Is Mutants and Masterminds really as versatile as I've heard?

Elric said:
Teflon Billy- your posts have this amazing quality where every time I read a post by you I think you're even cooler than I thought you were before reading that post.

Was it the "He Man and the Masters of the Universe" comment? :)
 

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Teflon Billy said:
Was it the "He Man and the Masters of the Universe" comment? :)

It was the “He Man and the Masters of the Universe" comment :)

Since I have easy access to your reviews, here are three other examples, taken from your reviews of Blue Rose, M&M 2e, and Foes of Freedom, respectively. I remember having to look up "antediluvian" when I read your Foes of Freedom review.

Teflon Billy said:
Reading through the extensive lists of terminology that people use for homosexuals, and descriptions of how everyone wears pants in day-to-day life, and wears gowns at festivals I get the feeling less of a faux medieval magical kingdom and more of an extremely modern and socially progressive leftist/feminist utopia (complete with an evil, neighbouring socially intolerant Theocracy as “The Enemy”), which—to be fair— I’m told is part and parcel of the “Girl with a harp on the cover” class of fantasy novel.

Teflon Billy said:
Ahh yes, “Paragon”. They apparently chose to do away with the iconic designation “Original”, which I think is all for the best as, when I first read it, all I could think of was “A Superman clone? That’s not very ‘original’.” Which I know doesn’t show my intellect in the best light, but there you are.

Teflon Billy said:
It’s nice to see the Brotherhood of the Yellow Sign, as it wouldn’t be a Green Ronin product without an antediluvian cult of snake-men lurking about :)
 

M&M 2e all the way if you are looking for versatility and simple mechanics and easy book keeping. This is better than the first version, and to me easier to utilize for any genre I want compared to 1e.

M&M 2e = HERO d20 (simplified) ;)
 

arwink said:
I don't think I've come accross the campaign idea yet that I couldn't run by smooshing togehter some combination of Mutants and Masterminds with the True 20 rules.
Well, I don't think you could do a rollicking bullets-flying-like-horizontal-sleet Hong Kong shoot-em-up game that way.

Oh wait, I was wrong.

I guess you can do anything that way.


I am unable to resist noting that the latest review of Gun-Fu says,"This is balls-to-the-wall freestyle roleplaying." I apologize for my weakness.
 
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For the record, I'm stealing the phrase "bullets-flying-like-horizontal-sleet". If you ever see that in anything I get published, you know where to sue. :)
 

I'm pretty sure I stole it from Sex and Zen & A Bullet In The Head: The Essential Guide to Hong Kong's Mindbending Films, written by Stephan Hammond, a fellow whose unbelievable movie collection I inherited in Tokyo. And rabidly devoured.

Stephan hasn't sued ME yet, so I think you're safe. Should savage attack lawyers leap upon me, I'll try to get word out.
 

I'm really tempted to use M&M for my WW2 game; replacing my hacked version of V for Victory. The weapons convert right over. Plus, using the Minions rules for most soldiers (they are either up or out) would cut down on alot of the bookkeeping. Its either that or Savage Worlds, I haven't decided.

The only change I'd make to M&M would be to break Attack and Defense up into a couple of seperate skills (pistol, rifle, MG, etc for attack and Dodge and Parry for defense).


Aaron
 

As someone who really doesn't like the way combat runs in M&M (I detest the damage save) - I do have to say it is one of the most versitle systems out there. Character creation is especially nice - If for some reason I couldn't play my system of choice* for my games - I'd do M&M.


* HERO.
 

Aaron2 said:
The only change I'd make to M&M would be to break Attack and Defense up into a couple of seperate skills (pistol, rifle, MG, etc for attack and Dodge and Parry for defense).

You know there's already parry in the game, right? You can take a block action to roll your attack versus their attack. You can also have the deflection power, which works pretty much the same but gives you a way to reserve your action for attacking and still use deflection as your parrying.
 

Ranger REG said:
Hmm. Makes me wonder if MnM should have been the "true" True20, and serve as a flagship product (as D&D does for d20).

If first thought that when I picked up my copy of M&M 1e, but after finally having gotten a look at 2e, I'm not impressed with it as a tool-kit system anymore. 2e is much more focused on supers, dropping most of the easy customization aspects from the core book, opting instead to release them in the Mastermind's guide. As a supers game, M&M 2e rocks - as a tool-kit system, not so much. I'm sticking with 1e for exactly that reason (I actually used it more for non-supers games, anyhow).
 

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