A Very 80s Game
I'm considering running a game that's essentially a love-letter to 1980s television and movies. Basically the players would be encountering - and dealing with - elements from the shows of the decade, year by year, from 1980 to 1989. I wouldn't *require* players to be personally familiar with the decade's media, but for sheer nostalgia factor that's probably who'd get the most out of it.
Back to the Future, the Terminator, Escape from New York, Alien Nation, GI Joe... there's a lot of cool media to draw from and blend together into a frappe of *weirdness.*
And that's not even bringing John Hughes movies into the mix. Which we totally will.
Anyway, the big question I'm focusing on, and what I need help with, is "who are the PCs?" They have to have reason to get involved with all the weirdness the 1980s have to offer. So I'm going to lay out some potential ideas here, and would welcome anyone who has other cool ideas I can steal use.
1. Teens (with or without attitude): The players are high school kids drawn into strange situations by the merciless hand of fate. They end up going to camp crystal lake, aliens move in across the street, their friend/little brother/love interest gets kidnapped by Dracula, and of course the authorities are no help. All while navigating the rigors of going to Typical 80s High School filled with Jocks, Goths, Nerds, and Preppies.
Disadvantages: 80s teens aren't entirely equipped to go toe to toe with, say, The Predator or Freddy Kruger. But hey, who is? And maybe, just maybe, they'll evolve into a more powerful form over the course of the campaign as they learn karate/psychic disciplines/the secrets of magic/the meaning of love.
Advantages: 80s teen movie tropes are easy to grasp, and provide a good base for adding on powers as they learn the secret truths of the world, karate, psychic disciplines, weird science, or forbidden magics. Out of all the options, Teens have the broadest potential for growth and improvement.
2. Agents: Members of a secretive foundation dedicated to keeping the unsuspecting public safe from the unknown and unknowable/a special police unit/a federal task force. They operate in an official capacity, taking on clear cut missions to pursue specific goals as their employers desperately try to stave off the many apocalyptic situations.
Disadvantages: As Agents the players have mission parameters and a higher power to which they answer. They also begin as fairly capable individuals, which doesn't offer a great deal in terms of growth potential.
Advantages: The mission structure is cut and dry, providing clear directives for the player group to pursue. They generally go into a situation knowing more than random unlucky individuals would, though of course this intel might be incomplete, and by the time it comes to The Agency's attention things might already be dire.
(I've tried running something like an 80s League of Extraordinary Gentlemen campaign in the past with PCs taking on fictional characters; power levels were too disparate for a consistent game.)
I'm open to other potential character group focuses if anyone wants to suggest them. Just keep them very 80s! Also willing to answer questions, take comments, etc.