By John Grigsby, Staff Reviewer d20 Magazine Rack
Sizing Up the Target
Freedom City is a hardcover supplement for
Mutants & Masterminds produced by Green Ronin Publishing. This full-color sourcebook caps at 192 pages and is written by Steve Kenson. It features a beautiful cover from Ramón Pérez, and interior artwork from Pérez, Greg Kirkpatrick, Dan Panosian, and Craig A. Taillefer. Freedom City retails for $32.95.
First Blood
Throughout comics history, super-heroes have staked their claim on a city, real or fictional, to call their own. I guess it made perfect sense then, that Green Ronin’s first supplement for their hit
MUTANTS & MASTERMINDS game would be a sourcebook about the city that their own super-team, the Freedom League, uses for their base of operations. Someone on the Green Ronin message boards recently referred to
Freedom City as a “Freeport for
MUTANTS & MASTERMINDS.” I have to give a nod of agreement to that assessment.
Freedom City is a thriving metropolis of 3,812,500 people (one of many handy facts and figures in the book) that is situated in a non-descript area somewhere along the East Coast. Its exact location is purposefully left vague so that it can be inserted wherever the Game Master desires, though some suggestions are given in a sidebar. The default assumption is that it is located somewhere along the Atlantic seaboard and that it does not displace or replace any existing major city.
The work opens with a few default assumptions regarding the existence of super-beings and the public reaction to such, and then goes into a detailed history of Freedom City, from its founding through October 2002. Along the way, it introduces as few of the heroes who have visited Freedom City in the past and also gives an overview of world events and how they relate to Freedom City. This being a super-hero game, there is also the obligatory “what If…” sidebar, which examines how history might have happened differently than it is depicted in this book, granting GMs free license (as if it didn’t exist already) to do with the setting as they desire.
A full-color map of Freedom City and the surrounding area is included (and is now available at the Green Ronin website as a free PDF download). A section on How To Use This Book presents thoughts and ideas on fitting Freedom City into your individual campaign and how it could be used in an entirely different campaign. This presents some ideas that might be interesting to explore (such as a fantasy version), and this being super-heroes, alternate dimensions are hardly out of the question.
An overview of the city examines the metropolis as a whole, then breaks it down into neighborhoods and details each area with a brief introduction, followed by a listing of the places of interest to be found there (and where they are more fully described elsewhere in the book). Liberally sprinkled throughout this chapter (and the rest of the book) are clippings of newspaper reports, interviews, and sidebars that hint at other ideas and adventure possibilities.
The government and public safety of Freedom City are examined in detail, and game statistics provided for figurehead individuals and for typical non-player characters (such as police officers). More sidebars discuss how certain individuals could be used in a campaign set in Freedom City and “What If…” scenarios, as well as some background on the history of the various departments. There is enough information here that any GM could drop Freedom City into their campaign with a minimum of effort and have a fully functional metropolis (and that’s the way Green Ronin planned it).
Life in Freedom City centers around, well, everyday life in Freedom City. From the media to the favorite restaurants, the high and low spots of this town are covered in loving detail. Statistics are provided for movers and shakers, and biographies are given for important characters not worthy of a full stat block. Freedom City, like any large metropolis, also has its dark side, and this is also touched on. Designer drugs, the names of the big men in town, and even crime rates in Freedom City help bring the underworld to life.
Any good campaign will extend beyond the walls of its chosen base of operations and Freedom City is no exception. The “Earth” of
Freedom City is rife with possibilities for adventure, from drowned Atlantis, or Kaiju Island in the Sea of Japan, where huge monsters dwell, to the dark side of the moon, or even other dimensions. Alien races, galactic empires, and atomic dinosaurs can all be found in this comic-book universe and stat blocks are given for typical examples.
Finally, the largest section of the book is devoted to the heroes and villains of Freedom City. The city is home to not less than three super-teams and numerous villain groups, and they’re all here. Every major hero and villain is described complete with a background, appearance, powers, and stat-block, and most are accompanied by a full-color drawing of the character! This section alone makes the book worth every penny. The artwork is beautiful and the characters are rich and detailed. Over 55 heroes, villains, and supporting cast are laid out for the GM to use as she sees fit.
In short,
Freedom City is a campaign setting that you can take, warp as you desire, and drop into your
MUTANTS & MASTERMINDS campaign with hardly any effort at all. It’s detailed enough that you can begin using it immediately, yet nothing is so set in stone that it can’t be removed, overlooked, or changed without upsetting too much in the setting. In my own campaign, there have never been super-beings in Freedom City. The PCs are among the first of a new breed and the campaign will explore how they (and the public) handle that responsibility.
Critical Hits
So what is the best thing about
Freedom City? Well, that’s difficult to say, exactly. There’s so much that is good here that I can’t pinpoint any one thing that stands out above the rest. The artwork, the detail, and the extras all fit together so seamlessly that each contributes to the whole. Take any one element and it’s great on its own, but when combined with the rest, it’s truly magical.
Without doubt, the biggest kick for me is the Easter eggs. Easter eggs, as any fanboy knows, are extras that are inserted into a work (such as a software program or movie) that provide the occasional homage or goodie to reward those who take the time to find them.
Freedom City has well over 100 Easter eggs! Everywhere you turn, there’s a name you recognize or a picture that seems vaguely familiar. If Ditko Street (name for Steve Ditko, comic artist extraordinaire) doesn’t ring a bell, perhaps Police Commissioner Barbara Kane (a combination of Barbara Gordon, Commissioner Gordon’s daughter in the Batman™ legend, and Bob Kane, Batman’s™ creator) will. Factor Four, one of the villain groups, bears a remarkable resemblance to a certain well-known hero group of Marvel Comics fame, and the identity of one of the villains is none other than Adam Ward (a nod to Adam West and Burt Ward, who of course played the Dynamic Duo on TV’s Batman™).
Freedom City is literally packed with Easter eggs and a thread devoted to ferreting them out is currently running amuck on the Green Ronin message boards.
It was nice to see that Steve has taken an open-minded viewpoint with
Freedom City. All too often, even in modern-era games, the focus is on white heterosexual males. Here may be found gay characters (there is a thriving gay community in
Freedom City), females in positions of power and prestige, and minorities as mover-and-shakers. True to its name, Freedom City is a multi-cultural mixing pot where anyone can be a hero, regardless of race, religion, gender, or background. Some may be irked by this openness, but I urge them to get a life! This is as close to the real world as a role-playing game can come.
Last but hardly least, it’s nice to see characters that are well thought out. In
Freedom City, the characters (whether super-powered or not) are all given a background, a history, and a motivation. Instead of just a collection of stat blocks, we know why Dr. Metropolis is as strange and detached as he seems. We know why Dr. Stratos hates Captain Thunder so fiercely. And who knew that Johnny Rocket was gay? For me, these things are almost as important as the characters themselves.
Critical Misses
So with all of this goodness, what
doesn’t Freedom City have? One major oversight that springs immediately to mind is the lack of an index. This is a wonderful book, absolutely chock-full of great information, but without an index, it means a good bit of thumbing through if you can’t remember where you saw Devil Ray’s stat block, for example. The table of contents can be helpful in this regard, but an index pinpointing every instance of a character or location would have been a crowning touch on a wonderful product.
There are a few minor errors sprinkled throughout the book, including a few spelling hits and an artwork discrepancy, but they don’t really detract from the book that much (and you’d have to look hard to find them). There are also a few errors with a couple of the character write-ups (at least one mathematical error and one stat block that does not agree with the accompanying text), but again, they are minor and still far less than the problems that were associated with the archetypes in the first printing of
MUTANTS & MASTERMINDS.
Finally, while many of the heroes has a “villain option” (for the GM to use them as villains in their campaign), almost none of the villains had a “hero” option. Turnabout is fair play! I think that an alternate world where the heroes were the bad guys and the villains were the city’s protectors would be very interesting and I’d love to have seen a heroic option section for the villains in
Freedom City. It’s only one paragraph in most instances, describing how their origin and outlook changes, but I still think that not including them was an oversight.
Coup de Grace
As a sourcebook for
MUTANTS & MASTERMINDS, this book rates at the top of its class. Best of all, if you ignore the character stat-blocks, it can be squeezed into any existing RPG system with a minimum of effort. Need a city for
D20 MODERN? No problem, drop it right in. Looking for a metropolis for your
VAMPIRE: THE MASQUERADE campaign? No sweat, it fits perfectly. This is an excellent, multi-functional sourcebook that can fill any niche, making it a valuable addition to any GM’s library, regardless of whether or not they play
MUTANTS AND MASTERMINDS.
The game system uses a little different mechanics than standard d20, but is pretty close. However, as I noted, I did find a few minor problems with the character write-ups. It’s nothing a pencil couldn’t fix, but it’s worth noting. There are a great many nods to existing people and characters, but overall, the originality of
Freedom City is beautiful in its diversity. Steve has done a fantastic job of breathing life into what could have been a collection of locales and flat characters. Whether you are a player or a GM, you’ll find
Freedom City to be a home away from your home.
The only place the supplement suffers in on Open Gaming Content. That’s the nature of a beast like this. Only the character stat blocks and some of the special equipment and designer drugs are labeled as OGC. This is to be expected because of the amount of background material versus crunchy bits in
Freedom City. But for that and the lack of an index, this book would be pretty close to perfect.
To see the graded evaluation of this product and to leave comments that the reviewer will respond to, go to The Critic's Corner at www.d20zines.com.