I think I need some help.

I think I need some help.

I think I need some help. A link with some examples of character creation or maybe some more explanation of the system.

Bought the game, do not regret it at all, but what little I have with superhero RPGs leans more towards stuff like Mutants and Masterminds, so my head is having a hard time assimilating how the system works and how to mould my ideas to fit the system.

Let us say an example: I just had an idea for a Legacy–kind of a more light and soft version of the X-23/Laura Kinney and Wolverine legacy. So ok, cool, the Legacy playbook should help…

…But I dunno how the ideas for powers I have would fit.

So… help, plz?

And greetings from Costa Rica, as well.

I’ve come to question my GMing when it comes to villains and fights.

I’ve come to question my GMing when it comes to villains and fights.

I’ve come to question my GMing when it comes to villains and fights.

I have my villains do stuff that fall within their abilities, but that they don’t have explicit moves for. This affects the scene and the heroes and sometimes means a move doesn’t trigger.

Last session my players went up against one of the A-listers of Halcyon’s villains, the powerful sorceress Morigan Lefaye.

The Bull and the Janus both rushed to attack her and I had her catch them out of the air and throw them both back and to the ground with a dismissive gesture.

When the Legacy lasso’d her with a chain, she spoke a magic word and electrified herself and the chain, shocking him.

She turned the Doomed into a raven. Now they have to find a way to break the spell.

Of these 3, only the last one was as a result of having the villain react to a failed move. The first 2 I just described happen in response to my what my players said their characters were doing. I know both my Bull and Janus were trying to directly engage, but I didn’t think it would come to that and instead had Morigan counter their attacks.

Is this right? In my mind, this seems right. Some villains with certain abilities will be tough or downright impossible to engage with in certain ways. It doesn’t matter how strong you are, if all you do is punch, you’re not directly engaging the amorphous water-monster. Try as hard as you may, no amount of unleashing your ferrokinetic powers are gonna create a cage that traps a person who can freely teleport – it isn’t a roll. This is kinda how I’ve been thinking when these things happen.

I don’t want to break the rules or be a jerk to my players.

Thoughts?

Loving the Halcyon City Herald Collection so far, The Move relating to Hiro’s Hot Takes is perfect for a News anchor…

Loving the Halcyon City Herald Collection so far, The Move relating to Hiro’s Hot Takes is perfect for a News anchor…

Loving the Halcyon City Herald Collection so far, The Move relating to Hiro’s Hot Takes is perfect for a News anchor who is never satisfied.

What’s the protocol for losing one player and gaining another with regard to the introduction questions?

What’s the protocol for losing one player and gaining another with regard to the introduction questions?

What’s the protocol for losing one player and gaining another with regard to the introduction questions? Just looking for suggestions really.. Currently thinking of skipping the when the came together question unless fictionally appropriate and dealing with relationship questions after the first intro session.

Has anyone thought about doing The Star as a politically active figure, rather than just a celebrity?

Has anyone thought about doing The Star as a politically active figure, rather than just a celebrity?

Has anyone thought about doing The Star as a politically active figure, rather than just a celebrity?

Someone pointed out to me some time back that superheroes almost always defend the status quo, even if that’s not necessarily a good structure, and it had me thinking about, say, an anarchist hero. I know it’s a bit of a drift from things as written, but I like the seed there…

I’m coming up on my 10th session of my game, and I had an idea for how to start it.

I’m coming up on my 10th session of my game, and I had an idea for how to start it.

I’m coming up on my 10th session of my game, and I had an idea for how to start it. So, my players seem to greatly enjoy the more personally focused stuff much more than the standard superhero antics. When I introduce traditional super fights, they tend to sort of get glossed over to move on to the things that drive the characters. The conflicts that involve those things obviously get more love, but I found that the big team fights tend to go very fast.

In my last session, a threat that the PCs have been pursuing since the beginning of the game (and strengthening with research and bad rolls), finally got a chance to make a move, and the short term result is that the major super team, the Guardians, have been taken out of commission for a week. As a result, the kids are being forced to step up and handle the Guardians threats for a week.

Now, building an arc for them and getting thought it would probably not work, with their greater enjoyment of the more personal stories going on. This would clearly be a side-quest rather than the focus of the game. If I made it the focus of the whole session, it wouldn’t go quite as well. So I have an idea of what to do for this to give them that story but move them on to the stuff they’re more invested in fairly quickly.

My idea is to start the session at the end of the traditional 6 issue comic book arc of the characters dealing with this threat. I will define one or two supervillains who are taking advantage of the situation of downed Guardians. At the start of the session, the PCs have just turned that corner from being out-gunned/out-maneuvered and have just turned the tables. The start will be the end of that arc, so to speak.

My current plan is to have the primary foe be the nemesis of the Legacy, with a second they’ve teamed up with, that I might leave up to the PCs to define. Might even add another, to make a more Injustice League type group.

I intend to have the players define the way the whole arc happened. I was thinking of asking questions much like the “When the team first got together” with questions about the enemy’s plans, how the enemy got the upper hand, how the PCs turned the tables, etc. If I ask them to build the story, they will naturally be more invested in it, we can tie the enemies into their stories in their own ways, and I think it’ll be neat. Even if it’s a one-time thing, I think it’s an experiment worth trying.

I would appreciate any suggestions as to questions to ask, and how to approach them. Do I ask specific questions of each playbook, like the team origin questions? Do I just prepare a list of questions that I throw out and let them hash them out one at a time?

Please note that while this might seem to circumvent the general view of how the game plays out, I know my players and what they enjoy. Also, this is the session that the Doomed is likely to face the doom on their own terms, but I don’t just want to drop the Week Without Guardians idea for that story. So trying to highlight the world part quickly to move towards the personal as soon as possible.

Pretty late to this podcast but in case anyone else didn’t know it was a thing, this is 100% the best young people…

Pretty late to this podcast but in case anyone else didn’t know it was a thing, this is 100% the best young people…

Pretty late to this podcast but in case anyone else didn’t know it was a thing, this is 100% the best young people with weird powers and lots of emotions about them, the podcast? this is it: http://www.thebrightsessions.com

http://www.thebrightsessions.com

Has anyone made use of custom conditions for NPCs/villains?

Has anyone made use of custom conditions for NPCs/villains?

Has anyone made use of custom conditions for NPCs/villains? That is, instead of a specific set of words (Angry, Afraid, etc.) a number (e.g. 3 conditions) and letting them have free-form names? Has this worked well, worked poorly?

I am making a vow for this evening and the future in our Masks game…remember the principle “Make adults seem…

I am making a vow for this evening and the future in our Masks game…remember the principle “Make adults seem…

I am making a vow for this evening and the future in our Masks game…remember the principle “Make adults seem childish and short-sighted”. I have been falling down on this, too many wise and experience adults around! Need to make them more troublesome, need to focus on them getting what THEY want from the PC’s, not necessarily what is best. This is a somewhat unique feature of choosing to play the game in an existing setting, perhaps?

Is this a problem for other people, or is it just me?

If you are interested in the game, see our wiki: http://gaming.memethief.com/Marvel_2033

http://gaming.memethief.com/Marvel_2033