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wiseblood_13

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  1. I was going to suggest Spence's method - our first concepts for play were passionate, heat of the moment builds so we could get playing, but after learning the game and it's dynamics better, we had new concepts banging around in oUr heads and wanted to maybe switch them out. The GM already had plot strings laid out involving some characters, but just like in the comics, sometimes a plot gets put on the back burner for an issue of two, which allowed us to write up 'new recruits' and get them in the flow of things and even begin to tie them to the previous plots. We allowed for three members of the burgeoning supergroup apiece per player - so I could run my old-soldier acrobatic martial artist Brigand, or my flashy teenage blaster Radar Rider, or my blind alien butterfly woman Firethorn, who used mental and light powers to explore her new world and help her new friends fight bad guys. Kept it mixed up enough to keep the game fresh for us and the GM.
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