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M&M 2nd Recommendations?
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<blockquote data-quote="EditorBFG" data-source="post: 3142223" data-attributes="member: 24719"><p>I'm a little hurt that no one has come out and recommended <a href="http://enworld.rpgnow.com/product_info.php?products_id=7640&" target="_blank">Sons of the Gun</a>, which I was lucky enough to edit for Big Finger Games. I can't take any credit for this (other than, you know, adding commas and a couple sidebars) but it is a really useful book of villains, and I would in fact go so far as to say that it does more to make sure you can actually use the NPCs presented in your game than any other super-villains product. (A staff review at RPGNow said "I assumed that NPC supplements were pretty much all the same, but Big Finger Games has upped the ante quite a bit by going above and beyond the average... Other D20 genres could learn a thing or two about NPC books by reading this one.") And there are a lot of adventure hooks, which, coupled with new features like "Origin In A Box," will hopefully make it so you could get a whole campaign out of this one product.</p><p></p><p>Beyond that, I heartily recommend Ultimate Power. The usefulness of Freedom City, I would say, depends on how "Silver Age" you want your game to be-- that book is a real labor of love, Steve Kenson's artfully-crafted valentine to classic Marvel at its most four-color. The Claremont Academy was my favorite homage. Speaking of which, the Green Ronin site says there is a teen supers supplement coming up. Also, I think Autumn Arbor is extraordinarily detailed, and while some characters are much better than others the setting is really developed.</p><p></p><p>As for adventures, it is a shame that Brand's Brand never came out with any other products, because their Church & State is one of the best superhero adventures for any system that I have ever seen, a compelling mix of investigation and big superheroic slugfests that weaves together a lot of the elements what comic writer Warren Ellis calls "the 4th Movement," the new way of looking at superheroes that created Grant Morrison's JLA, The Ultimates, The Authority, Civil War and New Avengers. I think setting Church & State in Freedom City or Autumn Arbor with heroes and villains woven into the city in the ways provided for in Sons of the Gun (with the urban sensibility of Sons providing the thematic glue for the whole thing) would be amazing.</p><p></p><p>Now I'm a little mad at myself for having a current M&M game set on another planet... Not sure I can use the above idea myself, not without a lot of work.</p></blockquote><p></p>
[QUOTE="EditorBFG, post: 3142223, member: 24719"] I'm a little hurt that no one has come out and recommended [URL=http://enworld.rpgnow.com/product_info.php?products_id=7640&]Sons of the Gun[/URL], which I was lucky enough to edit for Big Finger Games. I can't take any credit for this (other than, you know, adding commas and a couple sidebars) but it is a really useful book of villains, and I would in fact go so far as to say that it does more to make sure you can actually use the NPCs presented in your game than any other super-villains product. (A staff review at RPGNow said "I assumed that NPC supplements were pretty much all the same, but Big Finger Games has upped the ante quite a bit by going above and beyond the average... Other D20 genres could learn a thing or two about NPC books by reading this one.") And there are a lot of adventure hooks, which, coupled with new features like "Origin In A Box," will hopefully make it so you could get a whole campaign out of this one product. Beyond that, I heartily recommend Ultimate Power. The usefulness of Freedom City, I would say, depends on how "Silver Age" you want your game to be-- that book is a real labor of love, Steve Kenson's artfully-crafted valentine to classic Marvel at its most four-color. The Claremont Academy was my favorite homage. Speaking of which, the Green Ronin site says there is a teen supers supplement coming up. Also, I think Autumn Arbor is extraordinarily detailed, and while some characters are much better than others the setting is really developed. As for adventures, it is a shame that Brand's Brand never came out with any other products, because their Church & State is one of the best superhero adventures for any system that I have ever seen, a compelling mix of investigation and big superheroic slugfests that weaves together a lot of the elements what comic writer Warren Ellis calls "the 4th Movement," the new way of looking at superheroes that created Grant Morrison's JLA, The Ultimates, The Authority, Civil War and New Avengers. I think setting Church & State in Freedom City or Autumn Arbor with heroes and villains woven into the city in the ways provided for in Sons of the Gun (with the urban sensibility of Sons providing the thematic glue for the whole thing) would be amazing. Now I'm a little mad at myself for having a current M&M game set on another planet... Not sure I can use the above idea myself, not without a lot of work. [/QUOTE]
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