
P.H. Dungeon |

I tried to run one a little while ago using the Wildcards sourcebook. It started off well pretty good, but I found it bogged down when the first real combat got going, and a couple of the players were never really posting all that much, which made things worse. It ended up collapsing, and I'm not sure if I'd want to try running one again, but I'd give one a shot as a player if someone wanted to run one.

![]() |

I tried to run one a little while ago using the Wildcards sourcebook. It started off well pretty good, but I found it bogged down when the first real combat got going, and a couple of the players were never really posting all that much, which made things worse. It ended up collapsing, and I'm not sure if I'd want to try running one again, but I'd give one a shot as a player if someone wanted to run one.
While I sympathize with the once-bitten-twice-shy reaction, I can't really see anything in M&M that would inherently make it difficult to run in PbP. Were there mechanical things that seemed to slow the game down, or was it maybe just a question of the group?

hogarth |

i've personally never ran a M&M game, played in quite a few
i'm trying to put the idea out there, so some of the more experienced GMs might take interest and run a game
Experience isn't nearly as important to running a PbP game as (a) enthusiasm and (b) determination, especially (b).

P.H. Dungeon |

From my experience, I think the key to running a pbp is keeping some semblance of a steady momentum. Once that slips they tend to fall apart. My advice to anyone starting a pbp is to try to set a pace that you think you will be able to maintain in the long run. If you start a pace that is too fast for you, you will find it stressful to keep up with, and eventually you will get frustrated and it will just start to feel like a burden, which will no longer be fun. If it's too slow it never feels like it's going anywhere and that is just as annoying. It is also very important to have players that can keep up with the pace you set. If they aren't posting as often as you want then you end up feeling like it's not moving the way you want it, and that you're players aren't really interested in what you're doing and the work you're putting forth, which results in you losing interest in running it. So in summary, the key is to set a comfortable pace and make sure that you have players that can keep the pace along with you.

![]() |

Alright, i've talked myself into this
I plan on running Time of Crisis 2.0 , which is set in Freedom city and for six PL-10 Characters
I've promised a spot to my buddy Young Arbiter, were i to do this, so if he decides to play then he's in, Seeker is in if he wishes to juggle another game
P.H. , and Shisumo you're in too, as well as Chris if he's interested.
it'll take me some time to look over the adventure thoroughly, but any who wants to can go ahead and be working on characters.

P.H. Dungeon |

I'm thinking of making a former A list Hollywood actor who made a lot bad career choices (ie ended up in a bunch of crappy movies). The character is now on the B list, and in a desperate attempt to garner more fame and attention the character as spent his entire personal fortune on various experimental treatments that have granted him super human powers, so that he could take on a new role as a super hero. Of course this ridiculous stunt has only given more fuel for the tabloids, which love to make fun of him. He has also discovered that being a super hero is much harder than he thought. His agent is also a real piece of work.
I haven't thought much about powers, but given the nature of the character they would probably be pretty traditional, and might combine some gadgets.

![]() |

Terrific. I've never played Mutants and Masterminds, and all I own is the main book. If character creation is anything like as crunchy as Champions I may need some more experienced help.
It isn't, thank heavens. Help is, of course, still available if you need it.
Do you have 1st Ed or 2nd Ed?
MM, are we allowed to use the PL limit tradeoffs when we make our characters?

![]() |

If you get a chance let us know if there is any specific guidelines we should know about to help better integrate the characters into the game.
To make it easier on me to get everyone involved, we'll assume the characters are in an upstart SuperheroGroup.
I'll leave it up to all of you to come up with a name for the group, and after i've seen characters i'll come up with a HQ to accomodate everyone(i.e. Mystic library for master mages, Workshop for tech genius, exc. exc.)

![]() |

Is there another place left? If so then I would be interested.
The character I would be interested in playing is a "Punisher" type character, though in this case his powers come from an ancient samurai mask that holds a spirit in it. (not sure what kind at the moment...)
This brings up an issue, particularly if we are going to be a supergroup - we'll need to establish, in at least broad terms, the moral guidelines we want our universe to follow. The Punisher may get along with X-Force, but he doesn't get invited to join the Avengers (at least not while Cap's on the team). My sense is that the "default" Freedom City is more DC than Marvel, and more Silver or post-Iron than Bronze Age or Iron Age, but we can probably spin that how we like. The one canon Freedom City character (that I can think of, anyway) who is Punisher-like is described as a villain in most of the text, though, so we might want to keep that in mind.

Gamemento Mori |

Shishumo is very right Arcmagik, and any crimes you commit will have serious repricussions
If it's gonna be a punisher type, it should be a seriously toned down non lethal type, more along the lines of batman i suppose
You dont wanna be a fugitive, so Let's try to keep things nice, I'm not asking you all to be boy scouts, But we'd be risking the game falling apart if I have to arrest any of the team...lol
also guys, i'll soon have a discussion thread up, and this is my nice new Game Master avatar :)