Neowolf wrote:
I'm looking for a set of rules that could accurately depict the X-Men comics from the early to mid 90s. I know it's asking a lot, but designers, think of this as an opportunity to pimp your stuff.
Well, Neowolf, *Deeds Not Words* might actually have an inherent bias
toward creating the X-Men, since they're probably my favorite corner of the Marvel universe. I took pains to ensure that all the X-characters I knew of had their powers (or something very close) represented. This might not hold true after '97 or so, when I started to lose track of ongoing Marvel continuity a bit. But the solid Claremont years of the 70s and early 80s were firmly in my mind at all times when I was designing DNW, as were the years 1991-94, when I first discovered and followed the X-Men comics.
*Deeds Not Words* is what I'd call "straight d20." It has origins (standing in for races), classes, feats, levels, hit points and all the trappings of good ol' D&D3E. *DNW,* like *Vigilance* and *Comic Book Super Heroes* will be instantly and intimately familiar to anyone with any experience whatsoever at beating up kobolds and slashing zombies.
It looks like d20 SAS and *Mutants & Masterminds* are stretching the boundaries of d20 as far as possible, and that's cool. They both look great-- M&M in particular makes me salivate with anticipation.
But *Deeds Not Words* takes the opposite tack-- it adheres faithfully to the established d20 conventions and tries to preserve all of their advantages while mitigating some of their weaknesses with as much flexibility (in terms of things like multi-classing) as possible.
I'm not really good at "pimping" my game, but I like to think that I can be honest about it. Reaction to it has knocked me flat on my ass. Of the seventy or so customer comments I have in my "responses" file, the single most negative is "this is a really well-done game, it just doesn't mesh with my personal biases for a supers game." Despite the imperfection of the book (there are some editing boo-boos, small ones frequently repeated, but no major gaffes like missing tables), my "newb" status as a PDF publisher, and my "baby steps" marketing plan, praise for the book has been lavish and ecstatic, and word of mouth alone has had it selling approximately five times faster and heavier than I *optimistically* projected.
If you have any other questions, I'd be happy to answer them as best I can... maybe someone out there with a more detached view than *Deeds Not Words'* author can give an unbiased overview of the game.
Cheers,
SL