walleteater
February 15th, 2015, 02:24
FG License: Ultimate (trial welcome)
Game System: Mutants and Masterminds 3e
Time Zone: Pacific Standard Time
Day of week and time: Weekdate based on availability, Time 5-11 pst,
If new game, planned start date: Small adventures can be held while preparing for the main Campaign start. Campaign start ideally within a 3week window.
Planned Frequency: Atleast Weekly. May change as availability changes. Individuals are allowed to miss sessions, come late, leave early and such. Side adventures may be played based on availability
Term: Long term, reoccuring characters (players may have many), Players are of course allowed to quit, at which point new players will be recruited
Text or Voice: We can decide this as a group
Voice software used: Skype
Role play & Combat mix: Generally 50/50 although player choices can change this drasticly
Number of Players in game & needed: Have 1 active, 2 dropins, Recruiting 2-5
Character starting level & equipment: Campaign Character = 5; Alternate Characters 5-10;
Character restrictions: Standard rules, consult me for approval on all custom or uncertain content
Details of your scenario: The world is Reminiscent of ours, although custom in design. Super powered individuals have been public for the last decade or so, first extremely rare, but becoming increasingly common. A slightly futuristic new york is our primary scene, as our heroes tackle the crimes and plots that pester it. vigilantism legality is a blurry concept as Hero reputation tends to act as an almost license to risk your life. Unestablished heroes will be both detained, and obstructed by the police, and actions may even be misinterpreted earning players a bad rep and such would be followed by expected consequences. Corporations have decided to start profiting from the "Hero Bandwagon" and recently there have been many new Hero exclusive business opening up, such as custom costume design shops, or invention stores catered to crime fighting, allowing the public to donate designs and prototypes in the pursuit of justice and a safer world. Footage of heroes and villains is highly profitable, making civilians just as bothersome as paparazzi. The hero community is governed by a council of the worlds most established Heroes creating a force that sways public favor to the communities advantage. Their success at managing the super community is the primary reason for the open acceptance of freelance justice.
Our game play style is heavy on narrative. Turns will go for about 5 minutes per group during exploration stopping at scene transitions or cliffhangers. Combat won't always utilize a battle map, as sometimes they won't be able to facilitate the scene (fights in multiple locations at once, fights at high speeds, or with abilities like teleport, fights that change maps freely. This allows more utilization or role playing to overcome opponent. Players will be free to role play their off time, but in summaries rather then long drawn out scenes. Players traveling long distance or doing single actions that take long periods get their turn held off until applicable. Finally i am able to generate content on the fly, however I also will keep throwing opportunity to come back to the plot if you're avoiding it.
We do not like players who need it to be their turn. There are multiple players, so patience is required. We also do not like min/maxers and meta gamers. We are however open to newcomers to mutants and masterminds, although we would like some role playing experience.
About the GM: I've been playing, creating, and running tabletops for a decade. dnd 3,3.5,4, call of Cthulhu, tunnels and trolls, marvel role playing game, are the retail games I'm experienced in. Mutants and masterminds is a new rule set for me, and the first that I've used fantasy grounds for. As such i may be a little slow when it comes to making decisions or looking up rules at the start of play. I'm also had lots of experience in role playing forums, a video games with role play servers. If I'm not working I'm likely online and thus very easy to reach with questions, suggestions and schedule changes.
How to apply: Post here with your table top experience, fg experience, explain your interest in joining, what makes you a good fit, availability and if you already have one a character concept. We can then exchange contact info, and build up a first character when we are both free.
Game System: Mutants and Masterminds 3e
Time Zone: Pacific Standard Time
Day of week and time: Weekdate based on availability, Time 5-11 pst,
If new game, planned start date: Small adventures can be held while preparing for the main Campaign start. Campaign start ideally within a 3week window.
Planned Frequency: Atleast Weekly. May change as availability changes. Individuals are allowed to miss sessions, come late, leave early and such. Side adventures may be played based on availability
Term: Long term, reoccuring characters (players may have many), Players are of course allowed to quit, at which point new players will be recruited
Text or Voice: We can decide this as a group
Voice software used: Skype
Role play & Combat mix: Generally 50/50 although player choices can change this drasticly
Number of Players in game & needed: Have 1 active, 2 dropins, Recruiting 2-5
Character starting level & equipment: Campaign Character = 5; Alternate Characters 5-10;
Character restrictions: Standard rules, consult me for approval on all custom or uncertain content
Details of your scenario: The world is Reminiscent of ours, although custom in design. Super powered individuals have been public for the last decade or so, first extremely rare, but becoming increasingly common. A slightly futuristic new york is our primary scene, as our heroes tackle the crimes and plots that pester it. vigilantism legality is a blurry concept as Hero reputation tends to act as an almost license to risk your life. Unestablished heroes will be both detained, and obstructed by the police, and actions may even be misinterpreted earning players a bad rep and such would be followed by expected consequences. Corporations have decided to start profiting from the "Hero Bandwagon" and recently there have been many new Hero exclusive business opening up, such as custom costume design shops, or invention stores catered to crime fighting, allowing the public to donate designs and prototypes in the pursuit of justice and a safer world. Footage of heroes and villains is highly profitable, making civilians just as bothersome as paparazzi. The hero community is governed by a council of the worlds most established Heroes creating a force that sways public favor to the communities advantage. Their success at managing the super community is the primary reason for the open acceptance of freelance justice.
Our game play style is heavy on narrative. Turns will go for about 5 minutes per group during exploration stopping at scene transitions or cliffhangers. Combat won't always utilize a battle map, as sometimes they won't be able to facilitate the scene (fights in multiple locations at once, fights at high speeds, or with abilities like teleport, fights that change maps freely. This allows more utilization or role playing to overcome opponent. Players will be free to role play their off time, but in summaries rather then long drawn out scenes. Players traveling long distance or doing single actions that take long periods get their turn held off until applicable. Finally i am able to generate content on the fly, however I also will keep throwing opportunity to come back to the plot if you're avoiding it.
We do not like players who need it to be their turn. There are multiple players, so patience is required. We also do not like min/maxers and meta gamers. We are however open to newcomers to mutants and masterminds, although we would like some role playing experience.
About the GM: I've been playing, creating, and running tabletops for a decade. dnd 3,3.5,4, call of Cthulhu, tunnels and trolls, marvel role playing game, are the retail games I'm experienced in. Mutants and masterminds is a new rule set for me, and the first that I've used fantasy grounds for. As such i may be a little slow when it comes to making decisions or looking up rules at the start of play. I'm also had lots of experience in role playing forums, a video games with role play servers. If I'm not working I'm likely online and thus very easy to reach with questions, suggestions and schedule changes.
How to apply: Post here with your table top experience, fg experience, explain your interest in joining, what makes you a good fit, availability and if you already have one a character concept. We can then exchange contact info, and build up a first character when we are both free.