[Deeds Not Words] Okay what do you think?

There will be a few more pdfs and the like, but Mutants & Masterminds is not a PDF game, and isn't really intending to compete on that level.

Exactly what level is that? I buy quite a few pdf's and must say that a lot of them are done pretty well. And for their price I usually get more out of them than I do with print books. My D&D group uses a lot of Monte's stuff. Actually we are about to head into the Bane Warrens (sp?) right away.

As for that thread url you posted, I've been there before. No HP's, No Classes, You can create a lot of powers, Not as Complex or detailed as Champions, gritty version allow you to punch peoples heads off if you have super strength. Sorry but that really doesn't get me drooling. I'm not saying that it won’t be a good system. I’m saying I don't know enough about it to wait for it. If SAS gets really good reviews I will probably get it. But, if I buy SAS I very seriously doubt that I would also spend money on M&M. I only have limited resources (like a lot of people), which is why I wonder how well M&M will do. Most people will only buy one or the other not both. Since SAS comes out so much sooner I'd bet that it would be the successful one. Though I'm more than willing to be proving wrong. I just want an easy to run supers game that will scale to handle anything from a gritty slightly high tech setting to a campy four colour romp.
 

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Java...

Deep breaths...deep breaths...

I personally like the fact the Steve Kenson worked on SAS and SAS D20, and now is the lead designer for M&M. I have read his posts on the GR Forums and it sounds like he is on the right track.

I will be looking both over carefully, but will likely buy both. I know Squirrel Nutkin is really smitten by the M&M playtest rules...might be worth querying him over at Nutkinland for more details. I am hoping that I can get in on a SAS D20 demo and M&M demo at Gen Con.

I also recall NikChick saying that she hoped to get some preview stuff up for M&M before Gen Con...I will be waiting for it!

Thanks!
 

I bought it yesterday at fully printed it at the (empty) University printer...

WOW!

318 pages full of crounchy bits. A great game.

I have found only a negative side:
It uses a concept I really hate: power points :(
(e.g. every small Energy Blast you fire cost you 1 power point. If you're let's say level 5, you have some 20 power points, it means you can only five 20 blasts/day...)
But if you forget power points (I do) the game looks really well.


And people, you're ALL forgetting a VERY important release: our own Morrus' D20 Supers, which is going to be released as sonn as next week... ;)
 

NeghVar said:
I personally like the fact the Steve Kenson worked on SAS and SAS D20, and now is the lead designer for M&M. I have read his posts on the GR Forums and it sounds like he is on the right track.

Thanks for the vote of confidence NeghVar! Just a small point of clarification: I didn't work on SAS d20 per se, the material I wrote for the Tri-Stat edition of SAS (the history of comics, playing superheroes, Gamemastering, and world-building) will presumably be reproduced in the d20 edition, but I didn't do any work on the d20 conversions or rules for SAS (I was already deep into working on Mutants & Masterminds at the time).

As far as previews go, trust me, they're coming. When Green Ronin first announced Mutants & Masterminds, it was the only d20 superhero RPG in the works. Now there are at least half a dozen. GR could have pushed up the production schedule for M&M to get it out sooner, but everyone involved felt (and still feels) that it's more important to do it right than to do it fast. I think it's safe to say that nobody is more eager to see this game in print than me, but I also want to do it justice and create a quality product.

You'll be seeing a lot more news and information about Mutants & Masterminds soon and take my word when I say that Green Ronin has some of the best people in the business working on this game. I'm proud to be associated with them and I know the final product is going to be great.
 

javadragon said:
I just want an easy to run supers game that will scale to handle anything from a gritty slightly high tech setting to a campy four colour romp.

For what it's worth, javadragon, that was my primary design goal in working on Mutants & Masterminds: an easy to use superhero RPG that can handle the entire scope of the comics, from gritty and low-powered to cosmic four-color. Green Ronin wants Mutants & Masterminds to be to superhero RPGs like D&D is to fantasy RPGs, and I think that it will be.

As far as wanting to know more about the game, previews are coming, and I'm happy to answer whatever questions I can, either here or on the Green Ronin forums.
 

Hi Kenson!

It’s great to hear from you. If I had a single question for I guess it would have to be why get rid of HP's? If there was ever a genre I saw them working well with this is it.

How much equipment will there be in it? Are there a lot of different choices of guns for the Punisher types?

The only concern I have (with the extremely limited knowledge that I have) is the low page count. I'm curious about how much equipment and extras like secret lairs, headquarters, etc. you were able to pack in to 192 pages. DNW was 318 pages while SAS will be 304. Are you confident that you have covered as many things (maybe in a better more concise way)?

Other than that I think it's safe to say I'm curious about everything?
 

Re: Hi Kenson!

javadragon said:
It’s great to hear from you. If I had a single question for I guess it would have to be why get rid of HP's? If there was ever a genre I saw them working well with this is it.

Well, technically, we haven't "gotten rid of hit points," but I'll get to that. Basically, I wanted to avoid requiring players to roll 10-plus dice for damage, since it seemed to be one of the biggest bottlenecks in terms of slowing the game down. So M&M has a damage system you can resolve with a single d20 roll (which also means you don't need any other dice to play the game, just a d20).

That said, there's an extensive sidebar about using hit points and damage dice in the game if that's what you want, and its doesn't alter anything else. It's fairly simple to use whichever damage system you prefer.

How much equipment will there be in it? Are there a lot of different choices of guns for the Punisher types?

There's an entire chapter on devices of all sorts, including weapons, armor, vehicles, headquarters, constructs, and super-science devices (as well as magical devices). The approach is somewhat more generic than long equipment lists, since (IMHO) there isn't much of a significant different between similar models of pistols in the superhero genre. With the rules in the book, it's easy to create your own equipment as well.

The only concern I have (with the extremely limited knowledge that I have) is the low page count. I'm curious about how much equipment and extras like secret lairs, headquarters, etc. you were able to pack in to 192 pages. DNW was 318 pages while SAS will be 304. Are you confident that you have covered as many things (maybe in a better more concise way)?

Well, I honestly can't speak to DNW, since I haven't read it. It's worth noting that nearly 100 pages of SAS is campaign setting material, and Mutants & Masterminds doesn't have any of that (there will be a separate campaign setting book for folks that want it, but we didn't want to force people who didn't want a setting to buy one). The Mutants & Masterminds book will also be less expensive than SAS d20 in addition to being a full-color hardcover book.

I think that M&M covers all the bases. I wanted it to be a d20 superhero game that could handle any comic book setting, and it does, with options that allow you to create your own super-powers (in addition to the 100+ powers already in the game). I could go on and on about it, of course, but it's probably better that I stick to answering questions rather than trying to tell you everything in one post (which doesn't do the game justice, IMHO). Keep an eye on the Green Ronin website for previews and updates. If anyone is going to GenCon, definitely sign up for a demo game, or just come by the Green Ronin booth to talk to me or someone else about the game. We'll be happy to answer your questions.
 

I wish I could make it to gencon!

Unfortunately I can't go this year, maybe next year.

That was a very good point about SAS including setting material. I can see that being a real plus, for people who don't want to pay for setting they wont use. As I stated above I haven't been to impressed with the settings that most people came out with in the past but you never know. I think my real problem with most of them is that they are all trying to the "golden age" i.e. campy/corny. I'm much more into the modern style of comics of today.

Any hints as to what M&M campaign setting will be like? Will it have things like C.L.O.W.N, or the ruler (for god sakes a dressed like a ruler! I mean what the hell where they thinking?).

EDIT: In a review for the Tri-Stat SAS it says one thing that worries me :
The only considerable criticism I have to offer is that a 150 point character could be anything from Nightwing to a Superman villain. That is potentially a problem, but does offer advantages, in that players can choose between very powerful, very versatile, or simply very experienced characters. Nevertheless, beware of alien marauders who do over 300 points of damage in an attack showing up alongside Kung Fu fighters.

I don't want a system that I will have to carefully study each player's sheet to make sure that they are balanced with each other. I want to be able to say everyone make a character at 150 points (just an example number) and be fairly confident that the players will come up with fairly equivalent characters.
 
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Well I doubt I will be picking up Deeds Not Words for two main reasons. A) I don't like reading long documents on the computer and B) I can't afford to print a 318 page document. Printing it would use up pretty much an entire ink cartridge and just be very time consuming.

Also may I ask what is the address for Deeds Not Words? Anyone want to give some general idea about the game or post a sample character? ;)
 


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