Best system to run an X-Men type game?

Whilst reading the M&M powers section, I kept thinking, "Hey, that's an X-Men power... so's that... why'd they put that in there at all unless every second player is Kitty Pryde?"

Needless to say, I think M&M is great, especially for this purpose.
 

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There's also Four-Color to Fantasy, available at RPGNow.com for $7 in pdf format. It is currently one of the top-rated pdf products on the reviews page, and is fully compatible with d20 Modern and D&D.
 

This is a compliacted question. I like M&M a great deal. However, and this is a big however, it flatly does not have the flexibility in power construction that either Hero or SAS Tri-Stat have. The stock example is the Cosmic Power Pool/Dynamic Power in Hero/SAS. There's nothing to simulate that kind of thing in M&M.

Yeah, you can just make powers up. But if I want a freeform game, I'll play freeform.

Now, you may not need that extra bit of flexibility in the game you want to run. If not, then use M&M, which is a great system. If you do, then I think you have to go with Hero or SAS.

Of the two, I like Hero better. It's more clearly written, despite the larger rulebook, has far better support, and handles low-powered characters better, because of the more detailed skill system. It's also more useful as a universal system for non-supers games. If you want to use SAS for non-supers, I highly reccommend the new Tri-Stat dX book, which is outstanding, and finally fulfills Tr-Stat's promise as a universal system, much like Hero 5 did for Hero.

I dislike the new Marvel game. Not because it's diceless (I love Nobilis,) but because it's bad.
 
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Assenpfeffer said:
The stock example is the Cosmic Power Pool/Dynamic Power in Hero/SAS. There's nothing to simulate that kind of thing in M&M.

Actually there is. If you look on pg 94 in the M&M rulebook, there is a group of paragraphs under the Variable Effects heading. This lays out how to construct a power which duplicates a HERO system power pool (in fact, the Variable Effect rules are how the Gadgets power in M&M is constructed).
 

Also in M&M 'Hero Points/Extra Effort'. Or for that matter Sorcerer, could be change to have any different effect/source and has LOTS of flexibility. Personally VPP from Hero is WAY more work then it is worth. If the GM does not watch is ALL the time, the player can REALLY abuse this power.
 

I have GMed Hero1, Hero2, Hero3, Hero4, Hero5, and Champions: The New Millenium.
Villains and Vigilantes.
Marvel Superheroes, and the Marvel Universe Roleplaying Game (SAGA).
GURPS Supers.
Super World

I have played all of the above and the following.
DC Heroes1, DC Heroes2, Blood of Heroes, and the DC Universe Roleplaying Game.
Heores Unlimited.

I own, but have not played...
Abberant.
Supergame.
Underground.
Godlike.
Guardians.

What I'm try to say is that I have a lot of experience with the Super Hero genre and game systems.

All of that being said. I will unhesitatingly recommend Mutants & Masterminds. It is simultaneously streamlined yet comprehensive. Character generation let's you make the character you want, without getting bogged down with the details and kruft of systems like Hero. The hero-point mechanic lets you perform flexible power stunts without having to over-agonize every little detail of your character.

I cannot say enough good things about this game!
 

I'm going to break out of the mold and suggest Godlike.

The system on handling powers is great, and the system itself is simple but great. In my opinion it's a great system for simulating the "normal humans with super-powers" campaign schtick. :)
 



The Kender said:
but I'm looking for something that can keep the players as regular people plus a strange power. I don't want characters able to able to take a bullet to the head and live through it or be able to storm through 100 people without a scratch. The power would be there, but I want them to retain the feeling of being mortal and at least part human.

If you want to emphasize the mortality aspect, i'd grab Godlike. If you don't mind a bit higher-powered--drawbacks are more along the lines of Spidey having a headcold or the X-Men kids having finals coming up, rather than worrying about dying--i'd go for Marvel Universe RPG.
 

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