A Matter of Family

Teflon Billy

Explorer
My group and I played Chris Aylott (of Dynasties and Demagogues semi-fame)’ s Mutants and Masterminds adventure A Matter of Family (AMoF) a couple of days ago and I have to say it’s a well-made, nicely written addition to a product line known for it’s quality.

First, the good bits.

The art is really nice; and when “really nice” means “good enough to hang with the usual Mutants and Masterminds Art”…you know that means pretty damn fine.

The plot is compelling—being something more than just a connected series of fights and obstacles for the PC’s to overcome. AMoF may be the first published Superhero Adventure I can recall that concentrated mostly on social interactions with non-super powered NPC’s rather than super combat after endless super combat.

Which is not to say there is any shortage of punch-ups; just that they don’t tend to move the plot along any more than simple conversation, detective work or interrogation.

The Villains provided in the adventure are a joy. There seems to be two schools of thought in the world today concerning character creation in Mutants and Masterminds. This first is Modeling: that is, creating the character’s stats based on a concept and sticking with that come hell of high water.

The second is Optimization, where the characters are made with an eye toward milking every mechanical advantage from them possible within the concept.

M&M products in general have a real problem thus far in that they tend to follow the “Modeling” school of character creation, whereas every player I know of (and most every player to come to the Green Ronin Forums) seems to lean more heavily toward “Optimization”.

This leaves us with such embarrassing situations as Freedom City’s premiere super team (The Freedom League) being trounced by groups of newly-made PC’s with childish ease. This desire to publish “modeled” rather than “optimized” NPC’s often leads to the inclusion of some characters of very dubious utility in published M&M material.

I am happy to say this is not the case in AMoF, the characters are interesting and well made (meaning, I guess, optimized), and come complete with instructions from their creator on clever tactics which will work with their power sets. Nice stuff indeed.

Now, the bad bits (or simply “not as good”, if you prefer…it is far from terrible).

Though the NPC Metahumans are well made and interesting, they are just plain too few in number. The combat challenges presented to a group of “3 to 5 PL10 characters” (as suggested by the author) are less than minimal.

We played with a group of four Power Level 10 PC’s who literally had no problem with the single attackers sent against them (who were, admittedly, there to be beaten and “siphon off” hero points from the characters before the final confrontation with the “Big Villain", though the PC’s spent not a single hero point to dispatch either of these characters).

M&M is simply not built so that a single Power Level 10 character will stand any kind of chance against 4 similarly powered characters.

Even the main villain, whose “Incorporeal” power is often a game breaker in combat, has “Unarmed Physical Attacks” as his vulnerability; meaning that your team’s “brick” (A Thor/Hulk/Collossus/The Thing analog…a very common character concept) is going to walk through him like he was tall grass; and this is the climactic battle

As mentioned above, the plot was interesting enough that they still had fun investigating things, interrogating people and just generally putting the pieces of the puzzle together, but were I to run it again, I would definitely add some more “fight” to the opposition.

So all told, I think this is a good product, and I look forward to more M&M products from Chris Aylott, he seems to have a nice grasp of the feel of “modern age” comics, to at least the degree that Freedom City’s Steve Kenson understands the Silver Age.

And that is pretty high praise.
 

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Chris Aylott, award-winning author of Atlas Games' Dynasties & Demagogues, and V. Shane, creator of the popular Artifacts of the Arcane series, bring you A Matter of Family, a 31-page adventure for M&M Superlink. This adventure is packed with investigations, new super-villains, plot twists, a new superpower, a new feat, and loads of combat. Everything a M&M Superlink GM needs to entertain his players for hours.

The three new villains, each completely detailed and illustrated, can be used for many adventures beyond the one presented in this beautiful, functional PDF.
 

A Matter of Family is a Mutants & Masterminds adventure published by Ronin Arts and written by Chris Aylott. V Shane handles Art. Both those names should be familiar to most readers as Chris is the author of several books including the excellent Dynasties and Demagogues while V Shane has his own line of products in addition to being in several companies products. A Matter of Family clocks in at 29 full color pages and uses the landscape format.

Personally I don’t like the landscape format for most products and that includes this one. The layout is fairly easy on the eyes being two columns, but the landscape format makes the paragraphs look fat. The full color isn’t your friend when printing either as there is a lot of blue including the borders or important issues which are separated from the main body of the text in blue boxes. V Shane’s art is up to his usual high standards and fits the super hero genre well.

A Matter of Family is designed for three to five starting (PL 10) characters. GMs will have the opportunity to test the Mutants & Masterminds system as well as engage the players in role-playing situations.

The adventure boils down to this. The characters are contacted by DA Robert Malina to protect Don Maggio for two days. Seems the Don is going to turn on the Mafia families and he needs protection from those who would insure that he obeys the Mafia code of silence. Along the way, the party engages individuals like Buzzbomb and Ice Tease until the big opposition, the Spectre, comes out to play.

Most players hopefully won’t just sit there though and take these attacks but will instead move into investigating whose got the most to gain from the Don’s assassination and discover the true hands manipulating the puppets.

The strengths of the adventure are as follows:

Preparation: While fairly short, the book devotes time and details on things like why the players would be called, how they might go about investigating things and what they should be doing.
Full Character Bios: For the bad guys, this is important. It prevents Ice Tease and the others from being just a set of stats. We get full game stats, biography, description, battle tactics and story seeds. The latter are useful is you want to continue using the characters outside this lone adventure.
Multiple Solutions: While the characters can just punch out everything and just guard the Don, there are other options open to them that they can take and explore the GM’s world.
The Writing: I don’t know if Chris is a big super hero fan or not, but his writing is easy to read and in many ways, reads like a comic with options to take the game in several directions.

It’s not necessarily an introductory adventure though as it doesn’t walk the GM or players through any of the skills and powers that might be used, but for those familiar with the system, it makes a great starting point. It’s also not an adventure for vigilantes or ‘dark’ champions style characters that’d be among those trying to kill the don in the first place.

Those aren’t issues with the adventure however. The adventure isn’t meant to be a starting adventure, nor is it meant to be a ‘universal’ adventure fit for any M&M campaign. It’s written, and succeeds, as a standard, almost silver age, adventure.
 

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