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LFGM [M&M 3.0] Got a superhero story to tell? We may be the ones to play in it.

A couple of my acquaintances are looking for a GM for an M&M game. Anyone interested in telling a tale? What's your setting? What PL? What are your limits? We may have up to 6 to play. Thursdays preferred. Feel free to contact me.
I may have something for you. Admittedly, I don't have a ton of experience with 3rd Edition, and my only days that I would be able to do it are very early Thursday (9:30am PST), very LATE Thursday (11:30pm PST) or on Saturday or Sunday.  The idea is that the world is very similar to our own. Super powers are essentially relegated to comic books and their associated movies, and while some people might be particularly talented, very very few people have what one might consider actual super powers. That all changes when a terror attack on Discord City, Nevada (This world's version of Las Vegas) results in multiple explosions from various chemical weapons detonated around the city. Most people caught in the explosions of course die, others become very ill... but a few people change on a molecular level... People start to develop the super powers that were once found in comic books -- and not all of them are keen on becoming heroes so much as using those powers for their own benefit. Not only are the newly empowered a problem, but in the aftermath of the attacks, crime is up and police are virtually powerless to stop the sudden crimewave sweeping the city. And if that wasn't bad enough, certain shadowy corporations operating in Discord City may have actually had a hand in the initial attacks, and may be looking to profit from the chaos. Our players will begin play as unpowered people and play through the initial attacks. They wont just wake up one day and have all their powers at their disposal immediately, but by the time we get through what is essentially the 'Intro' of the game, they'll essentially be Power Level 7 characters. As of now the only limitations I have in mind are that people shouldn't be things like aliens or cyborgs or something. They should be once ordinary people who were caught in the initial attacks and were changed somehow -- That being said, there's no reason why they can't suddenly develop physical mutations that make them look like aliens, or have those changes be the ability to integrate machines or super intelligence that results in some sort of super-science ironman suit. As far as limits on powers, I don't have anything immediately in mind. I reserve veto power in the event that some concept looks game-breaking even by M&M standards though. If the times don't work for you, then I don't mind if you look elsewhere. There's a good chance I'll make up this game in the future if I don't do it now.
An interesting setting which I and my associates are considering. I've done something like this before. I've got a few questions though. 1) How long do you expect your sessions to be on Thursday? 2) As we're playing normal's at first do we do the PL3/ PL4 unpowered character and work from there? If I'm playing a boxer I have skills and advantages. If I was a cat burglar that same idea applies. Same goes for any normal character. 3) Is it the players or the GMs that will determined what powers the characters have and when? I decide to play a croupier that gained the ability to subtly move items. The roulette wheel stops quicker with a push, the dice tip over to box cars, etc. Is there some arbitrary or objective means of discover of or strengthening that power.
That sounds like a cool campaign. Wish it was Hero System :)
1. Largely depends on when we start, but ideally we'd be looking at 3 to 4 hours. 2 - 3. No. Make your sheets as normal with the powers and abilities you'll want to have at PL 7. You'll simply play and RP as if you don't have them for the very beginning of the game. You'll get to choose more or less what you want and I'll just be there to moderate and approve of them.
I must say that this idea of progression in M&M is mostly welcome as I hate to start like a overpowered Superman copycat. I'm in but I'd rather play on the weekends or fridays
I feel I should mention that this WILL likely be fairly combat heavy, but I'll also want to explore the more mundane side of the heroes lives with family and friends and their daily lives where possible.
Stop convincing me, I already said I'm in! You glorious bastard
To be clear: My group is looking to see if there is a GM out there to run an M&M tale. At this point it's open to learn if there are any. Joseph's is an intriguing tale to be sure. It looks like you've hooked an interested party to your own Joseph. ;)
Looks that way. I'm just waiting to see if you and your group are up for it or if I should post my own thread to look for people. :P
Personally, I'm not keen on the exclusion of magic from any M&M world, and a chemical bath doesn't exactly seem like the kind of thing that unlocks magic across the globe. Also, I've already had to work my way up from a PL 6, and don't really want to do that again. Just my two bits.
Okaaaay Anyone else hoping to Gm a group seeking some M&M 3.0 story?
Not saying my experience hasn't been rewarding, Dave. You know I love your game. It's just that I learned I don't like working up from peon to hero all that often. Once in a while, maybe. :P
I am waiting for Roll20 to implement an SRD for M&M 3rd Edition. Once that happens it will be much easier to run an M&M game. Vote for it here .
Dustin said: I am waiting for Roll20 to implement an SRD for M&M 3rd Edition. Once that happens it will be much easier to run an M&M game. Vote for it here . <a href="http://www.d20herosrd.com/" rel="nofollow">http://www.d20herosrd.com/</a>
Thanks Naomi, but I am talking about an intergration of that SRD with Roll20 (like has been done with Pathfinder and 5e).
Dustin said: Thanks Naomi, but I am talking about an intergration of that SRD with Roll20 (like has been done with Pathfinder and 5e). M&M doesn't lend its self to the same sort of system as those two games due to the extended modifiers around it, while pathfinder and 5e are very black and white, this does this. there are many many modifiers you can apply to M&M abilities that doesn't lend its self to pure wikiness. everything from costs to what the ability does is a veriable&nbsp;
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It is doable.&nbsp; Fantasy Grounds did it.
This does sound great. I've never played the system would you be open to new chumps?
They are looking for a GM, not new players. And boy, they have been at it for a reaaally long time.&nbsp; I suggest you gather all the players and brainstorm, throw ideas, anything and see what sticks and what doesn't. That way you can make a story that all players helped to contribute. Multiple paths so the story doesn't die, secret stuff, etc. These average tools of a classic D&D DM. Then you can just vote a player to become a GM or merely get a GM to just get the sessions done. And I only handled like 5 or 6 sessions in my entire life :S so, nope. Best of the luck.
Ron Whiskey said: They are looking for a GM, not new players. And boy, they have been at it for a reaaally long time.&nbsp; I suggest you gather all the players and brainstorm, throw ideas, anything and see what sticks and what doesn't. That way you can make a story that all players helped to contribute. Multiple paths so the story doesn't die, secret stuff, etc. These average tools of a classic D&D DM. Then you can just vote a player to become a GM or merely get a GM to just get the sessions done. And I only handled like 5 or 6 sessions in my entire life :S so, nope. Best of the luck. I'm not that experienced at M&M though we are all pretty good at RAW Rp :3 I've only been playing a month or so my main system is pathfinder though I like M&M
Is it essential that all 6 players play in the campaign?
I'd like to play with the 4 others I've just grouped with, with me as a player, but how many do you think you can handle? Also, I wouldn't mind a little taste in private of what sort of game you may wish to GM; the setting and or possible restrictions. Some of us are particular as to what they'd prefer.
Dave, you're forgetting Fyndhal. The big reason we're looking at Thursday is so he can play, too.
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We're looking for a GM who understands what the supers genre is all about. (Not über-dark, gritty, and hopeless.) A GM who is going to work with us so we can have what we need within their story. (Not tell us what we're getting.) A GM who is okay with Thursdays, since that is the day we all can attend regularly. (Other days are bad for at least two players.) Finally, a GM who is okay with 6 players, since that is the magic number we have. (Promises have been made.) This is meant to be a fun game for everyone, and that's why we want a GM who's cool with what we want.
At what time do you expect to start the sessions? Just wondering
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Gen Kitty
Forum Champion
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