Mutants & Masterminds

EditorBFG said:
Yeah, but that was more for lower-powered characters within a superhero setting, not really a genre book or a reapplication of the rules like jonrog is talking about.
Strange, but from my reading of that same book, there was plenty of material and suggestions for running a spy-genre campaign using the M&M system.

Unless you're talking background fluff instead of mechanics crunch.
 

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jonrog1 said:
You know, as good as the Mastermind's Manual is, I wouldn't mind seeing a thread/wiki working out ways to adapt the system to non-supers gaming. Is there one kicking around, or should I fire it up?
There's several thread in the M&M forum were people discuss how they're using M&M for various types of fantasy, as well as Star Wars and Star Trek scifi. Agents of Freedom can cover a great deal of the Modern/Secret Agent/Super-Agent genre.

I personally don't want to see anything official done with it myself. It seems like the company's already pushing itself thin and I don't want it to follow Hero Games' path of putting out 10 Hero books last year and only 1 of them was for their superhero genre because they're trying to support too many genres with their system.
 

Donovan Morningfire said:
Strange, but from my reading of that same book, there was plenty of material and suggestions for running a spy-genre campaign using the M&M system.

Unless you're talking background fluff instead of mechanics crunch.
I'm with you. AoF seemed to cover everything rules-wise need to play SWAT, James Bond, and SHIELD types of games within the Modern genre.
 

Personally, my favorite game system of all time is HERO, D20 my second.

Mutants & Masterminds is my third favorite.

It has 95% of the flexibility of HERO with perhaps 60% of the complexity, with the additional advantage that it will feel fairly familiar to someone used to D20, so the learning curve will be relatively easy.
 

Donovan Morningfire said:
Strange, but from my reading of that same book, there was plenty of material and suggestions for running a spy-genre campaign using the M&M system.

Unless you're talking background fluff instead of mechanics crunch.

No, actually, mechanics crunch, to a great degree. Some sort of coherent wealth system/equipment points work, better tweaks to some of the rules (like the Strike/Str stacking issue) for PL's, that sort of thing. Converting class ability-like effects to powers, etc. etc. Although I've come up with some nice stuff, seeing the much smarter input by more experienced gamers wouldn't hurt.

I'll check out the M&M forums -- they tend to be so supers-oriented I have a hrd time finding alternative applications, but the SETTINGS thread may be where to go.
 

Krolik said:
I personally don't want to see anything official done with it myself. It seems like the company's already pushing itself thin and I don't want it to follow Hero Games' path of putting out 10 Hero books last year and only 1 of them was for their superhero genre because they're trying to support too many genres with their system.
You say that like it's a bad thing.

I like to see boatloads of books for MnM and d20 Modern as there are for GURPS and HERO.
 


Ranger REG said:
You say that like it's a bad thing.

I like to see boatloads of books for MnM and d20 Modern as there are for GURPS and HERO.

I love MnM too, but I'd rather see more of these 'genre' type books in True20 than pollute the pool of awesome MnM stuff, and I don't want anything to detract from what is already one of the best Supers systems ever.
 

Eh.

That's my opinion of it. Working from the first edition. I have no idea how the second edition is different, but, after seeing all the glowing praise for M&M, we picked it up and gave it a shot (several shots). I can't articulate why we didn't like it, but it didn't work for us. I know some of that was the damage save mechanic. No one in the group liked that.

If you can find it cheap and have the extra cash, I recommend picking it up simply because it does seem to work really well for a lot of people - I think me and mine are an oddity.
 

Ranger REG said:
You say that like it's a bad thing.

I like to see boatloads of books for MnM and d20 Modern as there are for GURPS and HERO.
I have no problems with books, but M&M's a superhero game and I want the books to be about the superhero genre. If Green Ronin can only do 10 books a year I don't want 9 of them to be about fantasy and scifi and modern genres. Agents of Freedom is as far away from the superhero norm as I'd want to see M&M go. True20 is Green Ronin's 'universal' line and I'd prefer they keep it that way.
 

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