Originally posted by Mutant for Hire
1. Build the characters for the players. Ask them the sort of characters they want to play, even have them write out the background and then work with them a little bit. Keep the concepts as simple as possible. If they can't be summarized in one line, the chracter is too complicated for an entry campaign.
2. Build simple characters for the players. No VPPs or VarAd/VarDisad modifiers. One Multipower per character max. Don't futz around with END Reserves either. One END pool makes life simpler. Keep the Advantages and Disadvantages down to a minimum as well as the total number of modifiers on each power.
3. One possibility is not to use all 350 points, and instead leave some unspent for the characters to spend and tune themselves as they start to get the feel of the game. The GM builds the frame and then the players can fill in the detail work with time and can flesh out the characters to match the campaign.
4. Create a "source code" character sheet and a "compiled" character sheet. The latter sheet doesn't have anything but a flat out description of the relevent character numbers. No CHAR scores, only 9+CHAR/5 plus relevent entries from all the CHAR tables such as throwing. No skill points, only what each skill roll is, etc. They get their line from the SPD table to tell them when to move.
5. Give the PCs an NPC patron who is also their mentor. Spend an evening doing a Danger Room session (or having the characters spar one another) and have the mentor give suggestions about how they can use their powers more effectively and tactics they should be avoiding.
Note on #3, is that it actually works fairly well in genre. When you look at the very early Marvel heroes, you often notice they didn't have many powers to start but developed rapidly. Look at the very early Fantastic Four, fresh after the accident. The Human Torch was not doing nova bursts in the first issue. Sue Storm was not creating force fields in the beginning either.
As for #5, it helps the GM guide the players along, having an NPC mentor who is in position, in-game, to give advice to the characters.
I like these ideas. I think another thing for campaign play is to get an idea of what your player's interests are and tap into that. Don't have them play characters they will rapidly lose interest in once the novelty of the system wears off.
† The wicked watcheth the righteous, and seeketh to slay him. (Ps. 37:32) †
"If we do not maintain Justice, Justice will not maintain us." Francis Bacon
"Criticism may not be agreeable, but it is necessary. It fulfils the same function as pain in the human body. It calls attention to an unhealthy state of things." Winston Churchill
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