My first question here, let me know if I can improve my question. Or if I'm asking in the wrong place. :)

I'm planning start a modern campaign with my friends and I would like to create a "mutant" theme in this scenario.

All the players will, at beginning of the campaign, discover a random special ability (they won't choose) and their normal life will change after that (for better or worse). Regardless the system I will use, my real problem is create this scenario.

I mean, my only references are Heroes (tv serie) and, of course, X-men. But I really don't want to create super-heroes and super-villains (like X-men). I will try to make more realistic as possible. And the powers won't be that overpower, at least not at beginning.

I already decided a few general things about the scenario:

  • The world does not know people with powers exists, they are less than 0,1% of population.
  • Most of them try to hide their abilities, so they can have a normal life (or get advantage of normal people)
  • Some groups of normal people know their existence. Some of them want to kill them all, others just want to understand their powers and make research.
  • All those groups, not necessary knowing each other, agree that is better for the world not know about it (for reasons like: mass panic > paranoia > segregation > rebellion > war).
  • There is groups of people with abilities trying to make the world a better place, but, at same time, avoiding being caught.
  • And others people with abilities exploiting their powers at most, to get profit.

With that in mind, I can create a decent scenario. At the moment, I will try to focus in how each player's life before the powers is changing. Family, work, friends, personal goals... They will try to live a normal life? They will abandon everything if, for some reason, their life is at risk? And I will try to see what path that player is choosing (good, bad, neutral...).

Doing that, my idea is make each adventure taking like 1-2 days or so in story time. So they will know each other in a intense way (probably risking their lives) and, when the plot ends, they go back to their regular life. After months, a new plot appears starting with one or more players and they need to reunite again and help each other out.

But I'm still thinking I did not cover everything... I would like to hear more ideas about that. Plots, environment, politics, maybe another reference that I could read and get more ideas? What should I do if a player decides to go against the others (be bad, when everyone decided to be good, or vice versa)? Thanks!


closed as primarily opinion-based by user17995, KorvinStarmast, SevenSidedDie Mar 24 '16 at 18:25

Many good questions generate some degree of opinion based on expert experience, but answers to this question will tend to be almost entirely based on opinions, rather than facts, references, or specific expertise. If this question can be reworded to fit the rules in the help center, please edit the question.

  • \$\begingroup\$ Welcome to RPG.se! Take a look at the tour; it's a useful introduction to the site. As written this question would result in a list of ideas with no obvious way for voters to tell which answers are better than others. This site is focused on looking for best answers that solve specific, concrete problems. If you don't have a more concrete problem to solve around this issue, you may want a forum instead where you can discuss and brainstorm together. \$\endgroup\$ – SevenSidedDie Mar 24 '16 at 18:25