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<blockquote data-quote="Legion" data-source="post: 2010449" data-attributes="member: 5723"><p><a href="http://www.bombshellstudios.com/legion/reviews.shtml" target="_blank">Legion's Review Disclaimer</a></p><p></p><p>This is a fabulous book. Hands down, it's simply terrific. I don't know how to be more succinct than that but it is. Just thumb through it. How can you ignore it?</p><p></p><p>The Good</p><p></p><p>1) Hardbound, full color, glossy heavy 'feels right' paper. The entire structure of the book is one of the best I've seen. I think the only comparable product that does it better is WotC Call of Cthulhu. Everything else doesn't come close.</p><p></p><p>2) Artwork. The illustrators and choices are fantastic. You like manga? There's art to please you. You like gritty, shadow edged hard lines? In there too. Four color art with a Kirby feel to it. Right there. The cater to everyone and fit it all together quite nicely. The art director should get a special pat on the back for this one.</p><p></p><p>3) Content. At first you think it's a bit thin for it's $32 price tag. Then you get into it and realize. Ain't no way! It's dense, jam packed with richness. Everything you need, everything is right there. I don't really thing there is any power or ability you couldn't find in the book. It's well written, (see the Bad below) and flows very nicely. It's organized well, though I'm not sure that the short chapter two couldn't have just been combined with chapter one, but that's just an unnecessary nit pick.</p><p></p><p>4) How does it play? So far like a dream. I was a little worried that the with the way defense and powers worked that you'd have problems every actually hitting a character let alone damaging a character but I've found that in play it actually mimics the comic book 'full issue fight scenes' very well. Often times it is difficult to hit characters, which you see in comics all the time, but when you do hit, there's usually impact - unless of course you're a brick but, hey, now your nit picking again. </p><p></p><p>The Bad (yes, believe it or not there are a few, well, sort of.)</p><p></p><p>1) Character creation. For the most part it's fairly intuitive but I think it really could have used a very thorough example of character creation. There are some nuances (such as extras, stunts and combinations thereof, that can get really tricky.) And yes, this may be a little more advanced but it's key to unlocking some of the beuty of how verstaile the system is.</p><p></p><p>2) There are a number of mistypings or misinformation that conflicts, as if it was edited in one place but not caught in another. Again, this is definitely a nit pick but it could have been cleaner requiring less errata. But, hey, I'm not holding fault here, that's why it still gets a five star rating. It's just that darn good.</p><p></p><p>The Mysterious</p><p></p><p>Okay, the mysterious are my little bells I have that say, 'wait a seco....' It should be noted that these are simply observations. They aren't judgements or place any relevance on the rating I gave. They were just, as I said, little bells that went off. </p><p></p><p>1) Hero Points/Exponential Ratings/Wealth: Up until now I considered Mayfair's DC Heroes the greatest Superhero game of all time. My players still talk about the campaign I ran almost 15 years ago. (No age cracks.) When I was reading M&M it wasn't just the names of these things, it was the concepts that sort of made me say "HUH?" I don't know if it's true but my guess is that Steve Kenson was a huge fan as well. And this is NOT an issue with me. Remember the old adage, good poets borrow, great poets, well you know. I think this is one of the things that helped solidify to me how great M&M was going to be. If something works why try and reinvent it.</p><p></p><p>That's it. In a nutshell. If you're a comic book fan, if you like roleplaying superhero campaigns, I can't recommend this book enough.</p></blockquote><p></p>
[QUOTE="Legion, post: 2010449, member: 5723"] [url=http://www.bombshellstudios.com/legion/reviews.shtml]Legion's Review Disclaimer[/url] This is a fabulous book. Hands down, it's simply terrific. I don't know how to be more succinct than that but it is. Just thumb through it. How can you ignore it? The Good 1) Hardbound, full color, glossy heavy 'feels right' paper. The entire structure of the book is one of the best I've seen. I think the only comparable product that does it better is WotC Call of Cthulhu. Everything else doesn't come close. 2) Artwork. The illustrators and choices are fantastic. You like manga? There's art to please you. You like gritty, shadow edged hard lines? In there too. Four color art with a Kirby feel to it. Right there. The cater to everyone and fit it all together quite nicely. The art director should get a special pat on the back for this one. 3) Content. At first you think it's a bit thin for it's $32 price tag. Then you get into it and realize. Ain't no way! It's dense, jam packed with richness. Everything you need, everything is right there. I don't really thing there is any power or ability you couldn't find in the book. It's well written, (see the Bad below) and flows very nicely. It's organized well, though I'm not sure that the short chapter two couldn't have just been combined with chapter one, but that's just an unnecessary nit pick. 4) How does it play? So far like a dream. I was a little worried that the with the way defense and powers worked that you'd have problems every actually hitting a character let alone damaging a character but I've found that in play it actually mimics the comic book 'full issue fight scenes' very well. Often times it is difficult to hit characters, which you see in comics all the time, but when you do hit, there's usually impact - unless of course you're a brick but, hey, now your nit picking again. The Bad (yes, believe it or not there are a few, well, sort of.) 1) Character creation. For the most part it's fairly intuitive but I think it really could have used a very thorough example of character creation. There are some nuances (such as extras, stunts and combinations thereof, that can get really tricky.) And yes, this may be a little more advanced but it's key to unlocking some of the beuty of how verstaile the system is. 2) There are a number of mistypings or misinformation that conflicts, as if it was edited in one place but not caught in another. Again, this is definitely a nit pick but it could have been cleaner requiring less errata. But, hey, I'm not holding fault here, that's why it still gets a five star rating. It's just that darn good. The Mysterious Okay, the mysterious are my little bells I have that say, 'wait a seco....' It should be noted that these are simply observations. They aren't judgements or place any relevance on the rating I gave. They were just, as I said, little bells that went off. 1) Hero Points/Exponential Ratings/Wealth: Up until now I considered Mayfair's DC Heroes the greatest Superhero game of all time. My players still talk about the campaign I ran almost 15 years ago. (No age cracks.) When I was reading M&M it wasn't just the names of these things, it was the concepts that sort of made me say "HUH?" I don't know if it's true but my guess is that Steve Kenson was a huge fan as well. And this is NOT an issue with me. Remember the old adage, good poets borrow, great poets, well you know. I think this is one of the things that helped solidify to me how great M&M was going to be. If something works why try and reinvent it. That's it. In a nutshell. If you're a comic book fan, if you like roleplaying superhero campaigns, I can't recommend this book enough. [/QUOTE]
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