Thursday, February 6, 2014
Basic Campaign Rules
This campaign will be run will under the following basic parameters:
(All rules subject to change based upon play experiences and to facilitate having a good time)
1. We will be using Mutants and Masterminds 3rd Edition rules. The default players handbook is the new hardcover version published by Green Ronin. All players are encouraged to obtain a hardback or electronic copy of the Players Handbook.
2. We will start at Power Level 10 (PL10)
3. The world as the characters know it is exactly as it exists in real life on the day of the start of the campaign. There are no superheroes, mutant powers or known supernatural events. When the events of the first session occur the two worlds will diverge.
4. All players will create characters who share a bond of being childhood friends. Now in their 20's, each is in the Kansas City area. They take a break from their everyday lives for a relaxing weekend camping trip to a state park on the night of the first session.
5. All players will create player inter-connectivity attributes between their character and other player characters. See the blog post on this for details.
6. This is a comic book campaign using comic book based rules. Keep this in mind. Story and atmosphere will rely heavily on certain tropes and plot devices that we all know and love. Dr. Doom never dies and when he is captured he inevitably escapes. It's what makes comics fun. Though certain elements will be a bit dark, this is a story about heroes uniting under incredible circumstances. The characters should be good and strive to do good things with their new found abilities.
7. Have fun, be positive and show up :)
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House Rules
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