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Mutants and Masterminds 2nd ed IC (Freedom City)

Posted by Sir_Chivalry
Sir_Chivalry
member, 332 posts
Sun 11 Dec 2016
at 17:48
  • msg #3

Re: Mutants and Masterminds 2nd ed IC (Freedom City)

Don't worry, I'm really passionate about the setting. Though obviously things would change in the intervening 12 years!

I would hope that changing the official "future timeline" doesn't count as betraying the setting though, I'm just not interested in running what is essentially "The Franklin Moore years part 2". If I wanted to run a game where superheroes were outlawed and the Raven had a team of covert operatives . . . I'd run an Iron Age game!
InvisibleSword
member, 89 posts
Sun 11 Dec 2016
at 19:20
  • msg #4

Re: Mutants and Masterminds 2nd ed IC (Freedom City)

I'm very interested in a FC Iron/Gold Age adventure. I agree with badpenny that the setting should be important. A good way to achieve that is to make sure the player-characters have ties to the city.
badpenny
member, 317 posts
eats shoots and leaves
Sun 11 Dec 2016
at 20:08
  • msg #5

Re: Mutants and Masterminds 2nd ed IC (Freedom City)

Sir_Chivalry:
I would hope that changing the official "future timeline" doesn't count as betraying the setting though, I'm just not interested in running what is essentially "The Franklin Moore years part 2". If I wanted to run a game where superheroes were outlawed and the Raven had a team of covert operatives . . . I'd run an Iron Age game!

As long as it's recognizable.  I'd love to really use the setting, which is something that hasn't happened a lot.  Known locations, adventures tied into the history of the setting, too.

I'm less interested in the Golden Age.  Iron/Bronze/Modern Age.

Have you thought about PL?  Often this game sounds like PL 9/135 to me.  Less and the linear d20 mechanic starts making Minions too good.
This message was last edited by the user at 21:46, Sun 11 Dec 2016.
Nurgles_Rot
member, 190 posts
Sun 11 Dec 2016
at 20:35
  • msg #6

Re: Mutants and Masterminds 2nd ed IC (Freedom City)

Sounds like alot of fun. Something I could really get into
smokinbarrel
member, 751 posts
Sun 11 Dec 2016
at 21:46
  • msg #7

Re: Mutants and Masterminds 2nd ed IC (Freedom City)

I'd love a mix of street level and qlworld-threatening adventures. Baron Samedi provides an example of the typw of villain I'd like seeing. Any talking apes and brains in jars from FC would be fair game, too!
badpenny
member, 318 posts
eats shoots and leaves
Sun 11 Dec 2016
at 22:23
  • msg #8

Re: Mutants and Masterminds 2nd ed IC (Freedom City)

In reply to smokinbarrel (msg # 7):

Don't mess with the Crater Apes!
Rothos1
member, 430 posts
Mon 12 Dec 2016
at 04:00
  • msg #9

Re: Mutants and Masterminds 2nd ed IC (Freedom City)

Maybe borrow some material from the Freedom Force video game? There were some Iron Age moments in both of the games, more in the second esp. with Tombstone. With what you probably are talking PL wise you might want to fight against Rant and Rave, maybe Larceny Inc.
smokinbarrel
member, 752 posts
Mon 12 Dec 2016
at 05:01
  • msg #10

Re: Mutants and Masterminds 2nd ed IC (Freedom City)

Can we go with PL 10-12? Also, could there be an option for crossovers with other canon universes, like DC or Marvel?
CrazyIvan777
member, 180 posts
Mon 12 Dec 2016
at 05:35
  • msg #11

Re: Mutants and Masterminds 2nd ed IC (Freedom City)

Not so crazy about cross-over to other worlds, but I'm a huge fan of M&M2 and FC, so color me ... Interested!
InvisibleSword
member, 90 posts
Mon 12 Dec 2016
at 07:07
  • msg #12

Re: Mutants and Masterminds 2nd ed IC (Freedom City)

A Freedom City game would be great. PL8 to PL10 with great action scenes.
badpenny
member, 319 posts
eats shoots and leaves
Mon 12 Dec 2016
at 14:24
  • msg #13

Re: Mutants and Masterminds 2nd ed IC (Freedom City)

PL 12 is beyond pushing it for street-level.  Plus, IME, players come in with horribly flabby builds that are just...excessive.

PL 9, for me, is the sweet spot for street level.

I'd also push for the GM to pay strict attention to abusive uses of Equipment.  Those are effects built with a -4 Flaw, and rarely do players have to "pay" for that kind of discount.

Sure, it's part of the genre, but rife with abuse.
InvisibleSword
member, 91 posts
Mon 12 Dec 2016
at 16:31
  • msg #14

Re: Mutants and Masterminds 2nd ed IC (Freedom City)

Equipment and devices can be taken away, which balances out the lowered cost.

My concern would be the use of the Variable effect and the number of alternate effects. I've seen players go overboard with those.
badpenny
member, 320 posts
eats shoots and leaves
Mon 12 Dec 2016
at 17:27
  • msg #15

Re: Mutants and Masterminds 2nd ed IC (Freedom City)

InvisibleSword:
Equipment and devices can be taken away, which balances out the lowered cost.

For Devices, perhaps, but insufficient for Equipment.  How do you account for the additional -2 Flaw?

quote:
My concern would be the use of the Variable effect and the number of alternate effects. I've seen players go overboard with those.


Yeah, enough array slots and you might as well have a Variable, but it really comes down to how it's shaped: if it's obvious it's an effect targeting every Save then you quickly get the idea the player is one of those who values "winning" over roleplaying.
InvisibleSword
member, 92 posts
Mon 12 Dec 2016
at 19:25
  • msg #16

Re: Mutants and Masterminds 2nd ed IC (Freedom City)

In reply to badpenny (msg # 15):

It seems having near-unlimited Equipment is a feature of the game rather than a flaw. Plus the GM can use temporary Complications ("You're out of ammo!" "Your ___ just ran out of power!") to further balance their use.

I agree on Variables/alternate effects. At least in the games I've seen and run, that's where everything can break down in a hurry. It takes GM oversight, moreso than other aspects.
Sir_Chivalry
member, 333 posts
Mon 12 Dec 2016
at 22:17
  • msg #17

Re: Mutants and Masterminds 2nd ed IC (Freedom City)

Not crazy about crossovers with Marvel and DC considering that Freedom is mostly made up of lawyer-friendly versions of characters from those universes.

Not closed to the idea just wary.

re: PL

I can see there's some disagreement on preferred power level. Street level is not a set in stone component of the game, just an option so I'll consider what seems to be best for the group

re: Equipment

I don't exactly see the issue with equipment if you just only use the already printed equipment. Equipment is not and should not be a replacement for Devices. Equipment is replaceable, available through normal means, and is freely able to be broken by the GM at will. Devices have several in built additional defenses in this regard (similar to how a minion is not broken because it costs a third of a Sidekick, as it also is almost entirely freely removed from the board)
Sir_Chivalry
member, 334 posts
Fri 30 Dec 2016
at 00:19
  • msg #18

Re: Mutants and Masterminds 2nd ed IC (Freedom City)

Alright, so having heard from smokinbarrel, I now want to see who's still interested in playing this game?
JediMaster007
member, 155 posts
Fri 30 Dec 2016
at 00:26
  • msg #19

Re: Mutants and Masterminds 2nd ed IC (Freedom City)

I'd take a look.
Odin442
member, 42 posts
Fri 30 Dec 2016
at 00:56
  • msg #20

Re: Mutants and Masterminds 2nd ed IC (Freedom City)

I'm always up for a M&M2 game.
InvisibleSword
member, 93 posts
Fri 30 Dec 2016
at 01:24
  • msg #21

Re: Mutants and Masterminds 2nd ed IC (Freedom City)

Still interested, yes.
mesneaky
member, 197 posts
Fri 30 Dec 2016
at 02:13
  • msg #22

Re: Mutants and Masterminds 2nd ed IC (Freedom City)

I do dig your style.
Nurgles_Rot
member, 194 posts
Fri 30 Dec 2016
at 06:12
  • msg #23

Re: Mutants and Masterminds 2nd ed IC (Freedom City)

HEll yes
Kid_Midnite
member, 122 posts
Fri 30 Dec 2016
at 06:30
  • [deleted]
  • msg #24

Re: Mutants and Masterminds 2nd ed IC (Freedom City)

This message was deleted by a moderator, as it was against the forum rules, at 15:27, Fri 30 Dec 2016.
Nurgles_Rot
member, 195 posts
Sun 1 Jan 2017
at 08:14
  • msg #25

Re: Mutants and Masterminds 2nd ed IC (Freedom City)

When does it start?
Sir_Chivalry
member, 335 posts
Tue 3 Jan 2017
at 21:16
  • msg #26

Re: Mutants and Masterminds 2nd ed IC (Freedom City)

I'd say latest next Monday we start recruiting
Sir_Chivalry
member, 336 posts
Sat 7 Jan 2017
at 17:15
  • msg #27

Re: Mutants and Masterminds 2nd ed IC (Freedom City)

link to another game

Alright so please let me know if I need to detail anything to help with character building or setting info!
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