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A Matter of Family
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<blockquote data-quote="JoeGKushner" data-source="post: 2011794" data-attributes="member: 1129"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>The strengths of the adventure are as follows:</p><p></p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="JoeGKushner, post: 2011794, member: 1129"] 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. [/QUOTE]
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