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Community => City of Heroes => Topic started by: Firon on January 28, 2015, 06:26:12 AM

Title: CoH tabletop intro help
Post by: Firon on January 28, 2015, 06:26:12 AM
This isn't me asking for a tabletop game for CoH (I'll be using Mutants and Masterminds) but I'd like to know what I should include in a "Setting introduction"

What's important for newbie ones to know about the setting? What would be good hooks? That sort of thing?

Please and thanks
Title: Re: CoH tabletop intro help
Post by: jonsp1170 on January 29, 2015, 05:11:06 AM
Well, for my own game, I plan to start by showing the players the original CoH trailer. (Search "City of Heroes Official Trailer" on YouTube, if you're interested; also available here (long download) http://www.cityofheroes.ca/media-and-downloads/videos/index.html ) It doesn't give a detailed history of the setting, but I think it gives a nice feel for it, and some nice visuals of the city (even if it is a little corny). Also shows clips of the Rikti War, which is sort of the major excuse for why things are the way they are in Paragon City at the start of the game. (I'm starting my campaign right at the beginning of CoH, before the destruction of Galaxy City, the arrival of Ouroboros, even before the Hollowing; so of course that determines the information the players start out with).

After that, I plan to:

Hm. Anyways, rambling.

So that's what I plan on doing at this point. Everything else I figure they can discover during play. Some of the information will probably be things the characters knew all along, but I won't worry about telling the players until it becomes relevant. (For example, why explain war walls until they actually see them, or Hero Corps until they encounter them, or hazard zones until an adventure takes them into one?) I'll just decide case by case if it seems like something the characters would reasonably know, given their backgrounds (liberally supplemented with Expertise and Intellect checks and uses of the Well-Informed Advantage).

Hope this helps.
Title: Re: CoH tabletop intro help
Post by: Battlechimp on January 29, 2015, 05:46:55 AM
Jonsp1170 covered a lot of great points.  One thing you should do is ermine where in the timeline are you setting your a me.  Right after the Rikti War? Maybe where the game ended?  Are you players going to be established heroes in their own right, just not from paragon City, or are they new heroes just starting out in Paragon

If they are going to be new heroes, they should not know a lot of details about the city.  The history of things that wereon the plaques would be public knowledge.  They would know about the Freedom Phalanx, the Vindicators, just not necessarily specific things like what happened to the Omega Team.  What they would know is what the Rest of the world would know, they were heroes who went though the Portal and never came back. Why... they don't know.  If they are new heroes the only things they'd know would be what is general public knowledge

The knowledge of the villains would be general, nothing specific. Think of the story arcs where villain groups are introduced, Circle of Thorns, they're images that are kidnapping people, their background with Orangebagel they'd need to discover over the course of the game.  I would say keep it general, they will find out the rest of the details as the game progresses, those are the story hooks that can get them into the setting.

Why are these ninjas running around.... why are two street gangs developing supernatural powers... what's turning these people into green rage monsters... why does it seem like there's Morse code going through my head when I drink this new Crey Cola while standing next to my 70" Crey TV set.  Not knowing specifics about villain groups gives the reasons to look further into them

Title: Re: CoH tabletop intro help
Post by: Firon on January 29, 2015, 07:54:40 AM
These are all really good ideas.

The party's actually considering going villain, actually. (I will be preventing anything too Phipps-y)

The timeline IS something serious to think about...I could start early, and use downtime, or we could start later and have them be new arrivals...that's definitely something I'll have to ponder.
Title: Re: CoH tabletop intro help
Post by: jonsp1170 on January 29, 2015, 07:56:40 PM
Quote from: Firon on January 29, 2015, 07:54:40 AM
I will be preventing anything too Phipps-y.

Yeah, if you go villain, I'd say making sure your expectations for the game are in synch with your players' is top priority, much more so than with a heroic or even vigilante-style game. Villains just provide so much opportunity for going hog wild. Which is part of the fun of playing them. But that can easily tip over into uncomfortable, unmanageable, or even just boring.

A couple other things to watch out for/consider:

Curse you, Firon. You've got me thinking about this stuff and now I'm all antsy to start my own campaign. And I have two others that I have to finish first. :-)
Title: Re: CoH tabletop intro help
Post by: Firon on January 30, 2015, 03:18:32 AM
I'll basically be starting it like this, I think.

We're gonna start with the Dr. Graves contest, that'll be a good way to let me get a feel, give them something structured, and a good reason to start working together. There will be no "Destined one" crap, and it'll be closer to the Mortimer Kal thing, where as they do jobs, they get details on people to talk to, hints for ways to gain power, influence, money, or territory, and since it's tabletop, they can just scheme themselves.
Title: Re: CoH tabletop intro help
Post by: jonsp1170 on January 30, 2015, 10:07:00 AM
So sort of a mix of doing jobs for NPCs and pursuing their own schemes? That sounds like a good plan. Some direction when they might need it, plus the experience of building up a network of contacts, acquiring resources and influence to put their own schemes into play. I think that would capture the feel of the Rogue Isles nicely.

Hearts of Darkness was a fun storyline. Should make for a good tabletop scenario.
Title: Re: CoH tabletop intro help
Post by: therain93 on February 01, 2015, 03:52:48 PM
Quote from: Firon on January 29, 2015, 07:54:40 AM
These are all really good ideas.

The party's actually considering going villain, actually. (I will be preventing anything too Phipps-y)

The timeline IS something serious to think about...I could start early, and use downtime, or we could start later and have them be new arrivals...that's definitely something I'll have to ponder.

See post 66 for other particular points in time:  http://www.cohtitan.com/forum/index.php/topic,10172.50/topicseen.html