I'm in the early stages of creating a new game, with gritty street level vigilante heroes. I asked my players for background ideas that would help facilitate cooperative role-playing. To this end I required that...
1) The characters would know each other and be on friendly terms at the beginning of the game.
2) No "lone wolfs" of any type.
3) Have some reasonably "realistic" motivations to risk their lives, freedom and reputations by becoming vigilantes.
The players then decided that they would all be elite ex-military men who were exposed to unknown chemicals during the early operations of the Iraq invasion. This exposure, while causing no adverse effects at the time, triggers the growth of their strange powers once back in the States many months later. Over time they contact one another and discover they all have similar problems and eventually come together in Chicago. They decide to keep their new powers a secret and, in motivations ranging from a simple strong sense of justice to a "Death Wish" like scenario, they decide to use their military knowledge and new powers to fight crime in Chicago.
OK, too late to avoid all those clichés, but in 2007 what are ya going to do?
Where I want to avoid further clichés is in the overall story arc.
- Why were the chemicals there?
- Who created them?
- Was it coincidence that the characters were there to be exposed?
- Does anyone else have similar powers? Who and why?
- Are they being watched? Manipulated?
- What does the military and the governments really know?
Government conspiracies, black ops, evil corporations, etc. Who hasn't heard it all?
Let me know what you think are the lamest, most overused clichés in this area. Tell me what tired ideas you wouldn't use.
Since one of my players frequents these boards I can't really use any good plot ideas, I just want to get advice on the overused one so I can reverse engineer something almost original.
Thanks in advance.