May 31st,
2009
| Mutants and Masterminds - Huge leaps, tons of drama |
11:44 pm |
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Originally published at /var/log/vadept.log. Please leave any comments there. This weeks Mutants and Masterminds game was.. Interesting..
First off, we had 10 (!!) players show up to game. I know all of the ST’s out there are are thinking to themselves “Wow, that’s a ton”. It is a ton, an unplanned for ton. Unfortunately in order to keep order I had to act like an asshole, understandable if you wish to get anything accomplished with only about 4 people playing in the game and the remaining 6 goofing off or having outside conversations.
An interesting tidbit of experience that I have gleaned, is that when you throw a few players a tidbit of information, they are more than likely going to make a whole bunch of assumptions, take those assumptions as complete word-of-God fact, then run with them. Usually this okay, but sometimes it can invoke a bunch of arguing and drama (especially when it starts to get really late and tempers/patients grow shaky due to fatigue). I can handle in-game drama to a point, but arguing over rules and semantics get to me (especially when I’m tired as well). I guess when you have more ST-time under your belt you can see these things coming and prepare for them.
Game otherwise is going great. The players got through the first part of my plot and are on now to diabolical plot number 2.
My current challenges:
- Player count has gotten way too high. Need to send the word out that we are no longer accepting new players.
- Need to find out a method of increasing the difficulty of the game to compensate for a few players having some broken powers without making the plot unbeatable (when the burly players are not there) or party-wiping everyone.
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April 22nd,
2009
| Mutants and Masterminds - Game 2 |
10:31 pm |
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Originally published at /var/log/vadept.log. Please leave any comments there. So the second game was this last Sunday.
From the general concensus, everyone had a really good time. We were missing a few players, and there was one that I was really disappointed didn’t show up (school studying, understandable), but the night went on well.
The players haven’t gotten certain things to me yet, and I’m trying out a new DEMERIT system for the people who like to goof off during game and be a distraction. They are moving along in the story quite nicely, but the acid test will be this coming week when the plot starts to get thrown at them from every angle.
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April 12th,
2009
| Mutants and Masterminds, one game down. |
08:02 pm |
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Originally published at /var/log/vadept.log. Please leave any comments there. Last Sunday (yeah, I’m a slacker), was my first game as the Mutants and Masterminds storyteller.
I must say, it went rather well.
There is one aspect that I got a taste of when I ran Shadowrun that I really see now. No matter how concrete you think your story outline is. No matter how much you have prepared for the game thinking of all of the possible sidetracking your players will go on, they will always think of something that you didn’t. We spent most of the game ignoring the fact that all of the superheros of the world went missing (except the ones in Stockton) instead on trying to balance the budget of California so the Stockton Arena wouldn’t get shut down.
Yeah. My players wanted to move the prision system to another dimension to save California money. Yeah, I’m at a loss too. It wasn’t until I made something very dear to them go missing did they get back on track. Wow, screwing over the rest of the world to save the Stockton Arena and California. Never saw that coming.
Other than that, keeping my fingers crossed for another good game.
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March 28th,
2009
| A new chapter in the Mutants and Masterminds game. |
11:06 pm |
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Originally published at /var/log/vadept.log. Please leave any comments there. After over a year of running the Mutants and Masterminds (MaM) game, our Storyteller Sky has decided that he has had enough. He wants to play for a change so he put his game up for grabs to whomever wishes to continue it.
Needless to say, after my latest Shadowrun game exploding and collapsing, I was a bit hesitant to take the torch. However, most of the Shadowrun players (some who play in the MaM game as well) told me that running the MaM game would be an excellent experience for me, so I gave it some serious thought. After discussing time issues with Tiffany (whom if I was not running MaM, I would be there playing anyways), you are looking at the new Storyteller of the Mutants and Masterminds game. Uh, yay?
I start in 3-4 weeks. Melinda wants to try to run the game for 3 weeks as a transitional ST while I get some things prepared, but I think i’m capable of starting as soon as tomorrow night with some preliminary story/tying up loose threads from Sky’s game. Everyone is keeping their same characters, time will just march on under my compassionate hand instead of Sky’s.
However the million dollar question is that I’ve been handed this running game of ambitious, good natures, fun-loving players who really dig their characters. A part of me wants to turn the game from less zany/comic-bookish into a darker mood game. Like turning Adam West Batman into The Dark Knight movies. I setup a quick survey on our internal gaming website, a few want a change, but the majority was right in the middle (and not everyone has submitted one yet).
Do I make this game darker, give the players more realistic challenges, more evil villains, and have them actually make planned decisions as to what course of action they will take? Or do I keep the same zany, wacky, no-real-fear-of-dying that we have had for the past year. I can do the scientific way and make the game dark until people start to bitch, then back off 10%. Not sure if there is a good way to do this that will make everyone happy.
I think I need to take a serious look as to why I like to play in the MaM game and what makes it fun for me. I think I’m going to start writing about the MaM game more here to document how things panned out.
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February 22nd,
2009
| Mutants and Masterminds |
06:54 pm |
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Originally published at /var/log/vadept.log. Please leave any comments there. Many of you have asked “What is this Mutants and Masterminds game you always tweet about?”
Its a role-playing game that I play every Sunday with a group of people. Its a game where you play a comic bookish superhero. The rule books have every single power from every superhero in existence and allows you to pick and choose ones to fit your character. The rules are quite ambiguous and at times outright confusing, however we make the best of it.
A really dark form of the Mutants and Masterminds genre can be seen on the TV show “Heros” where ordinary people get super-human powers. Our game is no where near that serious/dark but more slapstick, goofy and funny. The setting takes place in modern day Stockton, and we are to play ‘ourselves’ but with superhero powers. Needless to say, this gets quite interesting.
I play ‘Dr Gizmo‘, a pharmacist exposed to a unique mixture of drugs during a pharmacy “incident” which gave him super-human powers. Dr Gizmo’s power is ‘Gadgets’ meaning that he can create pretty much a gadget or gizmo that does anything. To keep in the pharmacy paradigm, his gadgets must be explainable in medicinal terms (an injection to allow water breathing, or bandages to heal otherwise lethal wounds). Yeah, I’m basically Inspector Gadget but a ton cooler. Did I mention that Dr Gizmo has to wear his underwear on the outside of his pants for his powers to work? Its true, all superheros have their underwear on the outside of their pants.
Dax plays “Apollo”, a half-god of (you guessed it) Apollo. Dr Gizmo’s theory is that he’s just delusional, and he got his powers not from a “God” but from some silly dental accident involving the x-ray machine.
Brandon plays “Brenden”, an “Alien” that has the ability to self-replicate. His character is the most zany and absolutely psychotic in the whole game. We have done everything to a Brenden replicate, cooking, launching, shooting, zapping, experimenting on, etc. Crazy. Dr Gizmo thinks that he’s just a regular guy with some delusion of being an alien from another planet, although having a crashed space-ship on the moon as a base isn’t jiving with the ‘regular guy’ theory.
Other people play, but I really have no attention span at this moment to list -everyone- and their powers. Maybe later.
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