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06:06, 19th April 2024 (GMT+0)

Freedom-verse game w/ growth? (M&M 2nd ed)

Posted by Sir_Chivalry
Sir_Chivalry
member, 191 posts
Sun 14 Sep 2014
at 05:59
  • msg #1

Freedom-verse game w/ growth? (M&M 2nd ed)

Would anyone be interested in a long-term, possibly slower rate M&M game where the group is followed from when they're just starting out to when they're a force to be reckoned with themselves?

How should it be done? Claremont academy first? Or is that too limiting to people's ideas?

Heck, if there's enough interest in it otherwise it doesn't need to be freedom-verse
This message was last edited by the user at 06:06, Sun 14 Sept 2014.
RossN
member, 201 posts
Sun 14 Sep 2014
at 17:25
  • msg #2

Re: Freedom-verse game w/ growth? (M&M 2nd ed)

Ohh, I like the Freedomverse and this sounds a fun idea!

Claremont Academy could be fun, or perhaps a freshly graduated class if people don't want to go the teen route?
nauthiz
member, 289 posts
Sun 14 Sep 2014
at 18:02
  • msg #3

Re: Freedom-verse game w/ growth? (M&M 2nd ed)

I think with a clearly defined progression timeline it could be a fun way to play.

By that I mean everyone knows and agreed that you'll, for example, play through a story arc with everyone at Power Level X as new students at the academy, then you'll bump both the time and the character's mechanics up to experienced students and go through a story there.  The next bump might be when the characters have graduated and are starting to establish a name for themselves, then when they make it onto their first team, etc, etc.

I think the key thing would be having everyone on the same page at the beginning and a clear plan for how the game itself will progress.  If you try to play it more traditional with smaller jumps in time or very day to day progression, with the PbP format I don't think it would work as well.
Crazy-Ivan
member, 614 posts
Calculus is better than
Integral e to the x
Mon 15 Sep 2014
at 00:14
  • msg #4

Re: Freedom-verse game w/ growth? (M&M 2nd ed)

I just had a long running game close, and I should be freeing up some time in the next couple weeks... color me interested!  I always enjoy MNM 2nd Edition!
brother_1
member, 148 posts
Knowing is 1/2 the battle
the other 1/2 is violence
Mon 15 Sep 2014
at 12:24
  • msg #5

Re: Freedom-verse game w/ growth? (M&M 2nd ed)

I could definitely groove on some M&M 2nd ed action. Can't seem to get enough. Also, I don't know that I've seen that before and it sounds interesting.
Odin442
member, 22 posts
Mon 15 Sep 2014
at 14:26
  • msg #6

Re: Freedom-verse game w/ growth? (M&M 2nd ed)

I'm sure I have a character somewhere that I can dust off for this.
Sir_Chivalry
member, 192 posts
Mon 15 Sep 2014
at 20:06
  • msg #7

Re: Freedom-verse game w/ growth? (M&M 2nd ed)

How would everyone feel about unlimited power points with the stipulation that you now must justify all expenditures (I'd still expect and for that matter encourage arrays, variable powers should be kept under control and even maxing out tradeoffs would need to be considered gravely initially)

Basically build your dream character but don't forget the flaws and drawbacks
nauthiz
member, 290 posts
Mon 15 Sep 2014
at 20:52
  • msg #8

Re: Freedom-verse game w/ growth? (M&M 2nd ed)

Flexibility is nice, but if there's no appreciable limits beyond power level there's not a lot of room for the growth aspect it would seem unless you're really working with the player using the justification restriction to work out how the character could potentially grow.
brother_1
member, 149 posts
Knowing is 1/2 the battle
the other 1/2 is violence
Mon 15 Sep 2014
at 21:25
  • msg #9

Re: Freedom-verse game w/ growth? (M&M 2nd ed)

How would anyone justify Superman? Alien + Sunlight? It might encourage a lack of diversity.
archus
member, 36 posts
Mon 15 Sep 2014
at 22:53
  • msg #10

Re: Freedom-verse game w/ growth? (M&M 2nd ed)

I'd be interested.  I have a themed character made for 3rd that I tinkered with in 2nd edition based on manipulation of a pocket dimension.

My characters often tend toward the themed as I prefer that to the Martian Manhunter grab-bag (he is much worse than superman).  But I'd rather it not be too hard to justify basic defense, attacks, and movement otherwise you end up with everyone  picking some theme that can justify nearly anything.  Unlimited PP could let someone using Magic be everything person.

But it would mean the extremely expensive extra dimensional base I made for the pocket dimension doesn't break the bank.
Sir_Chivalry
member, 193 posts
Mon 15 Sep 2014
at 23:23
  • msg #11

Re: Freedom-verse game w/ growth? (M&M 2nd ed)

In reply to archus (msg # 10):

I don't see how there's an archetype that can justify everything.

Someone playing a paragon or martian is not going to get much leniency in buying attack or defense for instance, while someone who is playing a martial artist or costumed detective is going to get more leniency.
archus
member, 37 posts
Tue 16 Sep 2014
at 05:25
  • msg #12

Re: Freedom-verse game w/ growth? (M&M 2nd ed)

In reply to Sir_Chivalry (msg # 11):

There isn't much the Mystic archetype can't justify unless they have to pick some sort of magical speciality.  Everything has to come from a magical source and they typically must gesture/chant (although not necessary enough to require a drawback) but it can do just about anything from a practical standpoint.  Sure they aren't likely to use magic for HtH attacks... but they could.

Generally when I think of themed powersets, its more along the lines of having a clear theme like electricity, fire, etc.  Something more focused than "magic".  If the GM is too restrictive, then some themed concepts could become unplayable in M&M because it tends to work best when all of the attack/defense scores are within "PL +/- 5"  too far off that and you end up with some pretty unsatisfactory (IMHO) one shot takedowns or nigh useless powers.

An example (derived from a Hero game I'm in) converted to M&M.  We were restricted to a Willpower save of 4 in a PL 10 game if we didn't have mental powers (at best non-mentalists could have tough human minds).   One player was a psionic with PL 10 mental attacks and defenses.  To present a challenge to the mentalist other mentalists are employed and everyone else is in serious danger.  Our mentalist disagreed with our methods and could essentially pimp slap us all (we were taking down a villain who thought he was doing the right thing even if that meant destroying the world... the pacifist mentalist decided that because he thought he was doing the right thing we shouldn't beat him senseless).
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