M&M and GURPS Mixed Doubles

Dirigible

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My FLGS has a copy of this fairly old supplement for GURPS Supers on it's shelves; I browsed through, and I must say nothing really leaped out at me. Godawful art.

Has anyone got it? Would the concepts, characters and backgrounds in it be useful for another Supers game (ie, M&M)?
 
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IMHO, Supers was one of the only GURPS line that stank through and through, no matter how much work they did on it. Every line's got to have a dud, somewhere.
 

I dunno, I thought the Wild Cards supplements were pretty neat, and some of the material on non-heroic supers made for some good ideas (Supertemps and such). But yeah, their more generic supers stuff was generally pretty ordinary, and I never felt the system handled Marvel/DC-type power levels at all well.
 

GURPS IST (the campaign setting for GURPS Supers) was excellent, however, and would be convertable to Mutants and Masterminds as easily as any supers setting could! Long story short, it in typical GURPS fashion does its darndest to create a plausible world in which supers have existed since the 1940's. The tech is slightly different than "comic-book tech" - armies have had powered armor since the 1960's - and most things are battery powered - even cars, thanks to a famous energy hero's autopsy. :)

In a nutshell, it's a cool setting, and little grittier than many super-hero settings - I especially like the fact that they acknowledge that supers can and do die when they fight each other.
 

Henry said:
In a nutshell, it's a cool setting, and little grittier than many super-hero settings - I especially like the fact that they acknowledge that supers can and do die when they fight each other.
Well, that's just built in GURPS. Supers in GURPS were real paper tigers, like those in Superworld -- they died all over the place.
 


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