Inspired yet again...
First off, I think I've finally shaken off this funk I've been in. I felt awesome when I woke up this morning, and I haven't felt down once. Bipolar disorders are so fun. :)
Secondly, I picked up a new book last night, which will most likely be my last role-playing purchase of the year (unless the new Dragon comes out before year's end). Mutants and Masterminds, the new Supers game that's based on the d20 system, but isn't quite a straight-up d20 game. After looking the book over, I think it's what d20 should have been. It's like a d20 version of the Tri-stat system, or perhaps GURPS. While it's pushed as a Supers game, I think you could easily take the system and make anything with it, thanks to the point-based creation system and the wide variety of feats and powers available. There's also several pages on building your own powers, and how to *gasp* balance them in the game. It's really impressive.
So, what am I inspired to do? Why, a Supers campaign, of course! And where shall I set it?
Gateway City
As Gotham/Metropolis is to New York City, Gateway City is to St. Louis. It's St. Louis with more skyscrapers, with the intensity turned up to 11. And like other cities in this alternate Earth, it's home to a small but thriving community of metahumans (think X-Men's mutants). Metas have been known to exist since shortly after WWII (and theories surmise that there were some back then as well), but the numbers have been growing steadily. Estimates now suggest that there's a meta for every 10,000 normals, but no one's 100% sure -- after all, some metas have very subtle powers, and might not even realize what they are. Like any group, there's some discrimination, but there's been enough acts of heroism and patriotism by metas that they're generally well-received by the populace. Metas are generally treated as celebrities or star atheletes... if they decide to go high-profile, that is. Some, of course, like to keep a low profile.
There's also the government's Bureau of Metahuman Affairs, which handles metahuman registration (since, in many cases, they are deadly weapons), counseling for newly-discovered metas, anti-discrimination work, and police support when rogue metas are involved. There's also whispered theories of prisons for metas where strange experiments are conducted, but most consider these to be nothing more than crackpot conspiracy ravings.
Of course, there are things that the BMA isn't quite equipped to handle... and that's where the players come in.
Secondly, I picked up a new book last night, which will most likely be my last role-playing purchase of the year (unless the new Dragon comes out before year's end). Mutants and Masterminds, the new Supers game that's based on the d20 system, but isn't quite a straight-up d20 game. After looking the book over, I think it's what d20 should have been. It's like a d20 version of the Tri-stat system, or perhaps GURPS. While it's pushed as a Supers game, I think you could easily take the system and make anything with it, thanks to the point-based creation system and the wide variety of feats and powers available. There's also several pages on building your own powers, and how to *gasp* balance them in the game. It's really impressive.
So, what am I inspired to do? Why, a Supers campaign, of course! And where shall I set it?
Gateway City
As Gotham/Metropolis is to New York City, Gateway City is to St. Louis. It's St. Louis with more skyscrapers, with the intensity turned up to 11. And like other cities in this alternate Earth, it's home to a small but thriving community of metahumans (think X-Men's mutants). Metas have been known to exist since shortly after WWII (and theories surmise that there were some back then as well), but the numbers have been growing steadily. Estimates now suggest that there's a meta for every 10,000 normals, but no one's 100% sure -- after all, some metas have very subtle powers, and might not even realize what they are. Like any group, there's some discrimination, but there's been enough acts of heroism and patriotism by metas that they're generally well-received by the populace. Metas are generally treated as celebrities or star atheletes... if they decide to go high-profile, that is. Some, of course, like to keep a low profile.
There's also the government's Bureau of Metahuman Affairs, which handles metahuman registration (since, in many cases, they are deadly weapons), counseling for newly-discovered metas, anti-discrimination work, and police support when rogue metas are involved. There's also whispered theories of prisons for metas where strange experiments are conducted, but most consider these to be nothing more than crackpot conspiracy ravings.
Of course, there are things that the BMA isn't quite equipped to handle... and that's where the players come in.