Friday, July 30, 2010

[M&M] Session 4.5 post game

I don't really call it session five mostly because it was short and mostly because I spent half of it trying to fix a mistake I made. See here is the problem. During the previous game session I was supposed to drop a hint somehow, somewhere involving the great threat that is coming for the world of the heros. I didn't do it. I forgot to say one sentence and I ended up bolloxing up a whole bunch of stuff. So this game session I needed to establish the threat then give the players something to do. So I decided to make the focus around Jame's company and work to distinguish the differences between ShangriLa and the companies that inhabit ShangriLa. I did that a little bit and I plan on explanding on that for next game session. So the next game session will have all sorts of crap involving Jame's company too., and it will give them a chance to see what the ShangriLa secret police is all about.

This game session also marks the first time where they have actually beaten down and solidly captured a villian. This is good and I like this. I want a repeat of this for the next game session which will be more or less a direct continuation of this one. I think what I will have happen is have Sparkles show up near the end of things with her puppy and her being her. I might have them dick around for a bit. NO WAIT, she will have figgured out a way to track the Nazi's but she needs some specialized equipment that only the super science community is going to have. Mostly because it is fun and interesting. On their way to gether up parts that is when the Dolphins will show up and that is how the game session will end. Then we can pick it up next week with a knockdown drag out fight that will go across multiple maps, and a bunch of other things. I might alter the villian device rules. THe diffrenrence between just plain old disarming and knocking out a bloke works if you are a hero but if you are a villian there should be a third option. Not that it matters for the Dolphins they are going to be encased in armor. Heh nazis.

This will hopefully give things traction and move things forwards. I think After I introduce the Dolphins and they sucessfully rescue Tesla then we will be at a decent break point and maybe I'll let James take a crack at things. So we got things in motion that will keep them busy for at least 4 more game sessions maybe less. Since James is very reliable I am going to increase his level of protagonization and really start getting some milage out of his charecter. Continuity wise I am in a MUCH better position than the last game I was in which is nice. And the next game session should move fowards much smoother.

I want to do something special with that mall too. I am so having it attacked again. In the future I think I am going to have the Circ Du Strange's secret base in the middle of that mall.

Okay over and out!

Monday, July 26, 2010

M&M session 4 post game

Well that was interesting. I think this is the closest I've ever come to running a traditional dungeon. I don't really do dungeons, I think they are boring to run. This one though went absolutely swimmingly and I think once I run M&M a few more times I will become even more comfortable with it. I am getting close to revealing the big bad of the campain and pretty soon afterwards I want to have my first mega battle that will signifigantly raise the stakes of the whole campain. But before I do that, I need to make sure that I get the rules down pretty solidly.

Les see some knee jerk stuff

-One I need to make sure that when I have a villian dealing with a crowd of people that I bring tokens to represent a crowd of people. This way the players will be able to better see who needs saving what is going to happen when you save them and what targets are needed to prioritize.

-Two I am a little disapointed in myself that Tesla's personality didn't quite come through enough. I did a pretty good job and more than one player commented that the last fight felt like something out of a video game which is exactly what I was going for. The whole session was video game themed and the players picked up on it pretty quickly and they seemed to dig it which makes me unsually happy and the last boss fight went very well and they picked up on what was going on very well.

-Three Best villian escape ever. Let my grandpa go or the puppy gets it.

-Four now that I kidnapped the players I need to take steps to ensure that they won't be able to be caputured in the same way again. This is going to be hard because Tyson won't be there. Man it is a weird day when Tyson becomes unusually pivitol. I guess I'll just have Jason figgure it outm, that IS what he is there for. Essentially the lasers attuned the electrical impulses in their brains to make sure

-Five. I need to explain to them that storing villians in the super hero base is a bad idea. More or less dead=imprisoned=escaped to live another day. These people are going to make it back into the game if I want them to. When they do come back it is a matter of how much destruction is going to happen. For example if I let them capture Tesla all would of been okay for awhile until they come home to find their base turned into a massive death trap. Fun for me but just to make sure we are all on the same page.

-Six. I totally forgot to hint at the Nazi connection. Shit. Which means I HAVE to do it next game session or else it will break the flow of the campain. Damnit. I am not happy about that one.

-Seven. I need to do something with Jame's company Shangri La and everything. I think I will tie all that together along with Sparkles needing the player's help. That will work. I am not sure if I am going to introduce Jesus or not yet. I think I want to save him for later, and I think he is going to be Jason's arch nemisis. That makes the most sense actually. So right now I need to make a sort of villian for James. I do want this game session to involve Jame's company directly though so I guess it is time to switch to session notes.

Friday, July 16, 2010

M&M In Review

I am going to stick this entry here then censor it for the players before sticking it in the main blog. This is something I've been meaning to do before a month after the fact but hey no one is perfect you know? Sure you do! And if you don't I don't care this isn't for you.

Session one- General thoughts:

1) The players did suprisingly well with the fire thing. It took them awhile to find their sea legs and get used to being, well you know super heros but they picked up on it in fine fashion. They came up with some genuinely clever ways of dealing with the fires and for that I am relieved, for the most part.

2) The final battle didn't go as well as I would of liked, it was my first real attempt to deal with the M&M combat system and my first real attempt at sating out a credible threat to the players. As the for credible threat, well oh yeah I gave them that in spades. Oops.

3) I liked the character of Hiesenburg a lot, and I am looking fowards to the time when I get to use him again. I think her is highly evocative and I think the next time he shows up he will be fighting along side the players.

The first game session was awefully short.

Session 2 Part 1

1) The players did an amazing job following up on leads and stuff I had around for them to do. It gave me a belly full of warm fuzzies and I actually let the scene go on for much longer than intended because of it.

2) The actual game session itself though was a bit of a mess. First up they are terrified of splitting up. For the next game session when they beat up Tesla I am going to force situations where they end up seperated from each other just so that I can show them that it is okay. I think when I make it happen I am going to make it so that one set of players will be in a hazard room, and the other set of players will be in a possition to turn off the hazard room. Maybe not.

3) GGetting to know the actual gangs was a bit of a hoot. Mostly though they were knocking around low level members but it enabled me to flesh out what each of the gangs are doing over there in Devil's Den and how it works. I like it quite a bit.

4) Of all the gangs I statted out and tried the only ones that ended up being a credible threat was the Suburban Knights. I like them! Cory didn't though. So what I am going to have to do, is prolly change the way that nullified skills come back. So the next time I nullify cory's sword it isn't so damning.

5) Give Tyson a hero point for his actions against the Baseball furies. He selfishly made himself the arch enemy of that entire gang in order to prevent move voilence from happening. He deserves something for that because it was prolly the most heroic thing any of them have done.

6) Locations that I need to play more atension to in the Devil's Den for when they go back, The Furies Secret Base, The Hospital, The Night Club this isn't a pressing thing at the moment. I'll deal with it when I can.

7) Oh god they need some sort of lession in how to interogate people. What I am thinking of happening is occationally doing fade to black moments. Like in the time traveling episode of the Justice League when Future Batman walked at the camera all menecingly. Awesome. Heh Batman playing good cop. I am amused.

8) I need to do something with the Furies, and the Buttons in terms of how they feel about the players. I think I will have something in the next game session involving one or both of the groups.

9) I love my excuse for Cory's absence from the last game. I wish the game was easier to run then I could have a much larger stable of players and play it like the Justice Leauge.

10) I am glad to see my concern of running a game where the players do nothing but run around punching the villian of the week is more or less unfounded. I am able to get a wide variety of differnent game sessions and they seem to enjoy them for the most part.

11) I like the Circ Du Strange quite a bit and I think I will use them more in the future a capricious foil to the wrath of the Nazis which will be showing up shortly.

12) Okay I think that is it. FOR THE FUTURE!

1) I want to run next weeks game session leave another ominous hint of some sort of encroaching danger that no one really wants to talk about.

2) I want to have the Furies make some sort of appearance at the intital fight just before they are abducted.

3) I want them to do the next game session and then I want to put them on the road the Shangri-la

4) On the road the Nazi Dolphins will show up, as will the Beast from the Middle East.

5) I want the road to take at least two to three game sessions. I want to make it so that getting inside Shangri-la is a very big deal and I want the dangers of them veing sinde there to also be a very big deal. So we are looking at most of August to get them in there, the entire month if we include a sasha visit.

6) Ultimatly I want the Circ Du Strange to help them get into Shangri La I am not sure how I am going to run this, but I can use Jame's company as a back up plan.

7) Over the course of the road to Shangrila I am going to flesh out Jame's company and possible do more with the Buttons and the Furies.

Time Line

21st We do Tesla

28th We start the road to Shangri La introduce Dolphins

4th Contiune the road Introduce Beast of the middle east

11th Either wrap up the road to Shangrila or put them in there.