Checking interest for a few M&M 2e ideas
So I recently closed down a two year long game. It was fun and a lot of people worked hard on it, and though I didn't have time to run a multi-group game and felt it was time to move on, I am willing to get back in the saddle sooner rather than later. So to begin with, I have a few ideas and I want people to give me their opinions on what they'd like to see, if any of these ideas appeal to them.
A) Street level mystic game, somewhere between PL 5 and 8, focused on dealing with mystical and supernatural threats that ordinary people can't handle. Run-ins with the law, family curses, blood magic, and a strong incentive to world-build together to make a setting where everyone is a part of something greater
B) The same as above, but set in the Freedom City universe. Flexibility and a large part of "the world can't know" goes out the window in terms of setting, but there's a greater superheroic feel to the game, with a large number of mystical legacies, organizations and enemies already built in
C) A game much like my previous one, a "kitchen sink" M&M game allowing aliens, science experiments, goofiness and seriousness, super-spies, demons, mystics and everything in between. It would focus on only one group, maybe two but much more focused. Possibly in a setting I've previously used or possibly a whole new world
D) A Freedom City game! I always love me some Freedom City, great setting if you're looking for the more playful and light-hearted fare with the occasional opportunity to get serious. Among the "games" I'm willing to run are:
-Claremont Academy, a school for the superpowered youth south of Freedom City
-A new Freedom League, moving in to cover day to day city heroing while the larger Freedom League works out of their satellite. Potentially could even disband the old team and this be a period of reconstruction
-Freedom Knights, the darker side to the League, a group of street level (but not necessarily too low power) heroes fighting criminals and sometimes the overzealous police to protect the not so nice parts of town
-Project Freedom, supercriminals given a new chance to redeem themselves by AEGIS and the Freedom City mayor, working off their prison time with daring suicide missions
-Nevermore, set in the 80s and running to 1993 (when a large amount of the heroes in the city were killed off in the Terminus Invasion), a team run by the Raven (then retired) that works in secret to protect Freedom City during the Moore years (when superheroing was outlawed), from terrorists, newly ultra-violent criminals, the collateral damage unconcerned FORCE-Ops and the mayor's new police hit-squads (warning you will all die or be forced to retire by the end)
E) A Freedom City game but different enough that it gets its own entry here. A "Tyranny City" game, the Anti-Earth version of Freedom City (good is evil, evil is good) following a team of "criminals" who oppose the tyrannical dictatorship of the Praetorian, the Tyranny Syndicate, and any other superpowered menaces. Working in the shadows, keeping on the run, living in a world where being a good person is an aberration that gets you killed. A few varieties of options here:
-The game is set in the present day with the Tyranny Syndicate ruling Tyranny City with an iron fist. The players could play "alignment-switched" versions of Freedom City villains or make their own.
-The game is set in the late 70s and continues through the 80s, beginning with the team being formed to attack The Scarab, a hero whose death in Freedom City's history marked a turning point for a more cynical world. The team would instead be assassinating the Anti-Scarab, an evil reincarnating Egyptian sorcerer-king, and then playing (filling in really) the history of Tyranny City up until the assassination of the Praetorian by the Tyranny Syndicate in 1993.
-An even more ambitious plan, turning back the clock all the way to the 30s and playing out the Golden Age of Tyranny City. I must admit I have almost no idea who an alignment swapped world works with Nazis . . .
F) Either a homebrew or Freedom City game where the players make a team in the Golden Age (1930s/40s) or Silver Age (50s/60s) and then play out the continuity of that team all the way through (hopefully) the years that follow, retiring or swapping out characters as players choose. It's ambitious and would require a lot of assistance from the players involved
So I'm open to any thoughts anyone has, whether you've played with me before or not!
This message was last updated by the user at 23:53, Fri 10 Nov 2017.