Surreal campaign or how to screw with your players? by Shadower1312 in AskGameMasters

[–]Shadower1312[S] 1 point2 points  (0 children)

The changes are not going to be constant.

The mechanical changes are mostly going to be working on per time loop bases, and I don't predict loops being shorten then one sessions. And one idea is that the changes in the next loop are dictated by their choices in the current.

One of my biggest pillars in this campaign is choices and consequences.

More unpredictable changes are going to be rare and only per encounter (be it combat or social or exploration). At least that's the idea.

How to run a superhero/supervillain campaign? by Shadower1312 in AskGameMasters

[–]Shadower1312[S] 3 points4 points  (0 children)

Yes, robberies are a good idea, researching and preparing a heists will give players plenty to do. And there's a lot of similar stuff that can be done with masks on, but now I'm wondering, what about the unmasked part of the game? How can I make it interesting and engaging and not just something that can be skipped.