Sunday, March 16, 2008

Oppressors: How far will you go?

Some notes, plus information on game time and format.
Damaged people are dangerous. They know they can survive.
-Josephine Hart
Some things to keep in mind as we approach session #1 (Either the 20th or 27th, depending on how many people are done and so forth).

There are very few absolute heroes. Ditto for villains. So why your PC does whatever they do is important. You need motivations, goals, plans. And then the aliens come along and screw it all up on you. What do you do if the Haud are making money worthless? If the police have become as ruthless as the villains? If your Arch Enemy has been killed/destroyed/vanquished by some lizard-things and left you bereft of meaning and purpose?

Figuring this out is important. Also, well, not everyone has what it takes to be a hero. Some try it and fail, some can't stay the course. A few fall off the wagon and enter 12 step programs for recovering sidekicks or something. Plus, sometimes people just get the short end of the powers stick. If you can only blow things up, then being a hero becomes bloody difficult and so on.


Thing #2:
Your PCs aren't the Big Villains. Or, if so, they were locked away for a good time by Captain Flux and/or Victory and just got out etc. So you need to figure out why: they could be new, not ambitious enough, been burned by being beaten too often and so on. Not everyone has the cojones to be a big-time supervillain as well. Most people just can't be quite that ruthless/insane/demented. And so on.

Game Time & Set up

Official sessions will run Thursdays, at ~10pm EST. We can start a bit later if need be. Other sessions will run whenever players are about and we feel like the game. As far as sessions go, there are several things to keep in mind:

1. You are supervillains. Alliances between such are often temporary (see the prisoners dilemma for reason(s) why:). This doesn't have to be the case -- some of you could be allies going way back, or even friends. Despite the stereotype, there are villains who are friends just as their are heroes who are. Work this out with other players as needed.

2. Despite 1, I am going to assume the PCs begin the game operating on their own (or with a small gang of minions/their ward). While PCs will not be forced to act together, they will encounter many Haud and police and such, and often threats that they simply can't deal with alone. To what extent they suck in pride and ask for aid (or whatever) is entirely up to you. The heroes are gone, after all. It's a brave new world out there, and some villains are definitely forming 'teams', if only to mock what the heroes were.

The fact that the heroes lost, despite teams and powers, mostly seems a karmic "it's about time!" thing than anything else to most of the supervillain community. And, well, heroes are good and just and seldom have the guts to do what really has to be done. Villains aren't as hampered by this problem.

3. The Haud seem to want to subjugate humanity and strip-mine the world of resources. For all that villains are evil, this is your world as well. And, be it ever so selfish, you don't want it destroyed by anyone but yourselves.

Finally, people need people. Villain or not, your character has to get along with others to some extent, even if only through fear and intimidation and being utterly bonkers (see: The Joker). The supervillain community might be evil, but there are things it doesn't accept or condone and if you cross those lines, well, someone is going to say hello. The results are seldom pretty.

No comments:

Post a Comment