No Plan...

May. 4th, 2013 09:23 am
terrycloth: (d20)
So, apparently, I don't feel like giving plot summaries of my D+D games anymore, since I haven't been doing it. Let's just say that the Friday group saved the world and the princess and everybody was happy, except for me, because I have to run the next game and somehow we decided on superheroes. Specifically, Mutants and Masterminds' new edition (3?) which none of us really know.

I wanted to start at power level 3 and do XCom, but by the time I said that everybody had already come up with normal power level 10 character concepts, so whatever. "You'll be secret government agents who think they're superheroes most of the time, then."

So, I figure I'll start out easy with a city of heroes style bank robbery. I was going to use power level 5 or so bank robbers, but I checked the back of the book where they have stats for 'criminals' and... um... 2? Really? All your normal human enemies are power level 2-5, with 5 being reserved for elite spies and things? Fine. 2. BUT THAT'S NOT THE PROBLEM.

The problem is that one of the characters suddenly has x-ray vision. "I need it to target my teleport."

"No you don't. That's what 'accurate' is for. It costs one point per rank."

"Yeah, but this works too, so why not?"

"It's the most annoying superpower ever. It means every time you zone in I have to load everything in the area right away, which is very bad for performance."

"This isn't a computer game."

"That makes it WORSE. I have to do it MANUALLY."

They then proceed to treat the bank robbery as a stealth infiltration mission, murdering all the hapless enemies silently and without raising the alarm. They also split up and go in different rooms. That means that the last scene was supposed to be 'you corner the boss in the vault, but instead of attacking, he says 'Blueberry Muffins' and you suddenly remember your true lives...'

But instead it ended up being his body being puppeted by remote control (since he was killed instantly before being aware of the party) and only getting to activate one character (I passed a note), the others then running away from him and... well, it worked out in the end. That's all I can say.

There's a fourth character who wasn't ready yet -- his player spent all last session and this session building him and he somehow still isn't ready? O.o All I know about his powers is that he can summon mini black holes and fly, and is invisible and intangible and a pure melee character. Oh, and he's also either a guy in a supersuit or a guy with a robot teddybear that fights crime (switching between them).
terrycloth: (d20)
Last night we had a session of Mutants and Masterminds, where I decided to go ahead and have the enemies try to complete their metaplot despite the party already having destroyed most of it in detail, curse them. q:3

game summary )

And we decided to stop the game there -- I told them that I *could* run another session, where they could try to clear superheroes' good name in general by dealing with the gangs that would rise to fill the power vacuum left by HAZARD's disgrace, but there wasn't a lot of interest. So I think that's it for superheroes, for now. The next game should start up in a few weeks, probably back in Shadake.
terrycloth: (d20)
Friday night we had a session of Mutants and Masterminds. The party fought the law, and the law won. Luckily, it turned out it was on their side all along.

game summary )

Oh, and next up is plot 66: On Halloween, zombies and ghosts walk among the living!
terrycloth: (d20)
Some of these plots are easier to translate than others. This one actually wasn't so bad. It also wasn't the first one I rolled.

Er, that is, Friday we had a session of Mutants and Masterminds.

game summary )
terrycloth: (d20)
That is, we had a session of Mutants and Masterminds Friday.

game summary )
terrycloth: (d20)
Well, no, not YOU. The party was, last night, during the mutants and masterminds game. The host never showed, but there was *dancing*.

game summary )
terrycloth: (d20)
Had a Mutants and Masterminds game tonight. Watching the nightly news showed the hidden evil agenda behind CONTROL's sponsorship of the superheroes, and then HAZARD decided to stop being sneaky and give the party a straightforward supervillain plot to foil, like they were supposed to.

game summary )
terrycloth: (d20)
Right now, I'm pissed at Spore for crashing while creating a city hall, losing me the ENTIRE CREATURE AND TRIBAL stages because it doesn't fucking autosave. What kind of game doesn't autosave?! Do they think this is still the 80s or something?

But I don't have much to say about that (other than 'fuck you Spore, you suck'), I'm going to try to write about Friday's mutants and masterminds game instead.

GrNG. It automatically uploaded the critter to the sporepedia, but didn't save the game. So now it'll sit there forever and taunt me.

Right. Game.

game summary )
terrycloth: (d20)
Played some mutants and masterminds last night.

game summary )
terrycloth: (d20)
Friday night, we started a new campaign, playing Mutants and Masterminds. The party met up on a skyscraper, then moved into their new apartment.

game summary )
terrycloth: (d20)
We had the last session of Mutants and Masterminds yesterday, finishing up the adventure. Tom and I kind of wanted to keep playing M+M, but Eric Josh and Ed all preferred switching to Eberron -- Eric felt more comfortable running an Eberron campaign, Josh wanted to try some new abusive prestige classes from the complete mage, and Ed really hated his M+M character and was sick of the system.

Tom also revealed that the reason Michelle had left was that Eric and I kept arguing about the rules, although from what he said it seemed like the ordinary discussions disgusted her as much as the actual shouting matches (since he brought it up during an ordinary discussion about jumping height and not while we were all growly).

Personally, I've always been disgusted by her complete disregard for the rules -- not 'I want to break them' but 'I'm not going to bother to learn them, I'll just ask what I can do each and every round of combat and have someone explain it every single fucking time'.

So to hell with her.

game summary )

Writing this up, I sound really bitter. I wasn't that angry during (most of) the game, don't worry... it's just going over it to record it makes me remember how much Eric's rulings as GM bother me.

He likes to railroad the party. He hates 'using player knowledge' so much that he goes out of his way to make sure no one knows anything about what's going on, even if they would reasonably know in character, unless you can *prove* that they'd know in character (which is often impossible because you don't know the specifics out of character). He cheats with his NPCs and given any excuse will happily rule one way for them and another for the party, on the same issue, in the same combat round.

ARGH.
terrycloth: (d20)
Josh and... er... whatsisname never showed up at all for the Mutants and Mastermind game we were going to have today, and Ed was very very late, so we played Tempus instead, again. But Ed did eventually show up, so after the game (I won again, but only by one point this time) we did a little Mutants and Masterminds after all.

game summary )

Right... you know how that Shadake game I was running was utterly ruined by teleportation? In this game, EVERYONE can teleport. I guess that fits the genre, though -- the bad guys always get away, all you can do is foil their plots.
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