M&M2: Why M&M rather than True20 for Sci-Fi?

Azgulor

Adventurer
I've seen several times over the past few years where people have chosen to use Mutants & Masterminds over True20 for sci-fi gaming. I'm curious as to why (esp. when M&M is tailored towards the superhero genre)?

Also, for someone wanting a game closer to Pathfinder/OGL, would M&M 2E be the better choice or is M&M 3E that much better?

Thanks!
 

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For me it comes down to support and a larger playerbase. Since I only play via pbp, I've discovered that it's easier to recruit or be recruited into a M&M game then a true20 game. I've also found that True20s suppliments seem more patch-worked then M&M.

M&M 2e is closer to Pathfinder/OGL then 3e is however that is because 3e streamlines alot of rules and has several changes to the relationship between a character's base attack, their defenses, and character attributes. 3e also uses True20 styled character attributes.
 

I think it's because M&M- like other "toolbox" systems such as HERO and GURPS- has the flexibility to let you model nearly anything you can imagine.
 

Because I like Mutants and Masterminds better than True20.

Because the sci-fi game I was running (40k/starship troopers powered-armor psychic troops) was quite a bit like supers anyway.

Because I understand the point-buy system and can build everything that I like, from bug-aliens to starships.

Because I think I like point-buy better for modern and sci-fi gaming anyway. And if I wanted to run a game more like D&D, I'd use d20 modern, which I like better than True20 anyway.
 

M&M is a nice toolbox and doesn't use class levels. I mostly play PbP games, so I like games where I start with the character I want with the power/competence I want instead aiming for what I want and will reach it in a year at best.

Doing the same with a class based system is more difficult. I also think the powers in M&M mechanically superior to model psionics, strange ech etc than the specific rules in True20.

True20 is still good and nearer to classic d20 experience, but I like M&M more. 2e is nearer to Pathfinder than 3rd, but most alike is 1st edition. But if you have read all of them, you can see the rules evolving to something better (IMHO).
 

I've seen several times over the past few years where people have chosen to use Mutants & Masterminds over True20 for sci-fi gaming. I'm curious as to why (esp. when M&M is tailored towards the superhero genre)?
It can be used for any genre you like. Much as, like Dannyalcatrez said, is the case with HERO. That, at least, started as a supers game, and that's apparently still where its heart is, so to speak. Nonetheless, you can certainly use it for whatever you like.


Also, for someone wanting a game closer to Pathfinder/OGL, would M&M 2E be the better choice or is M&M 3E that much better?
2e.

However, I'd say 3rd edition is simply better. Seriously, give it a look.
 

First off, I sincerely thank everyone for weighing in with their suggestions & experiences.

Secondly, you had me spending hours pouring over systems in search of the desired game. While it bordered on time-wasted, it ultimately led me to do more homework on M&M. Then the conundrum of 2e vs. 3e arose.

Finally, I think it all paid off. Initially, I was leaning towards 2e b/c it had more support and stronger linkage to the base d20 system. After researching M&M 3e, however, I discovered that it truly was still a d20 game under the hood. Seeing sample builds of non-superheroes on the ATT forums further cemented the toolkit nature & that not only could it be used for non-supers, it could do it well. I also discovered that the PDF for 3e was available. After making the purchase, I'm impressed by what I've seen thus far.

More importantly, a lot of the streamlining dovetails well with True20 revised, so I don't have to houserule all of the sci-fi elements I'd like & can utilize more of Reign of Discordia with less adaptation than I anticipated (starship combat, in particular).

It'll take awhile to go through the book but I love the fact that it has the toolkit flexibility of a GURPS but is still grounded in the d20 framework that I prefer.

Thanks again to all!
 

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