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Green Ronin and Super Unicorn Team Up for Mutants & Masterminds
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<blockquote data-quote="Erik Mona" data-source="post: 283033" data-attributes="member: 2174"><p>Heya, folks. </p><p></p><p>This is going to be fun. Super Unicorn is basically me, Sean Glenn, and Kyle Hunter on our free time. We're all really excited about RPGs, and this gives us a chance to collaborate. I've never been as excited about working with other people as I am about working with Sean and Kyle.</p><p></p><p>I'm still working on Polyhedron, of course. They're going to have to pry me away from this job with a crowbar. </p><p></p><p>So. . . why did we choose Mutants & Masterminds, especially in what's looking like a really crowded marketplace for d20 Supers games? Simply put, the game is amazing. I've developed a half-dozen stand-alone d20 games, and this is the most innovative I've seen yet. Steve has really stripped down the d20 System to its most basic form and then added all sorts of customization to encompass all of the things you'll be looking for in a superhero game.</p><p></p><p>I knew we had a winner the first time I read through the super powers chapter. Powers essentially work like this: You've got a basic power, and improve it by buying ranks, sort of similar to the way the D&D skill system works (but the cost for each rank varies based on the "value" of the power--essentially how powerful it is in the game). You can further modify these base powers with extras and flaws, which further modify the cost per rank. </p><p></p><p>So I'm reading through the book and get to a certain power. "Oh," I think. "That's just how Captain Sparkle does it in the comics!" While that's all good, I'm also thinking, "but too bad it doesn't work like Commander Chaos's similar power." Of course, I kept reading and one of the extras or flaws usually makes the power work exactly the way I was thinking the game couldn't handle.</p><p></p><p>Essentially, it's really, really difficult to imagine a character whose powers cannot be handled by Mutants & Masterminds. Super strength? Check. Summoning duplicates of yourself from elsewhere in the timestream? Check. Animating the images from a pack of tarot cards? Yep.</p><p></p><p>Steve's read comics. Lots of comics. This game is spectacular, and I'm glad to be a part of it.</p><p></p><p>And, thanks to Sean and Kyle, it's going to look pretty damn hot, too.</p><p></p><p>--Erik</p></blockquote><p></p>
[QUOTE="Erik Mona, post: 283033, member: 2174"] Heya, folks. This is going to be fun. Super Unicorn is basically me, Sean Glenn, and Kyle Hunter on our free time. We're all really excited about RPGs, and this gives us a chance to collaborate. I've never been as excited about working with other people as I am about working with Sean and Kyle. I'm still working on Polyhedron, of course. They're going to have to pry me away from this job with a crowbar. So. . . why did we choose Mutants & Masterminds, especially in what's looking like a really crowded marketplace for d20 Supers games? Simply put, the game is amazing. I've developed a half-dozen stand-alone d20 games, and this is the most innovative I've seen yet. Steve has really stripped down the d20 System to its most basic form and then added all sorts of customization to encompass all of the things you'll be looking for in a superhero game. I knew we had a winner the first time I read through the super powers chapter. Powers essentially work like this: You've got a basic power, and improve it by buying ranks, sort of similar to the way the D&D skill system works (but the cost for each rank varies based on the "value" of the power--essentially how powerful it is in the game). You can further modify these base powers with extras and flaws, which further modify the cost per rank. So I'm reading through the book and get to a certain power. "Oh," I think. "That's just how Captain Sparkle does it in the comics!" While that's all good, I'm also thinking, "but too bad it doesn't work like Commander Chaos's similar power." Of course, I kept reading and one of the extras or flaws usually makes the power work exactly the way I was thinking the game couldn't handle. Essentially, it's really, really difficult to imagine a character whose powers cannot be handled by Mutants & Masterminds. Super strength? Check. Summoning duplicates of yourself from elsewhere in the timestream? Check. Animating the images from a pack of tarot cards? Yep. Steve's read comics. Lots of comics. This game is spectacular, and I'm glad to be a part of it. And, thanks to Sean and Kyle, it's going to look pretty damn hot, too. --Erik [/QUOTE]
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