Well I woke up with what I THOUGHT was a good idea. Our group is kind of newbie, and they're kind of... stuck in some very bad habits.
- They expect the GM to tell them everything
- They think they have to roll perception for every room they walk into (they literally think they have to roll to see the table and chair in a room)
- They're not really used to RPing at all... the very beginning of that first session for the zombies campaign he set up our setting and how we met and et cetera and then set up what just happened and our situation we were in and everyone just was like "what?"
- What little roleplaying they do do they do terribly, for instance one person had loner or something so he was constantly like "Okay, well since the group decided to go this way I'm going to roll against my will to follow them." and I'm just like... really? You're taking that way too far, he did it for basically any decision the group made
- Kind of like a subpoint to the above, they also dont really get the idea of NPC vs PC reaction, they're trying to be like oh yeah I'm going to use my fast talking skill on Michael to get him to come with us
So what happened when I woke up, the campaign that I thought of was essentially, they're going to be super heroes, and in the first session there's almost nothing but battle, they're just going to dive through tons of enemies and it's going to be super easy. The main villain is Doctor Ominous/Professor Ominous (I switch back and forth every time I say his name), so they go through all the fighting and at the end of the session he traps them in a plot-strength force field (basically just bullshit forcefield they cant escape no matter what, I'm the GM fuck you, no you cant punch your way out of it), and there's also a Plot Device in the middle of the room, the villain gives his monologue saying he's going to take over the world and sort of foreshadowing the rest of the campaign, then pulls a switch and leaves, after a minute or two of panicing there's an energy pulse and then the heroes pass out. Then they wake up the next day at the villains lair seemingly unharmed, they dont know that they lost their powers yet and I'll make up some situation to let them find out before they leave the Villain's hideout or more than likely they'll try to just fly out or something. The session should end with them back at the headquarters, knowing they lost their powers, and wondering wtf. The next session will kick back up with them finding the Villain making major moves against world powers and hearing rumors about how to get their powers back. The campaign will revolve around slowly getting their powers back (and maybe some new ones along the way). Oh right, they're going to flat out lose SOME powers, but most of them should just be extremely degraded, like going from 1000 points to 200 points characters.
Effectively I want them to start out REALLY strong and have some fun with it, they're still new so they dont even really get how fighting works, so that'll introduce them to that. They dont really understand how much freedom they have, which is sort of good for me, but I want to encourage them to freestyle instead of punching the robot pick two up and smash them together, or punch the ground to demolish a group! It'll force me to improvise a bit, but I understand that GMing is 10% planning 90% improvisation. The first session is supposed to be a good introduction to their characters and the feel of the gameplay. Also, I've never GM'd before, so them having super powers will allow me to make a lot of mistakes without killing them, and if all else fails I can just say they ignored the damage and the bullets bounced off their chest or something.