Mutants and Masterminds Second Edition

Keeper of Secrets said:
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. .

Interesting, since I've found the learning curve on 1st edition to be a little precipitous - I had quite a job getting my head around powers, stunts, extras & feats (as in I found it a little difficult to work out why some things were classified as one rather than another and what difference it made).

Mind you, I've just recently played in my first ever M&M game (run by a notable GM) and it was great fun, even if a little confusing :)

Cheers
 

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Plane Sailing said:
Interesting, since I've found the learning curve on 1st edition to be a little precipitous - I had quite a job getting my head around powers, stunts, extras & feats.
Hopefully, you'll find the Second Edition a bit more accessible. We've tried to include more examples and to clarify a number of things.
 


From everything I've heard, I'm even more convinced that M&M is on the way to becoming THE super-powered based RPG.
 

Bretbo said:
From everything I've heard, I'm even more convinced that M&M is on the way to becoming THE super-powered based RPG.
It already is for most of the people I know. I don't know of anybody (though I'm sure there are people) out there begging to go back and play Champions or Silver Age Sentinels.

Mutants and Masterminds seems to have found that balance between flexibility and familiarity in a game that shuts down most of the D20 Haters, but keeps the Die Hards happy.

And it's just fun. SUPER fun.
 

Actually glad I continued to mull over buying it or not. :)

I am not a big superhero fan but I had other ideas for such the system.

Oh and btw, how easy would a Charmed RPG fit into MnM? :)
 

The_Universe said:
I don't know of anybody (though I'm sure there are people) out there begging to go back and play Champions or Silver Age Sentinels.
Count me as one. I consider HERO one of the best systems in existence. The incredible quality of M&M has had zero impact on my desire to continue playing HERO. These are not binary decisions for me; it just adds to the list of RPGs I'd like to play. :)

And, frankly, I still think that HERO has more of it's i's dotted and t's crossed, but that's inevitable when you've been around for 25-odd years. Doesn't mean that M&M rocks any less.
 

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).
Does the new edition include enhancements to M&M made in GGtG, Crooks! and the Annual? I assumed that, like HERO, the core M&M rules would adopt more and more bits from supplements with each successive edition, and thus increase its page count. (Not saying this is a good or bad thing, just that it's a thing.)

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.

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.
I am now even more eager to purchase the Mastermind's Manual. :cool:
 


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