[M&M] Autumn Arbor setting review

Autumn Arbor is the official flagship setting of the Arbor Productions Mutants & Masterminds Superlink line. The setting book is a 200 page supplement that is filled with information about the titular city and its setting world (which I term the "Arborverse"). Autumn Arbor refers to the name of the Maryland based fictional city that is the home of the Arborverse's superhero mecca. It joins the ranks of Green Ronin's Freedom City as a place for player characters to fight crime. The book is not restricted to describing Autumn Arbor but the majority of the books contents refer to the singular city.

Getting through the generalities, Autumn Arbor is a visually pleasing book. The cover is of a quality on par with Green Ronin's own, in my opinion, and the interior art is consistently good. I've seen better portraits for characters amongst Super-Link Products but only rarely and it maintains a parity with its setting parent. The book is hardback, which is a nice change of pace even if it cost a little extra.

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What's the setting mood? It's a super hero deconstructionalist setting. Designer Lee Szcezepanik Jr. opens the book with a description of how he basically came up with the setting. Effectively, it germinated from the idea about how a high profile divorce between a super hero and his wife might impact relations between the citizenry and his fellow adventurers. Sort a mixture of Iron Age violence, Modern Age self-awareness, and Silver Age trappings.

Super heroes are garish and silly, bystanders frequently die in their brawls, and just about everyone is suffering from a major personality defect. I get the impression Autumn Arbor is meant to be played with a strong undercurrent of melodrama where players are expected to get sued after they save the city and use their fame to score with celebrities. Thankfully, that suits my players just fine. You can do Astro City, Marvel, the Tick, Watchmen, and Ultimates in this setting though doing the Silver Age would be rather difficult.

At heart, the whole theme of the book is game masters thinking about all those things you're SUPPOSED to forget. If they do an optional rules supplement for the game I'm sure it'll include things like "matching speed so when you catch someone falling off a building, they don't go splatter against your invulnerable body" and "how much money can you make hocking super villains inventions."

The book provides a history of the Arborverse for the most part. Distilled down to its basics, a race called the Versi pretty much caused the universe to become unstable thanks to their temporal experiments. They thus go throughout reality destroying all races they encounter that reach a certain tech level. Their archnemesis' the Menzati respond by genetically altering countless primitive races to becoming "Neos" so they can serve as troops against the Versi. Atlantis is created, it gets blown up by the Versi (hereafter referred to as "The Purge"). Neos pop up occasionally from Atlantis' descendents and only start showing up in large numbers around WW2. Wackiness ensues as the law tries to cope with the advent of super humans.

The authors make one of their few stumbles in the books by attempting to make things slightly different from real world history. For example, because WW2 Japan has Neos, they can launch attacks on United States soil and conduct terrorist attacks. This, explictly in the book, results in Japanese internment rather than the pure racism that was the source in the United States. While I'm sure they were trying to make a modern parallel, it just came off in poor taste. It was just one line though out of a much larger book.

The "Comic Book Ages" are different in this book and I give them credit for it. The Golden Age is actually when super heroes are at their most accepted while the Nixon Administration is when they're hunted down like animals ala the Iron Age. Suffice to say, the Modern Age is basically where super heroes are allowed to exist but their enemies effectively just try and legislate them to death by making it HARDER to be a super hero rather than just outright illegal. The authors detail the laws regarding super heroes very clearly and its necessary for these kinds of plots.

Autumn Arbor, like Gotham City is New York by Night, is pretty much a hyper-charged New York City sized version of Baltimore. It's very much a corporate city as well with the Vanguard Corporation© owning it the same way Lex Luthor owned Metropolis in the 1990s Superman comics (though it states the Vanguard Corporation© is only the 2nd largest employer in the city. Given how the VC is treated as omnipresent like Pentex was in Werewolf, I have to wonder if this wasn't a misprint.

The book details streets, shops, and so on in the city in the same way that the Freedom City setting book did with maps included as well. If you like this kind of detail, I just sort of make things up as I go along, then its definitely something that will help your players get into the mood. We get the Mayor, the City Council, and numerous other public figures included along with the heads of the Mafia and their families. In most cases, the majority of their opinions are defined as to how they react to Neo rights. This isn't a small matter either, there's like 10,000 super humans in the city.

One major thing that I'd like to comment before getting to the NPCs is the shocking lack of homage characters. Aside from Stelleron, whom fairly explictly is set up to be the "Dead Superman" Christ figure, there's really nobody that is an analogue. Vanguardian fills Superman's role post Stelleron's death but he's actually closer to Captain Amazing of Mystery Men (except for actually being a hero). Likewise, the Daring Dynasty is a super powered family but its utterly different from the Fantastic Four/Power Pack. I confess, it took me a bit by surprise.

On the super hero side, there's the Sentinels of Society. The SOS team is an independent super hero team that sports the Vanguardian© while living in their Vanguard Corporation© supplied towers and having all of their civil suits handled by the Vanguard Corporation©. The SOS team is a wonderful bunch of super heroes lead by Dragonfly but its clear that they're not exactly capable of defending the city, let alone the world unlike the Freedom League. Vanguard© has its claws deep into them and they've all got huge personal flaws (and two are in their seventies). One nice bit is there's no token minorities. This is the first team I've noticed with three central black characters.

(and if you've noticed I love putting the © behind everything owned by Vanguard© then understand it's just because I love corporation--- Alexander Ramirez is an evil corporate Lex Luthor type but he seems to be the sanest man in Autumn Arbor at times)

The villains are the heart of any setting book and I give the choices here four stars. Rather than focus on world shaking villains, the designers instead create street crime that fights back against super heroes. The Gangs and Thugs of Autumn Arbor are mostly superpowered and it seems fairly clear the cops would be insane to try and engage them. Neo One is a self-styled Voldemort/Hitler figure for Neos, using the arbitrary pure blood definition, except he's just a gang lord. This brought a smile to my face as a lot of people fail to include many gang lords DO develop delusions of religious authority/megalomania in RL.

That doesn't mean archvillains are neglected. Lord Wyvern is a personal favorite. Arbor's version of Magneto/Doctor Doom is a all-powerful British mentalist who rules his own country (I love super villain dictators---I have four in Halt Evil Doer!). He enforces the peace in his country through his own awesome empathic powers. He's also a bigot like Neo One. Alexander Ramirez is a favorite character of mine as, irrational hatred of the Vanguardian© aside, he's the best leader for the city. Arkainon is your fairly typical mad Atlantean sorcerer with ties to Comic Book Adolf HitlerTM but you can't go wrong with magical mecha. The Anarchitech is my third favorite of the villains, there's nothing like a mad Doctor Octopus meets Abraham Whistler.

The only character I really dislike in the book is Nathan Peterson. Basically; Nathan Peterson is a serial killer whose psychic abilities lead him to establish a strong bond with the people murdered in Salem, Massachusetts. He believes he shall avenge the deaths of the people thereof and strike out at the Church for their sins.

Let's follow what's wrong with this; Nathan is a psychotic Wiccan (which I have no problem with anymore than a psychotic Christian), Nathan blames the Catholic Church when the persecutors at Salem were the most Anti-Catholic Protestants on the planet (and would probably approve of his later murders), and Nathan seems unaware that the people at Salem were not actually witches (Autumn Arbor does not indicate they were).

In short, Nathan Peterson is a ****ing idiot. This isn't a flaw in the writing. The text acknowledges that Nathan is a tremendous dummy. It's just its the kind of bad history and self-justification that makes the character deserve a tremendous beating. Given my players are tremendously brainy, I could never use Nathan without them wanting to strangle him.

I don't know why I wasted three paragraphs blasting one character out of a hundred but I felt that I really had to. While this review is already overlong, I still have a great deal to say and would happily like to comment on my other favorite villains (Maiden America, Xombehemoth, and Jessica Baker---whom I *HAVE* to write a book about) but suffice to say I'm very satisfied with Autumn Arbor and recommend people pick up the book.

9/10
 

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What's the setting mood? It's a super hero deconstructionalist setting. Designer Lee Szcezepanik Jr. opens the book with a description of how he basically came up with the setting. Effectively, it germinated from the idea about how a high profile divorce between a super hero and his wife might impact relations between the citizenry and his fellow adventurers. Sort a mixture of Iron Age violence, Modern Age self-awareness, and Silver Age trappings.

Thank you. I think you've done the best, so far, on categorizing the "Age" of Autumn Arbor. As I've said a dozen times, I was never one to answer that question effectively because when designing Autumn Arbor I intentionally ignored such pigeon-holed processes and just created a setting.

Super heroes are garish and silly, bystanders frequently die in their brawls, and just about everyone is suffering from a major personality defect. I get the impression Autumn Arbor is meant to be played with a strong undercurrent of melodrama where players are expected to get sued after they save the city and use their fame to score with celebrities. Thankfully, that suits my players just fine. You can do Astro City, Marvel, the Tick, Watchmen, and Ultimates in this setting though doing the Silver Age would be rather difficult.

Again, I agree. At least when we play Autumn Arbor on our end of things. Of course, milage may vary. I know of one group in Seattle that plays AA and drops the laws and the NCB from a majority of their games. Nothing wrong with that, and if one wants a different feel for AA, pretty easy to do.

At heart, the whole theme of the book is game masters thinking about all those things you're SUPPOSED to forget. If they do an optional rules supplement for the game I'm sure it'll include things like "matching speed so when you catch someone falling off a building, they don't go splatter against your invulnerable body" and "how much money can you make hocking super villains inventions."

:D I love those ideas!

Now, for the sake of reader sanity, I won't quote everything. ;)

Your take on the Sentinels of Society is right on the mark, and is actually something Everest said to his attorney near the beginning of the novel tie-in, as well. The current SoS, for the most part, is comprised of new or younger Champions that weren't even in the business before The Purge attacked. While attempting to carry-on the legacy of the team, they have a long way to go. If you ever had to do a SoS vs Avengers or Justice League, the SoS would be hard pressed. The only strength they would have is Everest and Citizen Stranger, and the long-term experience they bring to the fight. And either one, if pushing their powers to the max, might be able to give either team a run for their money only as a duo. But when you throw in Sabrina's interference (despite her age), and the general inexperience of Neutrino Jade, Sure-Shot, and Mach-1, the game changes. Now the SoS has potential liabilities against such experienced opponents.

Lord Wyverncrest is actually a favorite of Mike Kuhn's, and became a favorite of mine much later. Being a long-term fan of the Amber series, and even the Vlad Taltos books by Steven Brust, I love political stories. Wyverncrest, from the U.N. to the SoS, fits the bill. One day, I'd love to have a novel, or even a series of such, focused on him.

Alexander Ramirez . . . ahh, where to start? This guy is my absolute favorite. Here is a guy with all the financial and political power in the world, still driven from personal demons from his childhood. All he ever wanted was recognition from his father, and instead Marcus gave it all to an outsider that VanCorp was helping raise: Dominick DiAngelo (who eventually became Vanguardian). So, here this guy is, with VanCorp on par with the AAA Corps from Shadowrun (the actual inspiration for VanCorp), Vanguardian bringing in more money than Windows, and he has plans to destroy the man due to a personal emotional flaw. (Note: All this is hinted at in the first AA novel, and will be explored in violent detail in the rest of that series.) Alexander hates Dominick with an intensity beyond logic.

The Anarchitect is another of AA's most dangerous foes. Here is a genius driven by emotional flaws, that has damn near held the U.S. hostage on numerous occassions, not only by originally creating the Riggers, but also via Xombehemoth. I would say if Alexander Ramirez feared the capabilities of any man, it would be this guy.

Jessica Baker is another great character in my opinion, especially due to her lack of powers. I think she shows perfectly that a threat to the Neo community need not be a Neo.

You are correct in the lack of homage characters, and that is something I am very strict about with AA. That's something even John Polojac (the upcoming NCB Files: Inside Solitaire sourcebook for Autumn Arbor) is very good at avoiding, as well.

All in all, great review. And we thank you for taking the time to read Autumn Arbor and give it so much thought. :D

Best Regards,
 

I evaluated Autumn Arbor when I was an ENnies judge and found it very disappointing. I found that even the good ideas were buried under a dry, lifeless writing style. The heroes and villains seemed surprisingly uninteresting, given the possible scope the deconstruction thing offered and much of the detail of things in the setting was of fairly uninteresting stuff. While the premise of this setting might have been good, the style of presentation and plodding, uninspired approach to detail meant that the good things in the setting were lost in the execution.
 

I, also, was not that thrilled with the setting. It felt to me more like an interesting idea that wasn't handled that well.
 

BeaumanEnterprises said:
Thank you. I think you've done the best, so far, on categorizing the "Age" of Autumn Arbor. As I've said a dozen times, I was never one to answer that question effectively because when designing Autumn Arbor I intentionally ignored such pigeon-holed processes and just created a setting.

Without some homage characters and a recognizable "age," I've been unable to develop an affinity for Autumn Arbor. First and foremost, I want theme and tone from a setting---with all of the elements in that setting in service to both.
 

Gotham Gamemaster said:
Without some homage characters and a recognizable "age," I've been unable to develop an affinity for Autumn Arbor. First and foremost, I want theme and tone from a setting---with all of the elements in that setting in service to both.

Since when did homage characters become necesarry for a setting? Which comics writer do I need to hit- Ellis? Can I blame it all on him?

Mark down the prevelance of homage characters as one of the worst things to hit the comics scene in the last 15 years. If rpgs have to follow that notion, that's a reason not to publish them, AFAIC.
 

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