Gimmick's Guide to Gadgets

Teflon Billy

Explorer
The gadgeteer is a staple of four-color comics and a popular choice for RPG superheroes. Gimmick's Guide to Gadgets builds on the gadget rules for Mutants & Masterminds by introducing two new powers, Spontaneous Invention and Scientific Genius, and expanding the device construction rules. In addition to new rules material, the book also includes hundreds of ready-made gadgets that can be dropped right into any campaign. Designed by fan-favorite Mike Mearls, Gimmick's Guide to Gadgets adds a whole new dimension to your Mutants & Masterminds game.
 

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After the disappointment I felt upon completion of Green Ronin’s Noir supplement for Mutants and Masterminds, I found myself in the sad position of contemplating the fact that my favorite game system’s product line might well have plateaued, if not actually begun it’s decline.
[imager]http://www.greenronin.com/images/product/grr2010_200.jpg [/imager]
With the publication of Noir, Green Ronin had abandoned the full-color, glossy format which they had used to such great effect in the entire M&M line.

Oh, the proper noises were made about it being an aesthetic choice (Black and White being evocative of the film noir they were hoping to model), but even if true, it made for a cheaper-looking, indeed lesser product.

And while it was all well and good to really aim at creating a genre, the simple truth was that outside of a very few experimental examples (I’m looking at you,Sin City) I’d never really felt the tropes of Film Noir were all that applicable to superheroic action as depicted in the comics, and I felt that if cheaply produced sourcebooks on eclectic subject matter were the way the Product Line was heading, then I would just thank the gaming Gods for what M&M had already provided (Startling product quality with loving attention to genre detail) and take a few steps back from my more completist tendencies.

But that was Noir.

This is Gimmick’s Guide to Gadgets (which I will be referring to as GG2G from this point out as it is both far less typing, and makes me look cool, hip and by God…Cyber ;)) and folks, this is no Noir.

If GG2G is any indication of the way things are heading for the product line, it has far from “Jumped the Shark”, and Noir was nothing more than the anomaly I prayed it was.

First off, the production values are back. I know many gentle readers out there positively bristle at the notion of high-quality art and paper (particularly if it might mean a higher price point) but not I. Superhero RPG’s need superhero art, and in today’s comic market that means color, and that means high quality paper. I know that I took Noir to task for making an esthetic choice like the one I’m describing here, but to paraphrase both Walt Whitman (whom I abhor)…

[bq]“Do I contradict myself? Fine I contradict myself. I am large, I can contain multitudes”[/bq]

…and Ralph Waldo Emerson (whom I respect and admire)…

[bq] “A foolish consistency is the hobgoblin of small minds”[/bq]

You see Gentle readers? Do you see to what I have been reduced? Quoting Walt Whitman in a review of RPG product!

I weep.

I weep for us all.

OK, that was a meaningless aside… but screw it. It’s staying in. If you want mechanically sound, coherent product reviews I recommend Psion or perhaps John Cooper (Who I believe is actually a machine :)).

GG2G not only has the production values of earlier M&M product, but also addresses a subject that needed addressing, and is the work of a writer whose name can easily be used as a synonym for quality ‘round these parts: Mike Mearls. [imager]http://img.photobucket.com/albums/v328/Teflon_Billy/mearls.jpg[/imager]

The necessary fixes and expansions that this book provides are legion.

The superpower Gadgets in the Core Book was great for one thing: Modeling characters who always seemed to have the right doohickey on hand when it was “Crunch time”.

Moose Attack?

Captain Gadget whips out Moose Repellant.

Is Doctor Zombo flying away from the scene of a crime?

Well ‘lo and behold; these boots have jets in them!.

It was a well done system that allowed the necessary flexibility to emulate comics and (thanks to M&M’s Hero point mechanic) was not overpowering in play.

But it was a lousy way to model a Super Scientist (e.g. Reed Richards) or Tinkerer (e.g. Junkman) as they are most often portrayed.

The author has solved this with panache. The creation of the new powers Scientific Genius and Spontaneous Inventor literally go the whole way in correcting this gap in the rules. Hell, add the Stretching power as an extra to Scientrific Genius (plus as many levels of Super Intelligence as you can afford) and you have Reed Richards.

They are both subtle reworkings of the Gadgets power that take into account such detriments as necessary time spent in a lab, and such benefits as Bonuses to Computer and Science rolls. Really masterfully done.

GG2G has also provided some very nicely expanded rules for Construct Characters including Construct-specific feats and several examples of Constructs for different Power Sources.

The chapter (Two) on Designing Gadgets and Devices was wonderfully done, as it provided a slew of new Extras and Flaws aimed at giving some more “feel” to devices than “powers that can be Taken away” (Which is largely what you get in the core book).

A little further on there is a whole separate section on Designing Weapons—why it is 2 full chapters and 60 pages away from “designing Devices” I’m not sure—which includes a clarification every M&M player I know of has been waiting for: Laced Power.

Laced Power is an extra that allows an attack to have a secondary effect. So, for example, your “Cold Blast” (Energy Blast power) can now have a secondary “freezing” effect (Paralysis power). Yes, technically it’s just the old Triggered Extra renamed, but it provides clarity that the Character Creation rules did not.

I do wonder what this means for the Energy Field extra listed on the Weapon power in the revised core rules, which allows exactly this effect at an incredibly reduced cost, but I hope that Laced Power is the new standard (as it absolutely will be in any game I run).

There are large sections on incorporating a non-standard “technology level” into your Campaign which, unlike most such sections in RPG’s, contains a fair number of crunchy rules systems for maintaining/enforcing this tech level as well as an immense section of the book giving an example of a device for every single power in the core book. I’m not sure this part was necessary, but some of the examples are terrific inspiration.

Very complete rules for computers, hacking, an expanded Vehicles system...there is really a lot here for the money and page count.

What didn’t I like?

Well, the Device rules, as presented in the M&M Core Book, are playable, but only of very limited utility, lacking most of the flexibility one would expect from observing Gadgeteers in the source material (comics!)

Vast gaps in utility appear in the core book, as all devices—no matter what actual item the device represents—are assigned the same cost reduction. So, for example, Energy Blast defined as a pistol can have the disarm maneuver used against it, while a similar Energy Blast incorporated, say, into a suit of armor (against which disarm cannot be used) cost the same. A Magic Ring that shoots an Entangle attack from it’s gemstone cost the exact same amount as a Magic Ring that sits innocuously on the wearers hand and allows him to launch an identical attack. The HERO system handled this situation beautifully with it’s Focus rules, and I was hoping for something similar in GG2G. Alas, that level of “Granularity” seems to evade the developers of the M&M rules (if it is even a goal, which it may well not be).

But all told, this product is great. It addresses a lot of the issues that I had with Devices in the game, and should be considered another Core Book by M&M enthusiasts.

It looks like Mutants and Masterminds is back on track.
 
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Billy, my man, I love you and all but really you're assigning far too much "significance" to Noir as a product that would "represent" some sort of general decline in M&M product line. Noir was a single, very specific book that was planned and *announced* as a black and white book because it was appropriate to the genre. We did a single book in black and white, we tried something a little different to invoke and inspire the appropriate mood for the product. It was no change of vision or dedication, we did not "abandon" full-color where appropriate, but for Noir it not necessary or appropriate.


While I'm glad to hear that you liked Gimmick's Guide to Gadgets, I'm frankly a little surprised that the release of a single specialty product like Noir was enough to shake your faith in us so deeply! Holy cow, is the lesson for publishers to be "never try anything new or different or unusual, shoot only for the largest common denominator"? That's a fairly depressing thought for the future.
 

Nicole said:
Billy, my man, I love you...

How you doin'? :]

Nicole said:
...and all but really you're assigning far too much "significance" to Noir as a product that would "represent" some sort of general decline in M&M product line.

Well, yeah. I realize that now (and thought that my review made that clear) but I tend to get skittish and start expecting the worst whenever I really like something (like I like M&M).

I think I inherited my pessimism from my mother.

Nicole said:
Noir was a single, very specific book that was planned and *announced* as a black and white book because it was appropriate to the genre. We did a single book in black and white, we tried something a little different to invoke and inspire the appropriate mood for the product. It was no change of vision or dedication, we did not "abandon" full-color where appropriate, but for Noir it not necessary or appropriate.

I'm aware of all that as well (as mentioned above in the review) and am more than happy to have my pessimism turn out to be baseless..


Nicole said:
While I'm glad to hear that you liked Gimmick's Guide to Gadgets, I'm frankly a little surprised that the release of a single specialty product like Noir was enough to shake your faith in us so deeply!

Don't be:) I love Green Ronin products on-the-whole more than those of any other publisher I can think or (or remember)m but I know next to nothing about the publishing industry, and am simply a layman.

So when I see something that goes off the rails (for, in my opinion, the worse), my first instinct is that the sky must be falling :). I've seen it too often in game lines I like, where new supplements are either (A) Stupid, or (B) Screw up what already exists.

It's ususally a sign that "the tank is empty" So to speak. Remember Dirty Secrets of the Black Hand for Vampire: The Masquerade? That's the kind of thing I'm talking about.

My relief that Noir was in fact a very specific, planned niche book--and not a "New Direction" for my favorite product line--was, I thought, palpable in the review. If it bears repeating here I'll do so...

I LOVES ME SOME MUTANTS AND MASTERMINDS

Nicole said:
Holy cow, is the lesson for publishers to be "never try anything new or different or unusual, shoot only for the largest common denominator"? That's a fairly depressing thought for the future.

Heh, I pity the publisher that steers his ship using me as a compass. :)

There is no lesson for publishers to learn from anything I say. I post my opinions here, and you know what they say about opinions and :):):):):):):)s :)

Cut a brother some slack though; at least I didn't imply anyone was less-than-masculine for using Noir (see my extremely positive review of Blue Rose)
 

My biggest problem with Noir and I'll admit it's not entirely justified is that I thought it was going to tell us how to do MnM a little darker. As I said it never advertised itself as that but that's what MnM really needs. I love what they've done and am amazed at how good they've made 4 color but I'd like a more modern sourcebook. By like I mean I'd buy that in a second. :D
 

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