding that the heck that girl in the mailroom is thinking, a few people are discovering that their world is changing.

Somewhere else, an old man is walking down the street, limping and leaning on a cane. He's whistling a Greek sailing song, and he's looking for someone. Someone… just a little bit different.

Game Description:

The year is 1970. It's a new decade and the free world is in desperate need of hope. Six years of Vietnam have depressed the American psyche. Nixon has a firm grasp of the Presidency while his nemesis, Leonid Breznev, keeps pushing for an end, a Soviet end, to the Cold War.

The Americans are feeling a bit of triumph, though. For the first time in recorded history a man has stood on the moon, carried there by the Stark Enterprises created Apollo lunar module. Lexcorp prepares its own module for the second visit.

The My Lai Massacre in Vietnam is still hotly debated in the media. Charles Manson is still at large after his cult commits murder in a Hollywood home. Violence wracks Ireland as the country sues for freedom from Britain.

Sesame Street premieres. Monty Python's Flying Circus does too. The Beatles are still releasing albums, and Elvis is still alive (and getting fat).

And somewhere, a bunch of ordinary people begin to feel a bit exceptional.

__________________
Call me DRK, if needed.

Mon-Fri somewhat normal posting, overseas hours. GMT+7
The Star Wars game actually is (without insult meant to anyone else) the most fun I have on these forums. We have gone through several GMs who've stopped in for a bit before moving on, but we've always managed to keep on going. We've run a whole lot of short episodes and a few one-shot style games.

We're actually hoping the lessons learned from there can be applied to this game.

Can you tell me more about the details of how you did it? Like did you have a consistent set of characters or did you change chars with the GMs? Did you have any kind of agreement in place in advance, anything like a 'game contract' or was it not necessary?

Originally we did 1 permanent char per GM with the general rule that the active GM's character would sit out the episode they ran. As our group got tighter, we loosed the rule (active GMs chars can be involved but should be in a "role" appropriate) and have allowed each GM to have a second lower-leveled character (just to expand the crew and goof off a bit more). When a GM runs a game, they use a variety of reasons for their character to not be there. Given it's a space game, a character simply not helping out isn't unheard of either. Night shift sleeping off the day, etc. There is no experience, everyone levels at a flat rate (so there's no worries about GMs awarding xp differently).

I think the things that helped us were setting ground rules for misunderstanding. We set up very early that rules disagreements went by RAW, and disagreements about the RAW or even desires to change RAW went to votes. We had some rules squabbles early on, naturally, but we got past them and moved on. I'd fear doing this style in D&D 3.5 with all the rules interpretations there. We'd be voting every 5 minutes.

Oh, having GMs that are open to dissent and can get over things is pretty darned important too. Everyone needs to have a say, but once a vote or rule is set, everyone needs to realize that the game is going to move on.

So far we've been able to keep going. Maybe it's partially luck too, dunno. Think I lost 4 of the first 7 players by the time we finished the third episode (after the second was aborted). So yeah, actually, probably a lot of luck. We recruited more and moved on, lost those recruits, got more, moved on, lost some more, got more, etc. We're pretty solid now, and up to 7 again.

I was in the second wave of GMs and I'm the survivor of that group. We had one survivor from the wave to arrive after I was entrenched.

Having a good group, all aiming for fun is key. Having good posting rates is also very important.

I'd like to show some interest in this one -- I feel I have a dcent enough grasp of the 3E M&M rules, now, to GM... maybe with some minor help on the finer points of the rules. Certainly I always have a few storylines running around in my head that call for being expressed.

It looks like you're already rolling with the campaign. What did you decide on for the final power level? I have a 'Prometheus II' hero that I've always wanted to try in a DC setting. I don't know if he'll have to be adjusted for points when it's my turn to play rather than GM. I also don't know if his high-tech nature would go against your 1970's setting.

You're more than welcome to join us. We're moving ahead because, honestly, I feel that constant motion helps keep games going. My role has always tended to be "prodder". So I'm prodding our group. It's definitely not too late to join up.

We decided on PL10 for the heroes. We're all doing origin stories, starting at whatever PL a person wants to start, then finishing the Origin at PL10. So some of us are starting low for the heck of it, some are starting at PL10 for the heck of it.

Our setting isn't true DC. We're going with combined DC and Marvel (basically taking what we like). We'd be happy to discuss the finer points with you to see if there's a way to make things work.

Here's the char I have in mind:

http://www.myth-weavers.com/sheetvie...sheetid=190245

The concept is that he's a homeless kid that Prometheus kidnapped and used as a testbed for an upgrade to his helmet. The tech is more internal, now, and fed updates remotely by a dedicated mainframe. As far as game mechanics go, the shifting knowledge and skills are provided through the following Variable Power.

Variable Power 10 at 7pp per rank (Flaw: Action -1 (Full Round Action to Change) (Drawback: Distracting -1 (To Change))

20pp - Tactical Computer (Combat Feats)
10pp - Education (Int/Wis Skills)
10pp - Athletics (Str/Dex Skills)
5pp - Languages
5pp - Support Systems (Skill Mastery, Ultimate Effort, Second Chance, Die Hard, Improved Initiative)

Note that, no matter how he distributes the points, they must always at least be arranged as outlined. 20pp must always go to combat feats, 10pp to Int/Wis based skills and so on. The only fixed list is that last one (the support systems). It can't be changed.

There are a few reasons I layed it out like this, but I won't dump a ton of detail on you all at once. Feel free to ask whatever questions you like. He actually saw some play on the OotS boards. Unfortunately, I had to take some time out for a medical procedure and by the time I returned, all of my old games had died due to lack of interest.

It happens.

On a conceptual level, I don't see a problem with it. Sure, computers in the 70s were as big as a room with the processing power of 2 monkeys and a bag of popcorn, but I'm sure there's a place in the world for something more advanced. Stark Industries, LexCorp, and Wayne are around, for example.

On a mechanical level, I'd have to pull out the book, which I don't have with me right now. Or one of the others could chime in.

I don't see any trouble with the concept of the mechanics you are trying to pull. I'm not sure the child being a testbed for a techno-guy's armor quite works in the setting. Perhaps it was a test building an AI (what is that super computer enemy of Batman? Perhaps that got downloaded into his brain. Or it could be something with Brainiac, or some scientists trying to revive some part of Brainiac from a meteor shower).

I really like the idea of the combat AI / computer in the brain thing. I like the power setup you've got and how it works. Looks cool, I'd just put a funky 70's twist on how the guy got it.




 

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