Friday, November 21, 2014

Building Your World

Below are some steps for the first timer GMs based on issue's I've had and seen while playing and running. Hopefully it helps.

1) Make Character Creation Rules:
Don't let one guy play Superman next to Mr. Furious. Have group character creation sessions when possible. It's important for not only having characters not overlap each other, but also to make sure some characters aren't all-powerful compared to others.

I had one session where I played a thief who would phase through doors, teleport objects out of people's hands, and get away. Another player had a thief who had massive stealth and open lock type skills. Way too much overlap, and mine was just built better because it used powers instead of skills.

In another campaign, my wife played a robot scientist with max knowledge skills, data link, the ability to talk to objects, and a robot sidekick (similar to the metal gear mk ii from MGS4). Another player had a person with max knowledge skills and not much else. Again, way too much overlap.

In a third campaign, one of my players had a mimic who copied everyone's powers, while another was playing a flash style character. Player 1 mimicked the flash powers (and a bunch of others) making that character basically a god while the other character was just trying to keep up. I've literally had superhero plans where it was "Let's all get there and watch Paul win." Not much fun for everyone else.

2) DON'T over make your Campaign World

Can't stress it enough. Too much stuff, and you have no missions. Put in any weird social things the characters need to know about (are there super police? is there a main bad guy we're aware of?) and the rest, develop as the characters get through missions. Tell them what they know when it's relevant. Otherwise you can too easily paint yourself into a corner.

Think about Iron Man 3. Where were the rest of the avengers? We established that the Hulk is staying with Iron Man at the end of the Avengers, and he has contact info on all the rest. No one could help him fight the bad guys?

You can paint yourself in a similar corner if you put in too many details. Why isn't [insert other hero group] handling this? Or you've left no room in your city for a new villain.

Leave it open ended so you have room to grow.

3) Missions should develop through the plot, not be cookie-cutter

Why are they robbing the bank? (How often is THAT one used?)

Have the missions derive from things the characters have already done if possible. If the characters discovered a drug that gives people powers, have that drug make an appearance later, or have new villains trying to uncover that formula.

If the world advances through the player's efforts, they feel more involved in the world. If aliens attack- what happens to their world later? Is the government launching a counter-attack? Even if it's not the player's mission, they might know about it.

Maybe the players have to testify at a trial for the old villain (and that trial might be during another mission to make it a hardship for the players).

4) Know the villain's powers and motives

That should be enough for stories. If your villain is just there to have cool powers, he's not worth it. His motives can create the plot. He should be willing to flee from battles that are going south.

Also, why are people robbing the jewelry store? To have jewelry? Jewelry store robberies don't happen all that much NOW, because the gems can be traced. Mr Freeze stole diamonds to power his devices- that makes sense, but why are millionaire villains stealing anything? Don't have your villains all be Dr. Evil, who makes billions of dollars with his front company but then hijacks the world for millions.

5) Tell the PCs the campaign flavor

Are you going to be dark and sinister like Sin City, or wacky like Aqua Teen hunger force. We've played with superhero teams that model Planet Express, and others that model Alphas. We've also played as literal gods going to high school together. But the PCs need to know the style if they're going to make the correct characters and play correctly. Batman as played by Adam West is way different then Batman from Justice League: War.

6) Right place, right time is not really for this system

The heroes just happen to be at another bank robbery? With teleport, flight, and speed, they can quickly get to any crime that's happening, they don't always have to be present. Think about what obstacles the heroes are likely to get involved in. Do they have police contacts? They might be called to look at a crime scene. Are they illegal vigilantes? They might get their leads from police scanner or a precog. Superheroes tend to be reactive as it is- but proactive enough to hunt down villains "just because", they don't need to be further reactive to have to solve crimes just because it's happening while they're present.

7) Mention other happenings in the world

For every crime the superheroes thwart, there should be another crime somewhere in the world that another superhero team thwarted, and the heroes can hear about. That way they don't feel like they're the only ones stopping the world from falling apart. If they ARE the only thing, then maybe some police get lucky and bust a super villain by accident or something.

Also, this isn't Elder Scrolls. In elder scrolls oblivion gates don't open until you get to Kvatch, and Dragons don't come back until you kill the first one by Whiterun. In an open RP system, things happen behind the players backs sometimes. The crime they stop means that another crime didn't have their attention. Sometimes you can have multiple happenings and make them choose what to stop.

8) What is failure?

Death isn't failure- death means they need to regenerate or resurrect, and the villain got away. The villain getting away isn't failure- they just need to chase them. Every failure should create new obstacles. Sometimes the players can blow something big: the bomb goes off, the hostages die- but it's not a video game- the consequences happen and the game continues. Give them hero points and other opportunities to get back at the villain, but the best stories aren't the ones where the heroes always win. Final Fantasy 6 has Kefka wreck the planet, and may be the best final fantasy story of them all.

This isn't a "trophy" or "achievement" game- players and GMs alike should understand that. You can make your character godlike very easily- it's not like D&D where it's about getting that +5 holy avenger, this is about telling the story and having the heroes overcome obstacles. Mechanical development is secondary to story development. Have multiple ways for the heroes to WIN, but it's really not possible for the heroes to LOSE- since losing just introduces more obstacles.


Hopefully this helps in creating your campaign world. Feel free to reply with any questions or advice of your own.

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