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Using Mutants and Masterminds for a fantasy game
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<blockquote data-quote="ThoughtfulOwl" data-source="post: 1624988" data-attributes="member: 11563"><p>I'm doing it right now; I'm playing a mostly fantasy/slightly sci-fi campaign with a couple friends using M&M. So far it has worked well, at least for us.</p><p> </p><p> We pulled it off as lower powered by self-imposing the following points:</p><p> </p><p> 1) <strong>Lower starting level and slow advancement:</strong> our characters started at Power Level 5, enough to get heroic characters while avoiding being supers; by the time the campaign ends, we might reach PL 10 at most. The fact that we prefer well rounded characters - spreading our PPs instead of concentrating them in a few strong powers - also helps.</p><p> </p><p> 2) <strong>Pre-emptive checking with the GM about which powers can be chosen:</strong> this needs both the players and the GM to have a clear idea (and a clear agreement) on what is appropriate for the setting; for example, our characters are a martial artist with lots of feats, slight super-strenght and a little bit of control over shadows and an animist who summons animal totems to do his bidding: these concepts are supported within the setting, but time travel, significant teleporting capabilities or astral projection would have been rejected, just to name a few. Of course, what the powers represent must also be setting compliant: if you have energy blast(fire) in a fantasy setting, chances are it's your trusted fiery dart spell, not your built-in cybernetic flame thrower. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p> </p><p> 3) <strong>If you are the GM, be ready to be surprised:</strong> while certain powers are clearly out (time travel is often banned for a reason), be ready for the players to come up with some very creative explaination on why a certain power can be fit in. Also remember that certain non-blatant powers may just represent powerful yet mundane abilities.</p><p> </p><p> A last note: unless you aim for a game where - like in a superhero one - characters always rely on their powers to solve things rather than on mundane abilities, it's better if you use the 1 PP -> 3 skill points option, like we did.</p><p> </p><p> I hope this was of help.</p></blockquote><p></p>
[QUOTE="ThoughtfulOwl, post: 1624988, member: 11563"] I'm doing it right now; I'm playing a mostly fantasy/slightly sci-fi campaign with a couple friends using M&M. So far it has worked well, at least for us. We pulled it off as lower powered by self-imposing the following points: 1) [b]Lower starting level and slow advancement:[/b] our characters started at Power Level 5, enough to get heroic characters while avoiding being supers; by the time the campaign ends, we might reach PL 10 at most. The fact that we prefer well rounded characters - spreading our PPs instead of concentrating them in a few strong powers - also helps. 2) [b]Pre-emptive checking with the GM about which powers can be chosen:[/b] this needs both the players and the GM to have a clear idea (and a clear agreement) on what is appropriate for the setting; for example, our characters are a martial artist with lots of feats, slight super-strenght and a little bit of control over shadows and an animist who summons animal totems to do his bidding: these concepts are supported within the setting, but time travel, significant teleporting capabilities or astral projection would have been rejected, just to name a few. Of course, what the powers represent must also be setting compliant: if you have energy blast(fire) in a fantasy setting, chances are it's your trusted fiery dart spell, not your built-in cybernetic flame thrower. ;) 3) [b]If you are the GM, be ready to be surprised:[/b] while certain powers are clearly out (time travel is often banned for a reason), be ready for the players to come up with some very creative explaination on why a certain power can be fit in. Also remember that certain non-blatant powers may just represent powerful yet mundane abilities. A last note: unless you aim for a game where - like in a superhero one - characters always rely on their powers to solve things rather than on mundane abilities, it's better if you use the 1 PP -> 3 skill points option, like we did. I hope this was of help. [/QUOTE]
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