
![]() |
1 person marked this as a favorite. |

Hello
I was wondering if anyone out there was open to the idea of a Marvel Superhero Adventure Game or mutants and masterminds game?
I would prefer to be a player over a GM but am not opposed to be one( even though it would be my first time doing an online campaign)
Still wondering if there are anytakers as I am looking to do something different.

Kevin O'Rourke 440 |

Seeing as I've got third edition mutants and masterminds sitting on a shelf in my field of vision, I'd be keen to play in a game of it. It's been there for two years waiting. Side note, the Emerald City Setting book is amazing and has a mini campaign to get things going, I haven't read it but the initial premise seems cool.

Philo Pharynx |

Oh, there's plenty of people up for it. While I do have a slight preference for 2e M&M, I'm okay with 3e. It's probably a better choice because of the SRD.
PL10 is a little high for street level and a little low for world spanning. It's more of an X-men level.

Arknight |

My only issue with GMing is my times for posting get weird, sometimes lucky to post a GM post 1/week, other times a couple a day. Pretty much due to my family/work obligations constantly moving.
Now if folks can enjoy a much slower player driven postings, I could consider running the M&M 3e Emerald city Knights campaign......

Jubal Breakbottle |

I've been thinking about running a low level (New Mutants or early Xmen power level) superhero game using BASH rules.
Any interest?

wicked_raygun |

I once ran a DC game using MM3 that was a lot of fun. I had my players become the new Outsiders because they're a team with an awesome name, but a traditionally crappy line up. At the time they were changing members every few issues anyways.
A friend later DMed a Teen Titans game. We were a new branch, called the Atlantic Teen Titans, and we were based in San Juan, Puerto Rico.
Those were both PL10 games and felt just about right. We were strong enough to feel superheroic but had enough enemies that were powerful enough to still challenge us.

GM SuperTumbler |

I would definitely prefer to run 2e. I have both, but I prefer 2 and I'm already running games in that system. I'd rather not have to move back and forth between similar systems.
I've found in the past that I would rather build a concept with a group, so if you guys want me to run something, what sort of something would that be? What kind of characters do you want to play? What scale of plots? What comics age appeals? Established comic setting or Freedom City or Emerald City? San Angelo? Something else?
I have Emerald City Knights and all of the published 2e adventures if you want to do one of those. When it comes to DC and Marvel, I tend to prefer to do an animated series or something like that as a continuity baseline just so we don't have to deal with the bulk of comics continuity.
I'm pretty flexible and prefer to have a lot of player involvement in shaping the campaign.

Black Dow |

I've been thinking about running a low level (New Mutants or early Xmen power level) superhero game using BASH rules.
Any interest?
Not familiar with the system JB but I'd be interested in giving it a shot. Got a bunch of concepts I'd be interested in hammering out.
Would it be a home-brew setting or does BASH have its own setting per say?

Jubal Breakbottle |

I've been thinking about running a low level (New Mutants or early Xmen power level) superhero game using BASH rules.
BASH is just a rule set, that I prefer because it's simple and flexible.
My game concept was for the PCs to have just started to deal with their mutations. Collected by Professor X. Pursued by the government and Sentinels. Trying to prevent the Evil Mutants from terrorizing the US.
That sort of thing.

DeathQuaker RPG Superstar 2015 Top 8 |

Late to this--SuperTumbler told me about it--and I'd definitely be interested in playing a Mutants and Masterminds game. I prefer 3E (just a bit more streamlined, and has DC Universe rules ready), but can also play 2E (and have a lot of sourcebooks for it). For setting, DC, Marvel, Freedom City, or homebrew all good.
I've had a particular hankering for playing Dottie from Agent Carter (prototype Black Widow) but she's a bit specific to a particular universe, power level, time period, etc.). And she's also a heartless (but adorable) murdermonkey. (Although it's never been determined if the Black Widow biotech exists in the MCU so she could conceivably exist at a later time period and still be more than capable.)
Weirdly apart from wanting to play a specific heartless (but adorable) murdermonkey, I'm more into playing heroic types... not necessarily spotless 4 color, but people intentionally out to save the world, not stand on a roof and brood.
Not interested in learning other systems right now and sadly have no time to run (would someday like to run an M&M game set in an Incredibles-type universe, but now is not the time).
TLDR; yes please I would like to play.

Black Dow |

(waves to DQ)
@TLDR: Like DQ I'm more familiar with 3E M&M (I'm in a slow burn villains game at the moment) and would be interested in playing in any of the universe settings (be they comic book, gameworld or homebrew).
Would definitely be interested (would need to brush up on 2E) and would welcome the opportunity of pitching a concept.

GM SuperTumbler |

ignuspyre, what particular aspects of that flavor were appealing to you? The persecution, the teen banter, the lack of experience, something else? Or was it the whole package?
If we have a preponderance of interest in Marvel characters, which seems like it is the case, I'd probably go with a version of Marvel universe.

GM SuperTumbler |

I was hoping for a little more conversation about campaign style and tone. It's kind of a chicken and egg issue, I guess. Some people want to create characters based on the campaign style and tone, while some want to create characters and have the game work for those characters.
The only two characters people have mentioned so far could easily work in a street level Marvel Knights sort of set up, but could also fit into a Black Ops sort of thing. I can post a recruitment in a bit.

ignuspyre |

I've been perusing the street level archetypes and the hero high books for ideas. I'm currently leaning towards either a techno-savant (not sure if he'll actually be super-smart or not) with devices, or a mutant who can't control their powers fully yet. If you're going Black Ops or something else, then I can shift gears a bit

Black Dow |

Was thinking of "Everyman" (working handle) - A Skrull who has either tried to assimilate himself into the human populace (and perhaps been inspired/forced to use his natural abilities in a "heroic context") - or a member of the covert ops team. Perhaps a "pet skull"of the US government (captured when one of their scout ships was downed near Roswell) who has been indoctrinated into their operations.
As Skrulls lifespan is 210 earth years no reason why he couldn't be around for a while? (if we tie in the Roswell Incident into the canon).

ignuspyre |

Critzible, ah, by devices I mean like goggles that give him vision powers, etc. and/or maybe a low-level power armor, that sort of thing, not the batman/moon knight gadgets and martial arts. More super inventor but perhaps lacking in the necessary funds to go Iron Man and such, lol.
Hmm. Or maybe someone who's good with mechanics and technology, who found some super-tech. That's intriguing.

DeathQuaker RPG Superstar 2015 Top 8 |

DeathQuaker, I'm assuming that we can bring in some sort of super-soldier shenanigans to explain Dottie's presence in the present if you want to go that direction. Is it still true in 616 that Natasha has been around since WW2?
Yes, in Marvel-616 Natasha was born in 1928. In the recent run, it's never said explicitly, but based on allusion and art I think the Red Room Headmistress was supposed to be well over 100. I believe the 616 Black Widow biotech is something Infinity Serum related and basically slows their aging dramatically, makes them resistant to poison and disease, and very slightly improves their injury recovery capabilities.
(I'll also note at in the MCU/Marvel-19999 that while they state Natasha's birth year as 1984, she mentions specifically working for the Soviet Union and the KGB... both of which were dissolved in 1992. If MCU-Nat was really born in 1984, she would have only been 8 years old when the KGB ceased to exist. So either the MCU's writers don't know arithmetic or history, or she is also older than she looks and likely had some kind of biotech enhancement as well. MCU Nat isn't shown to exist in the 40s of course, that's what Dottie's for.)
I was hoping for a little more conversation about campaign style and tone. It's kind of a chicken and egg issue, I guess. Some people want to create characters based on the campaign style and tone, while some want to create characters and have the game work for those characters.
The only two characters people have mentioned so far could easily work in a street level Marvel Knights sort of set up, but could also fit into a Black Ops sort of thing. I can post a recruitment in a bit.
Thunderbolts and blackops sounds really awesome, as does Marvel Knights in a different direction. Marvel Knights might be more appealing to a wider group of players.

Philo Pharynx |

Thunderbolts has the cool reformed villain thing going. I always like that. (I just read the new one about Dr. Doom taking over for Iron Man)
I like the idea that this isn't the team on the front page of the paper. These are things that people don't hear about. I'm good with a morally grey world, I'm also good with something a little more four color.
I'm not as familiar with Marvel Knights.