Rather, Miami goes seven weeks without detecting a homicide. Chances are pretty good that somebody will eventually stumble across a locked down house with a month old murder victim in it.
Lyrics by Dana Jay Bein on Twitter.
https://twitter.com/danajaybein/status/1240307541491494912
Is this a sore throat?
Is this just allergies?
Caught in a lockdown
No escape from reality.
Don’t touch your eyes
Just hand sanitize quicklyyyyy
I’m just a poor boy, no job security
Because of easy spread, even though
washed your hands, laying low
I look out the window, the curve doesn’t look flatter to me, to me
mama, just killed a man
i didn’t stay inside in bed
I walked by him, now he’s dead
mama, life was so much fun
but now I’ve caught this unforgiving plague
mama, oooooh
didn’t mean to make them die
if I’m not back to work this time tomorrow
carry on, carry on as if people didn’t matter
too late, my time has come
sends shivers down my spine
body’s aching all the time
goodbye everybody, I’ve got the flu
gotta leave you all behind and face the truth
mama, oooooh
I don’t wanna die
I sometimes wish I never went out at all
I see a little silhouette of a man
what a douche, what a douche
did he even wash his hands though
security is tightening
very very frightening me
Gotta lay low (gotta lay low)
Gotta lay low (gotta lay low)
Gotta lay low masturbate
Masturbate O O O O
I’m just a poor boy, facing mortality
HE’S JUST A POOR BOY FACING MORTALITY
spare him his life from this monstrosity
Touch your face, wash your hands, will you wash your hands?
BISMILLAH NO WE WILL NOT WASH OUR HANDS! (WASH YOUR HANDS!)
BISMILLAH NO WE WILL NOT WASH OUR HANDS! (WASH YOUR HANDS)
BISMILLAH WE WILL NOT WASH YOUR HANDS! (WASH YOUR HANDS!)
WASH YOUR HANDS! (never, never, never wash your hands oh oh oh oh oh oh oh)
No no no no no
Oh mama mia, mia (mama mia wash your hands!)
COVID-19 has a sickness put aside for me, for me
So you think you can stop me and just shake my hand?
So you think we can hang out and not break our plans?
Oh baby, can’t do this with me, baby,
Just gotta stay home, just gotta stay home with my fever
oooooh
Curving can get flatter
Anyone can see
Curving can get flatter
Curving can get flatter, you’ll see
Just look out your windows….
No matter what genre, the WORST agents to face are the friendly ones. Mobs of fanboys/fangirls jamming the room, trying to get a selfie, trying to get an autograph, tugging on your costume and maybe trying to snag a souvenir. Not something you can just blast your way out of, either.
I like the somewhat recent (by Hero Games standards) development of the mook mechanics, where popcorn opponents function on different mechanics than significant or named opponents to allow for some moments of epic posturing and dramatic entrances. Some extension of this treatment to the mechanics of Champions would actually benefit the game IMO. Rather than needing stat and power inflation to define truly powerful endgame villains, simply establishing that the mook rules, which PCs gleefully used to thrash his minions all the way from the front door to the throne room, suddenly apply to THEM vs this guy, is all the dramatic reveal that is necessary to get them to sit up straight and take notice.
This is slightly off topic, and not addressed at anyone involved in this thread, but reading some of the comments has brought something to mind that I have been thinking about for some time.
Also, if the tone seems a bit heated, I apologize in advance, but this is a topic that has been bothering me for a while, again, none of this is addressed to those posting in this thread.
Over the many years of my sporadic RPG career, I have done a roughly equal amount of time as a GM and as a Player.
I enjoyed both.
I enjoyed playing because all I had to do was show up with a well-prepared character, or some good ideas if we were creating characters from scratch, and enjoy playing the game.
I enjoyed GM'ing, because it gave me the chance to try my hand at creating an adventure that the players would enjoy, find challenging, and want to continue into a campaign.
That is not the only difference.
GM'ing is a metric buttload of work.
I started out DM'ing AD&D.
You had to create a plot, maps, monsters, treasures, traps, NPC's, atmosphere, background information, interesting things for each character to potentially do (traps and locks for the thief, appropriate stuff for the fighters to fight, people for the cleric to convert or heal, interesting magic stuff for the magic user to find, etc.).
It might take a day of work for each hour the players were going to spend at the table.
Champions is a little different, not as much "treasure" but way more NPC's and combat and plot.
And I admit that I did enjoy the work I put into creating an adventure, mostly, but it was still work and took up a lot of time, which all of us seem to have less of as the years go by.
I also enjoy cooking, and from time to time I invite people over for dinner.
If I invite someone who does not like spicy food, I have no problem accomodating that.
If I invite someone who loves baked beans, I will do my best to work them into the menu.
However, since I am the one buying the ingredients, playing the host, and doing all the work preparing the food, I expect to get a certain amount of apprectiation for going to all the trouble.
After all, there are plenty of restaurants that will cook the food you want, pretty much the way you want it, you just have to pay for it, and the more demanding you are, the more you usually have to pay.
There are times when players, and I hope it is mainly players who have never GM'ed, give off a vibe like:
"I want you to go out and buy every possible ingredient for every possible dish.
Clean them, prep them, and have them waiting for my arrival.
When I get there, I expect you to produce exactly the dish I am in the mood for, even though I may not know myself what I want.
You think that you have to right to have some input into what you cook?
How dare you!
You can't bully me into accepting something that you enjoy too, this is all about me!"
That example may be a little extreme, but I find the concept that the GM is just another player, with no more right to have the game suit him than anyone else, to be ridiculous.
Maybe everyone else lives in a world that is crowded with GM's begging players to enter their games, but that has never been my experience.
I always felt lucky that someone else was willing to put in all that effort so I didn't have to.
That doesn't mean I would put up with a GM that was rude or abusive, but other than that, I was happy enough to be in a game to cut the GM some slack.
I am not saying that the players are just there to act out the GM's play so he can sit back and watch it.
But as much as the word "railroad" has been maligned in the RPG world, it is a great way to get a group of people to the same place at the same time!
Perhaps the concept of "carpool" is more appropriate.
Everyone is trying to get to the same basic place, at around the same time.
If one of the group wants to stop off to pick up some drycleaning, or drop something in the mailbox, that is fine too, as long as everyone gets where they are going in time.
But, if people are saying that if the guy who owns the car, buys the gas, and does all the driving, likes to stop off for a doughnut every morning, he doesn't have that right unless all the passengers want one too, that sounds like B.S. to me.
After all, if someone just wants to come up with a story where their character, and all the faceless drones that follow it around, does exactly what he wants in a world made to accomodate him, they can do that.
They call it writing a story.
But to expect someone else to spend their time writing one for you, that exactly matches your desires, with little to no input from them, seems a little selfish.
For one thing, if the GM is not the guiding the plot, who is?
I always see comments about "the players", but if you think about it, would all the players want exactly the same thing?
I mean obviously, if you start out with a bank being robbed, and one player wants to kill off the robbers by beheading them with her power sword, and one player wants to use his negotiation skills to talk the robbers out of a life of crime, and one player wants to go to the library across the street and research the history of the Federal Reserve, and the final player wants to have their character strike up a romance with one of the "rough-edged but dangerously attractive" bank robbers, you can't pursue all of those threads at the same moment, especially since the bank robbery is only being staged as a distraction while Viper is stealing the McGuffin across town and the players probably need to figure that out, if not now, at least soon.
So, do you stop for a vote after each turn so see which direction the players want to jump?
I believe that the problem is often not "The Players are not able to have Their characters do the things They want to."
but instead,
"I am not able to have My character do exactly what I want to, (and have all the other players and the rest of the game world go along with me)!"
I have never seen someone suggest that the players should take some sort of vote, or express their opinions on which direction the game should go, it always seems to be assumed that if that power-mad GM would just get out of the way of the person who is talking, everyone else could follow them to the promised land.
After all, if you are going to only please one person at the table, it might as well be the person who does all the work, not the person who does nothing but complain about the work that has been done, without actually contributing anything that would also make the other players happy.
For some reason, many players seem to think that if the game was just run the way they want it to be, every thing would be great.
And that's fine, if someone thinks they can do a better job than the GM, they should give it a try.
Do the work.
Spend the time.
Come up with the kind of plot you like.
Guide the game in the direction you see fit . . .