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<blockquote data-quote="Khur" data-source="post: 2031076" data-attributes="member: 5583"><p><strong>Mutants & Masterminds: Noir</strong></p><p></p><p><a href="http://www.greenronin.com" target="_blank"> Green Ronin</a> continues its support for the award-winning <em>Mutants & Masterminds</em> game with its latest book: <em>Noir</em>. A perfect-bound sourcebook, <em>Noir</em> was written by Christopher L. McGlothlin, M.Ed. It has a full-color cover with 64 monochrome interior pages. <em>Noir</em> retails for $17.95.</p><p></p><p>A serious step down from typical <em>Mutants & Masterminds</em> supplements, <em>Noir</em> is not only black and white, but it also uses paper of lower quality than the high norm set by past sourcebooks. The overall presentation, from layout to writing, is also rough. Layout is fair, with only a couple major gaffs (such as the nearly unreadable "Guns, Guns Guns" [punctuation from the book] table on page 19), and the art is by no means comparable to what we're used to in <em>Mutants & Masterminds</em> books. Even the cover, by Eric Wright, lacks the usual pizzazz. Further, writing flaws are widespread, and though many are plain incorrect grammar—such as plural pronouns referring to singular subjects or missing periods—only a few spoil the communication value of any specific statement.</p><p></p><p>Yes, <em>Mutants & Masterminds</em> fans have been spoiled by historical excellence in presentation, but it's too late for anybody to change that now. Given the genre, however, at least the black-and-white graphics are fitting.</p><p></p><p>Another thing most <em>Mutants & Masterminds</em> players won't be used to, on a positive note, is the descent into truly grim roleplaying <em>Noir</em> offers. This isn't a world of larger-than-life, four-color heroes in tights, saving the world one more time. It's personal, it's gray, it shows its hate, and it's deadly. In <em>Noir</em>, the "heroes" are lucky to come through with all their major organs intact and without jail time. Heaven help 'em if they're "ethnic." And nobody should come expecting the key to City Hall for his good deeds.</p><p></p><p>For those who still want to shine from the shadows, though, <em>Noir</em> gives plenty of information about how characters form and operate in this bleak setting. Many things differ from the typical <em>Mutants & Masterminds</em> campaign. Characters are darker, often with sordid pasts and less-than-stellar motivations, and they always have fatal flaws. Super powers are limited, as is the starting power level, making challenges more daunting and the world more dangerous. Money, reputation, and certain levels of realism, such as tracking ammunition, are all important in <em>Noir</em>, and the book doesn't skimp on rules for all of these points.</p><p></p><p>In fact, <em>Noir</em> goes further by giving some very colorful sample characters. If players and GMs are confused about how to create a tough with a sob-story history and some bad habits, the "Noir Personas" chapter sheds some light in the gloom. The spotlight falls on characters such as La Bete Noir, a beautiful, masked avenger who hates men because of all she and other women have suffered at their hands. Or take The Nightwalker. He's a reporter who uses his connections to plumb the muck for dirty secrets, aiding the story where he can as his masked, pistol-wielding alter ego. These aren't your grandmother's heroes—unless she loved <em>film noir</em>.</p><p></p><p>Given the flawed heroes, one might expect the villains to be irredeemable perversions of nature. Some are. Take <em>Noir</em>'s The Stiletto, a brutal mob hitman with no redeeming qualities. He's Leon (<em>The Professional</em>) without the heart and less charm. More often, though, the bad guys in this genre are only slightly worse than the heroes. These antagonists allow their baser desires to take hold of and rule them, whereas the heroes at least try to tread water against the shadowy current of their innermost flaws. <em>Noir</em>'s Count Bathory is a perfect example of this latter type of creep—civil and even forgiving, Bathory still does what he must to get what he wants, and his concern for others usually ends where his desires are fulfilled.</p><p></p><p>An what better place to fulfill one's desires than the naked city? <em>Noir</em> briefly explores a setting central to <em>film noir</em>—the urban jungle. No specific locations are given in any detail, but the narrative presentation actually does a lot to show more of the mood and atmosphere of a <em>noir</em> setting. Areas have their own personalities, literally and figuratively, and the insightful GM can mine the descriptive text for adventure ideas. Like the prose, Ed Bourelle's map of <em>Noir</em>'s City is well done, but it's so much more general than the prose that it's as nearly useless for gaming.</p><p></p><p>More useful are the brief treatment of <em>Noir</em> for the early META-4 Universe (from <em>Crooks!</em>) and the <em>film noir</em> filmography. These short sections round out the book. With them, a GM has tools to tell the tale of META-4's famous early heroes and to do more research on <em>film noir</em>. Perhaps best of all, we have statistics for Mr. Mystery and a young Pugilist, both at power level 6 but unfortunately lacking fatal flaws.</p><p></p><p><strong>Critical Hit</strong></p><p><em>Noir</em> is easy to love, from a roleplaying standpoint, because it's so rich in theme, mood, and conflict. The best part of the book is "Gamemastering Noir," wherein the themes of <em>noir</em> are looked at with an eye toward the gaming experience. For someone who knows little about <em>film noir</em>, such as your humble reviewer, this section is invaluable. Presented exploration of the conventions of <em>noir</em> gives a GM plenty to chew on for story purposes. From the hard-boiled detective to the ubiquitous McGuffin, <em>Noir</em> gives us most, if not all, of <em>film noir</em>'s elements to process for the purpose of storytelling. This genre is fantastic for both action and roleplaying opportunities, and <em>Noir</em> provides anyone a basic understanding.</p><p></p><p>That understanding can actually be translated into other games and systems, which makes <em>Noir</em> stand out among its peers. Once a GM has his or her head wrapped around the concepts of <em>film noir</em>, such can be used to great effect in games from core <em>D&D</em> to hard-edged <em>World of Darkness,</em> and let us not forget Green Ronin's own <em>Nocturnals</em> and even <em>Black Company.</em> If you play <em>Eberron</em> and <em>Mutants & Masterminds</em>, <em>Noir</em> should be in your library. It's transcends normal gaming-supplement boundaries. </p><p></p><p>Finally, <em>Noir</em> is just plain enjoyable to read. Technical writing flaws overlooked, McGlothlin has delivered a great piece of entertainment.</p><p></p><p><strong>Critical Fumble</strong></p><p><em>Noir</em> is lacking in the focus department. While it does a good job of explaining the ins and outs of <em>noir</em> in general, it does a poor job of clearly explaining <em>film noir</em>'s period and that time's conventions. Hints about neo-<em>noir</em> are never more than just that, and no real tools are given for breaking out of <em>Noir</em>'s time. This "lack" isn't altogether horrible, since period research is relatively easy or unneeded in the case of modern <em>noir</em> games—or <em>Eberron noir</em>. But the timeframe issue is further complicated by the fact that the META-4 appendix is set in a time predating typical <em>film noir</em>. </p><p></p><p>Given the game's theme and timeframe, the use of a Wealth system fails to live up to the setting. In <em>Noir,</em> like <em>d20 Modern,</em> exact amounts of cash aren't tracked, but in <em>Noir</em> they should be. How else does one measure that big score, even if the heroes lose it in the end? Further, while nothing is cited in the OGL, the Wealth system seems to be based on <em>d20 Modern,</em> and it's an incomplete lift. Even if it were taken as a whole from the <em>Modern SRD,</em> <em>Noir</em> GMs would still have no tools on how to reward <em>Noir</em> characters with Wealth increases due adventure pay or treasure. Wealth awards aren't included in <em>Noir,</em> and they're not part of the <em>Modern SRD</em>.</p><p></p><p><strong>Coup de Grace</strong></p><p><em>Noir</em> supports gloomy and gritty <em>Mutants & Masterminds</em> games in many ways, and it goes on to possibly support other genres and settings. Mechanically, it's good, except the presentation of the Wealth system. As an exploration of theme, <em>Noir</em> is original, thought provoking, and perhaps more playable than the writer and publisher imagined. But it quickly becomes evident that, in so many ways, this sourcebook wasn't given the care it should have been. From layout and writing flaws to its overall shortness and high price given its page count, <em>Noir</em> deserved better than it got. In the end, this book is like the setting and themes it studies. It's dark, entertaining, and flawed, but probably worth the scratch.</p><p></p><p><strong>Final Grade:</strong> <span style="color: YellowGreen">4.05</span> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>This review originally appeared at <a href="http://www.d20zines.com" target="_blank">d20 Magazine Rack</a>.</p></blockquote><p></p>
[QUOTE="Khur, post: 2031076, member: 5583"] [b]Mutants & Masterminds: Noir[/b] [url=http://www.greenronin.com] Green Ronin[/url] continues its support for the award-winning [i]Mutants & Masterminds[/i] game with its latest book: [i]Noir[/i]. A perfect-bound sourcebook, [i]Noir[/i] was written by Christopher L. McGlothlin, M.Ed. It has a full-color cover with 64 monochrome interior pages. [i]Noir[/i] retails for $17.95. A serious step down from typical [i]Mutants & Masterminds[/i] supplements, [i]Noir[/i] is not only black and white, but it also uses paper of lower quality than the high norm set by past sourcebooks. The overall presentation, from layout to writing, is also rough. Layout is fair, with only a couple major gaffs (such as the nearly unreadable "Guns, Guns Guns" [punctuation from the book] table on page 19), and the art is by no means comparable to what we're used to in [i]Mutants & Masterminds[/i] books. Even the cover, by Eric Wright, lacks the usual pizzazz. Further, writing flaws are widespread, and though many are plain incorrect grammar—such as plural pronouns referring to singular subjects or missing periods—only a few spoil the communication value of any specific statement. Yes, [i]Mutants & Masterminds[/i] fans have been spoiled by historical excellence in presentation, but it's too late for anybody to change that now. Given the genre, however, at least the black-and-white graphics are fitting. Another thing most [i]Mutants & Masterminds[/i] players won't be used to, on a positive note, is the descent into truly grim roleplaying [i]Noir[/i] offers. This isn't a world of larger-than-life, four-color heroes in tights, saving the world one more time. It's personal, it's gray, it shows its hate, and it's deadly. In [i]Noir[/i], the "heroes" are lucky to come through with all their major organs intact and without jail time. Heaven help 'em if they're "ethnic." And nobody should come expecting the key to City Hall for his good deeds. For those who still want to shine from the shadows, though, [i]Noir[/i] gives plenty of information about how characters form and operate in this bleak setting. Many things differ from the typical [i]Mutants & Masterminds[/i] campaign. Characters are darker, often with sordid pasts and less-than-stellar motivations, and they always have fatal flaws. Super powers are limited, as is the starting power level, making challenges more daunting and the world more dangerous. Money, reputation, and certain levels of realism, such as tracking ammunition, are all important in [i]Noir[/i], and the book doesn't skimp on rules for all of these points. In fact, [i]Noir[/i] goes further by giving some very colorful sample characters. If players and GMs are confused about how to create a tough with a sob-story history and some bad habits, the "Noir Personas" chapter sheds some light in the gloom. The spotlight falls on characters such as La Bete Noir, a beautiful, masked avenger who hates men because of all she and other women have suffered at their hands. Or take The Nightwalker. He's a reporter who uses his connections to plumb the muck for dirty secrets, aiding the story where he can as his masked, pistol-wielding alter ego. These aren't your grandmother's heroes—unless she loved [i]film noir[/i]. Given the flawed heroes, one might expect the villains to be irredeemable perversions of nature. Some are. Take [i]Noir[/i]'s The Stiletto, a brutal mob hitman with no redeeming qualities. He's Leon ([i]The Professional[/i]) without the heart and less charm. More often, though, the bad guys in this genre are only slightly worse than the heroes. These antagonists allow their baser desires to take hold of and rule them, whereas the heroes at least try to tread water against the shadowy current of their innermost flaws. [i]Noir[/i]'s Count Bathory is a perfect example of this latter type of creep—civil and even forgiving, Bathory still does what he must to get what he wants, and his concern for others usually ends where his desires are fulfilled. An what better place to fulfill one's desires than the naked city? [i]Noir[/i] briefly explores a setting central to [i]film noir[/i]—the urban jungle. No specific locations are given in any detail, but the narrative presentation actually does a lot to show more of the mood and atmosphere of a [i]noir[/i] setting. Areas have their own personalities, literally and figuratively, and the insightful GM can mine the descriptive text for adventure ideas. Like the prose, Ed Bourelle's map of [i]Noir[/i]'s City is well done, but it's so much more general than the prose that it's as nearly useless for gaming. More useful are the brief treatment of [i]Noir[/i] for the early META-4 Universe (from [i]Crooks![/i]) and the [i]film noir[/i] filmography. These short sections round out the book. With them, a GM has tools to tell the tale of META-4's famous early heroes and to do more research on [i]film noir[/i]. Perhaps best of all, we have statistics for Mr. Mystery and a young Pugilist, both at power level 6 but unfortunately lacking fatal flaws. [b]Critical Hit[/b] [i]Noir[/i] is easy to love, from a roleplaying standpoint, because it's so rich in theme, mood, and conflict. The best part of the book is "Gamemastering Noir," wherein the themes of [i]noir[/i] are looked at with an eye toward the gaming experience. For someone who knows little about [i]film noir[/i], such as your humble reviewer, this section is invaluable. Presented exploration of the conventions of [i]noir[/i] gives a GM plenty to chew on for story purposes. From the hard-boiled detective to the ubiquitous McGuffin, [i]Noir[/i] gives us most, if not all, of [i]film noir[/i]'s elements to process for the purpose of storytelling. This genre is fantastic for both action and roleplaying opportunities, and [i]Noir[/i] provides anyone a basic understanding. That understanding can actually be translated into other games and systems, which makes [i]Noir[/i] stand out among its peers. Once a GM has his or her head wrapped around the concepts of [i]film noir[/i], such can be used to great effect in games from core [i]D&D[/i] to hard-edged [i]World of Darkness,[/i] and let us not forget Green Ronin's own [i]Nocturnals[/i] and even [i]Black Company.[/i] If you play [i]Eberron[/i] and [i]Mutants & Masterminds[/i], [i]Noir[/i] should be in your library. It's transcends normal gaming-supplement boundaries. Finally, [i]Noir[/i] is just plain enjoyable to read. Technical writing flaws overlooked, McGlothlin has delivered a great piece of entertainment. [b]Critical Fumble[/b] [i]Noir[/i] is lacking in the focus department. While it does a good job of explaining the ins and outs of [i]noir[/i] in general, it does a poor job of clearly explaining [i]film noir[/i]'s period and that time's conventions. Hints about neo-[i]noir[/i] are never more than just that, and no real tools are given for breaking out of [i]Noir[/i]'s time. This "lack" isn't altogether horrible, since period research is relatively easy or unneeded in the case of modern [i]noir[/i] games—or [i]Eberron noir[/i]. But the timeframe issue is further complicated by the fact that the META-4 appendix is set in a time predating typical [i]film noir[/i]. Given the game's theme and timeframe, the use of a Wealth system fails to live up to the setting. In [i]Noir,[/i] like [i]d20 Modern,[/i] exact amounts of cash aren't tracked, but in [i]Noir[/i] they should be. How else does one measure that big score, even if the heroes lose it in the end? Further, while nothing is cited in the OGL, the Wealth system seems to be based on [i]d20 Modern,[/i] and it's an incomplete lift. Even if it were taken as a whole from the [i]Modern SRD,[/i] [i]Noir[/i] GMs would still have no tools on how to reward [i]Noir[/i] characters with Wealth increases due adventure pay or treasure. Wealth awards aren't included in [i]Noir,[/i] and they're not part of the [i]Modern SRD[/i]. [b]Coup de Grace[/b] [i]Noir[/i] supports gloomy and gritty [i]Mutants & Masterminds[/i] games in many ways, and it goes on to possibly support other genres and settings. Mechanically, it's good, except the presentation of the Wealth system. As an exploration of theme, [i]Noir[/i] is original, thought provoking, and perhaps more playable than the writer and publisher imagined. But it quickly becomes evident that, in so many ways, this sourcebook wasn't given the care it should have been. From layout and writing flaws to its overall shortness and high price given its page count, [i]Noir[/i] deserved better than it got. In the end, this book is like the setting and themes it studies. It's dark, entertaining, and flawed, but probably worth the scratch. [b]Final Grade:[/b] [COLOR=YellowGreen]4.05[/COLOR] :) This review originally appeared at [url=http://www.d20zines.com]d20 Magazine Rack[/url]. [/QUOTE]
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