Post by Brainstem on Aug 28, 2011 23:03:54 GMT -5
In an effort to keep things fresh with my weekly group, I'm going to start inserting some M&M3 games in between D&D campaigns. The plan is to have them start in a pulp era and work up until the modern age, alternating ages with D&D games. The group is really excited about this (we made two characters tonight) and so am I; it's going to be really fun, especially with a group so into it.
What I'm wondering is how you guys all go about building a universe that will, eventually, be this expansive. I'm trying to work out our first session, but, at the same time, I want to think about what things can happen now and re-occur at later points in the game.
Session 1 is going to involve the team traveling to Antarctica to stop a mad scientist from drilling to the center of the Earth, hoping to use the power of the Earth's core to fuel something. I'm thinking of bringing a Lovecraftian deal into this, but our last big D&D campaign involved the team preventing Orcus from being summoned, so I don't want it to feel too similar. I do know that I want a penguin cavalry and at least one yeti for them to fight (the yeti was their idea, but I loved it), but I'm not sure what kind of contrived plot to throw at them. When I think pulp, I think of fantastic, far-away lands with crazy scientists/wizards and huge beasties, but the motivations for these guys tends to get lost on me (although I do know that the motivations, generally, were less important than the face punching).
What tropes are good to exploit in each Era to make it feel alive and new while using ties to the older ones? What ways would work to bring back past enemies without making it seem too contrived? I'm not looking to focus this specifically on my setting, although I'm obviously writing this with that in mind. General tips are, of course, the best, since we can all use them.
Also, intentionally not putting this in the Settings board because it'll actually get some play over here.
What I'm wondering is how you guys all go about building a universe that will, eventually, be this expansive. I'm trying to work out our first session, but, at the same time, I want to think about what things can happen now and re-occur at later points in the game.
Session 1 is going to involve the team traveling to Antarctica to stop a mad scientist from drilling to the center of the Earth, hoping to use the power of the Earth's core to fuel something. I'm thinking of bringing a Lovecraftian deal into this, but our last big D&D campaign involved the team preventing Orcus from being summoned, so I don't want it to feel too similar. I do know that I want a penguin cavalry and at least one yeti for them to fight (the yeti was their idea, but I loved it), but I'm not sure what kind of contrived plot to throw at them. When I think pulp, I think of fantastic, far-away lands with crazy scientists/wizards and huge beasties, but the motivations for these guys tends to get lost on me (although I do know that the motivations, generally, were less important than the face punching).
What tropes are good to exploit in each Era to make it feel alive and new while using ties to the older ones? What ways would work to bring back past enemies without making it seem too contrived? I'm not looking to focus this specifically on my setting, although I'm obviously writing this with that in mind. General tips are, of course, the best, since we can all use them.
Also, intentionally not putting this in the Settings board because it'll actually get some play over here.