• Welcome to The Campaign Builder's Guild.
 

Help with a super hero sandbox

Started by Xeviat, January 12, 2015, 04:15:30 PM

Previous topic - Next topic

Xeviat

Hey folks. It's been a while, again. Getting promoted at work really eats up your free time.

I'm finally able to sit down and run a tabletop game again. We're going to be playing Mutants and Masterminds. I've played it numerous times, but I've only GMed it once (and we were using it for a fantasy game). This time, we're going to be doing something different. The game is going to be a low powered sandbox, basically playing "what if you got super powers". Now, I've never run a sandbox before. The way I see it, I need to have some background things going on just in case the players don't have an idea of where they want to go.

Do you have any suggestions on running a sandbox? I'm going to have a bunch of preprepped npcs and foes, like cops, thugs, soldiers, and other challenges they could come across.

Also, what would you do if you got a super power. What would be a power you'd like, and what would you do with it? What would be a power you wouldn't want, but what would you do with it?
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.

LoA

If the heroes were already established I would go with the Batman TAS structure and begin it with a villainous heist, BUT hide the identity of the crooks so the players would have to find them. If I were playing a game like this I would just want the game to jump straight into the action. Start it off with a robot fight or something and introduce the characters that way.

A power I would want is Super Intelligence (Iron Man, Disneys Big Hero 6, Batman) If I were a scientist capable of inventing anything I wanted I could have any superpower I want. Flight? Jetpacks. Super-strength? Robotic Exoskeleton. X-Ray vision? Infrared goggles.

I would also be curious what era it was set in. golden age 40's, Silver Age 70's, Gritty 80's, Modern times?

Polycarp

I'm not familiar with the "background" of M&M, but it seems to me that the question of "what if you got super powers" depends a lot on the related question "what would the world do if you got superpowers."

In comic-book universes superpowers are often highly integrated.  They've got their own schools, paramilitary units, regulatory legislation, and other things meant to "normalize the abnormal" and integrate these people into society.  They might be "open" about their superpowers or they might be shunted into shadowy black ops outfits, but either way there's something we do with these people.

If I got super strength in such a world, what I would do would depend largely on what's available to me.  If it's an integrated world, maybe I'd get SHIELD on the line or something and asked if they had any temp positions.  Maybe I'd join the fire department and become Jaws-of-Life-Man, and make sure they added my superpower bonus on my monthly paycheck.  But if I got super strength right now, in this world, my chief concern would probably be "how am I going to avoid dissection," because I would be a unique and thoroughly remarkable human being, the kind of human being previously thought impossible.  I have no illusion that I could sign up for the next World's Strongest Man competition and nobody would think it odd that a 160-ish pound dude was making Magnus ver Magnusson look like Stephen Hawking.  My life would be forever changed, and I'm honestly not sure if it would be changed in a good way.

So if I were running a sandbox in this world, it would be full of tense action - keeping your powers hidden, getting pursued by government thugs who want your "services" and mercs from big pharma who want your blood serum.  If I'm running a sandbox in an integrated universe, in DC or Marvel land, then my worries are going to be more along the lines of costumed nemeses, rogue death rays, and the Superhuman Registration Act.
The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

Steerpike

#3
I think the big questions are:

(1) How common are superpowers?

(2) How long have superpowers been around?

(3) How powerful are most powers?

If superpowers are uncommon and/or recent, it seems like likely they're integrated into general society. If they're very powerful and dangerous, there might be more govnerment/corporate/scientific interest in them, but very powerful heroes (Dr. Manhattan etc) might be difficult or impossible to control.

Your premise makes me think immediately of Misfits. Is this conscious inspiration? If you haven't seen it, go out an watch it immediately (I think it's on Netflix, at leats in some countries) - it's good salty British television with a lot of fun powers.

Xathan

QuoteHey folks. It's been a while, again. Getting promoted at work really eats up your free time.

Congrats, and I hear you on that! Why do we keep coming back at the same time for similar reasons? Are you nega me?

Another important question that needs to be asked (to add to the general voices here): Where do powers come from? There are two big approaches to this: Unified power source, and multiple power sources.

Unified power source (Everyone is a mutant, or half alien, or magic, or strange laboratory accident) provides a common ground for the players, any friendly NPCs, and opens the ground for particular types of NPCs (Magneto types, for example, make much more sense in such a universe than they do in multiple power source worlds.)

Open power source produces a world much more like DC or Marvel's worlds and opens the ground for tons of different options, but makes for something that is less cohesive. It also lets players imaginations run wild, which while often a good thing, its problematic when you're going for a low powered game. I could build, at PL 6, a character almost no military on earth is going to be able to stop.

That actually begs a related question - what exactly are you going for when you say low powered? Is this a universe where Spider Man would be overpowered? Or would Golden Age superman be more in line? (I actually suggest, in addition to PL limits, picking a well known super-hero and saying "Someone who would be on par with with this person would be the absolute limit to how powerful you should be," since it offers a better benchmark than just a PL limit.)

In addition to that, how well known are superheroes? If someone flies overhead, are common people gonna freak out or assume it's a trick? Are they going to shrug and go "Oh, it's a flyer. Wonder if I've heard of them before?" Or are they going to react somewhere in the middle? If they're not well known, how do the PCs hook up?

Another question: Tone. Are you going for Golden Age optimism? Silver Age camp? Bronze age "Realistic but not super hardcore"? Iron Age "Blood death stab OH SHIT NINJAS!"? Modern Age "Try to be realistic and take a little bit of all?" Post-modern Deconstruction? Something I haven't listed?

I'm sure I'll have more questions to ask and help to offer - super heroes are kinda my thing. :P
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Lmns Crn

I don't know much about superheroes, but I've had trouble with sandbox-style games. I really want to run one and make it work, but my one big attempt to do so flopped.

Based on what failed for me, I'd say the most important thing is to be on the same page with your players about what drives the action in the game. Many players are used to a style of game where the GM designs adventures and the players basically just react. Sandboxes can ask a lot of players in this mindset, because a sandbox only works if players are proactive and making their own action in the world. This is a significant shift.

There are secondary goals, of course-- like making your world feel like a populated place with things to do, fostering a group of recurring NPCs that are interesting to interact with, etc.-- and having good communication habits is going to help with all of that, also. I think I'd strongly recommend spending a lot of time in the first sessions of "play" to have a dialogue about the setting and jointly create it with players. If your game is set in a city (or with a little work, even if it isn't), try something like the Dresden Files RPG city creation system. If you're not familiar with it, it's pretty easy to do it in just about any game system, and it's allowing players to have buy-in during the start of the process, populating a city with places, themes, problems and threats, recurring NPCs that exemplify any of the above, etc. All stuff you'll need for a sandbox anyway.
I move quick: I'm gonna try my trick one last time--
you know it's possible to vaguely define my outline
when dust move in the sunshine

sparkletwist

I fully agree with the idea of getting players involved in the setting creation process. I'm pretty into giving players a pretty substantial amount of narrative control anyway, but especially in a sandbox, it seems like a good idea-- it helps ensure the proactive mentality and player buy-in that is pretty much essential to running a good sandbox. It also ensures that the GM has a pretty good idea what is going on in the world, because keeping events moving whether or not the players are involved is one of the ways that helps keep a sandbox feeling like it's a living world that the players can do stuff in and influence, rather than a static world that is sitting there waiting for them to solve the next quest the GM presents them.

Xeviat

Lots of good questions. I'll address them in no particular order.

First off, the setting is this world. 2015. As it is right now. Los Angeles, because we know the area.

Powers have only been around for a few years, and no one is widely known. When I say superheroes, I don't mean capes and costumes. Of the 4 player characters, one has had their powers for a few years (conman with the ability to implant suggestions and temporary adrenaline boosts in others), two have gotten their powers rather recently (the first is a career student who can now turn ethereal, the other is a domestic terrorist who can turn sound into light and light into sound), and the last actually hasn't developed her powers yet (the player wants to discover it in game, so I'm going with uncontrolled super strength, because it will be simple to adjudicate and ripe for complications).

The source of powers is going to be part of the plot. I'm not married to anything yet; that will depend on where things head. I'm open for mutations, a reaction to a thinning of the barrier between our reality and the outside (which could heavily involve the ethereal character), or experimentation.

What low-powered means is that the players are only a slight bit more powerful (objectively) than regular people. In M&M, 0 level is a random civilian, 3 is a street thug, 4 is a police officer or green soldier, and 5 is a SWAT officer or marine. The players are PL 6, but only really in the areas related to their powers. At PL 6, characters are supposed to start with 90 points, but we started with 80 so they have some room to grow.

--

Our first session actually went pretty well. It started with character creation, which went rather quickly since the players are familiar with the system (the more green player brought their character premade, a normal woman, to be modified by me as we create her power).

The domestic terrorist character (semi-inspired by Vin Diesel's character at the beginning of XxX) started things off. He hijacked and then stole a large number of shipping trucks from a company he thinks is ruining the environment (it's not clear whether that's his drive, or if it is simply an easy target). He then used helicopter's to arrange them in a giant middle finger, then burned them. Revealing himself (and showing off his smarts, but lack of experience), he filmed it while using his power to change the light from the fire (which all but makes the containers simply look like they're melting and rusting on their own) into a music and light show. Then he posts it on the darknet along with directions to an after party.

The career student sees this online and realizes that there's someone else out there in the world who has a super power; he's been looking for others. The conman sees an opportunity and poses as the terrorist's lawyer. The normal person simply ends up at the party since her friends were going (and she's young and impressionable and wants to stick it to "The Man").

Needless to say, the party is raided by police. First, undercover officers try to sneak in and locate the terrorist character without putting the bystanders at risk. Two of the PCs (the conman and the normal woman) spot out the police; both go for the terrorist character to warn him. The conman is caught by an officer, who assumes he's an accomplice at first, but manages to talk his way out of any trouble (without using his powers). The normal woman also gets caught by a police officer while trying to warn the terrorist, but she screams and acts like the officer is attacking her and gets the crowd to pull him off (I hadn't decided on her power at this point, or else I would have put it into effect then, which would have been awesome, but next time ...). All the while, the ethereal character has sneaked in and is trying to get the terrorist's attention simply to reveal himself as not alone.

Realizing he's about to be caught, and using the party as the trap it was meant to be, he blows out the speakers and converts the boom of sound into a flash of light and a laser. The surge blows out the building's power, and the partiers run outside into the arms of the police. Some of them are apprehended (including the normal woman). The conman goes to the police to claim to be the terrorist's lawyer. The ethereal character hides. The terrorist gets caught and gets apprehended.

All four are then transported to the police station. But before they can get there, the ethereal character reveals himself to the terrorist in the back of the police car. Upon startling the terrorist character (by turning off his power), they cause the police to crash the squad car. The police are scared out of their minds and run for it, while officers from the adjacent car come out to investigate. Before they notice exactly what happened, the ethereal character grabs the terrorist and figures out how to make him insubstantial too; they then flee the scene.

The session ends with the police grilling the conman character, trying to find out if he knows where they can find his client. Since super powers aren't known, the police can't even begin to figure out how someone got out of the back of a police car, but they assume the terrorist character had an explosive device hidden on him.
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.