Mutants and Masterminds Second Edition

Henry said:
I was just thinking about buying one of the revised print copies next month. :confused:
Given the delays in getting enough second printing copies to retailers, I only just got mine a few months ago. :( Now I'm debating whether to sell it and FC seeing as both will be replaced.

I also think it's interesting to see the page count creeping up (bounding up if you include the GM's guide). Granted, I think this is the nature of RPGs, SHRPGs in particular.

I will likely get it. I don't get to play M&M very often, but I really like it nonetheless. Kenson is da bomb.

Kinda suprised they didn't get it out in time for GenCon, though.
 

log in or register to remove this ad

I've got the 1st edition M&M book...just never had a chance to play it, which has been driving me more and more crazy lately. Either way, though, I'll definitely keep an eye on this. :)
 

To answer Henry's question: Heck yeah, I'm planning on buying it. My group got to playtest it, and I found it to be a great improvement over 1e, without being changed too much.

(Note that we're still NDA-bound, so I can't really say any more than "I liked it", and leave the rest to Steve.)

Also, there's a couple of 2e thread on the Atomic Think Tank, where Steve has answered [in general terms] a few questions on 2e.
 

buzz said:
I also think it's interesting to see the page count creeping up (bounding up if you include the GM's guide). Granted, I think this is the nature of RPGs, SHRPGs in particular.
Perhaps so, but I just wanted to clarify: the extra page count in M&M 2e isn't really taken up by additional rules as such: among other things, the 2e book has more robust Gamemastering and World-Building chapters, villain templates, a bestiary, a couple dozen NPC archetypes, and two introductory adventures (although one is basically just a "villains rob a bank and you fight them" combat intro).

The Mastermind's Manual is also not the M&M "Dungeon Master's Guide" so much as it is the M&M Unearthed Arcana with some more advanced GMing advice included.

The M&M 2e book is a complete, stand-alone game. The Mastermind's Manual is a core supplement, to be sure, but in no way required.
 

Thanks for swinging by Steve! :D It's always good to see posts from the master himself. ;)

I am glad that the M&M 2e book is going to have an expanded GMing section. Is their anyway if you can tell us if the secret identity of our heroes is going to get covered more? :)
 

Rats. I just bought MnM 5 or 6 months ago. Probably won't be rushing out to buy this one unless I find a serious group of MnM players. However, the Mastermind's Manual sounds like a really kick-arse book, and that's one I'll almost certainly be grabbing no matter what.
 

Kenson said:
Perhaps so, but I just wanted to clarify: the extra page count in M&M 2e isn't really taken up by additional rules as such: among other things, the 2e book has more robust Gamemastering and World-Building chapters, villain templates, a bestiary, a couple dozen NPC archetypes, and two introductory adventures (although one is basically just a "villains rob a bank and you fight them" combat intro).
Then I will look forward to seeing what you revised or added in the GMing chapter -- for both newbies and veterans.

Later on, you can sell me on why I should pick up Mastermind's Manual. ;)
 

Sounds great, Steve! I'm all over it -- and having kicked around some notes on how different it is to run a game where the heroes can decide to fly to Mount Everest as a full-round action when they want to fight from higher ground or blast your carefully prepared villain into mulch with a single blast, I'll really be interested in reading some of the GMing thoughts.
 

Kenson said:
Perhaps so, but I just wanted to clarify: the extra page count in M&M 2e isn't really taken up by additional rules as such: among other things, the 2e book has more robust Gamemastering and World-Building chapters, villain templates, a bestiary, a couple dozen NPC archetypes, and two introductory adventures (although one is basically just a "villains rob a bank and you fight them" combat intro).

The GM and World-Building chapters will be nice to see. And I'd be a sad individual if I didn't take the opportunity to let people know that they can grab more adventures here and here.


Kenson said:
The Mastermind's Manual is also not the M&M "Dungeon Master's Guide" so much as it is the M&M Unearthed Arcana with some more advanced GMing advice included.

Sounds like a winner to me. When was this one scheduled? Next year, right?
 

I playtested it and it really does rock. There was a slightly larger learning curve to it (as opposed to the 1st edition) but nothing all that bad.

I would not say it is *better* than the first edition because I feel the first edition really is great. It is a remarkable product and I am really looking forward to picking up a copy.

I wonder if Steve could tell us if it will be available at GenCon.
 

Remove ads

Top