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M&M Supplements can be found right here. I can't say which are good, as I don't own any personally. But the core book is well worth the buy. I've GMed it once and it's already one of my favorite RPGs. Though I prefer creating my own NPCs, Crooks is a great book full of supervillians, heroes, and mooks to throw at your PCs.

Here's the Modern product list. Again, not too familiar with all of these books, but Modern is a good system as well. I really enjoy d20 Future, though I wish they'd paid more attention to some of the individual topics. It's an ambitious book to be sure, and overall I think Wizards did a good job with it.

Are you planning on using both of these books together? Though they use the d20 mechanics, the systems are a little different, and it would probably take some house rules and adjustments in order to fit one to the other. By and large, M&M is a much simpler system overall: classless, point-buy-based, and totally customizable. It's certainly doable if you wanted to import one into the other. Or maybe I'm just getting ahead of myself and you just happen to want both of them. Either way, hope this was helpful, and enjoy!
 

My impression is that D20 Modern handles realism better, and M&M handles 'modern' fantasy better- pretty much any comic-book-related sort of thing. Note that I've only ever read about M&M, I've never played it or significantly looked at the book.

The Official Modern Supplements are not really worth picking up. Most are (or will be) released into the Modern SRD. Meanwhile, a lot of good Modern products have been released by other companies. While this was vaguely intended for D&D, it is absolutely intended for Modern- Wizards is avoiding details or thorough treatments in its supplements like the plague.
 


kirinke said:
hmmm. I'm simply interested in both. Mutants and masterminds sounds like fun to roleplay. :)

For M&M

Freedom City is a faboulios city setting. I've used it for other games that weren't even super hero and it worked great. It is the best suppliment for the game to date and personally, I don't see them doing any better then it.

Time of Crisis is a fun module that takes the player to alternate earths and is really big scale though.

Crooks and Foes of Freedom are books of villians, both are good quality with creative super villians inside.

Nocturnals is a setting for some comics I've never read. THe book has some cool NPCs in it but I found it a little lax for actually running the setting if you are not familar with it.

Noir is really cool if you like Noir styler gaming. A lot of people didn't like this book, I have no idea why though.

Those are the ones I have and have read.
 

Crothian said:
Noir is really cool if you like Noir styler gaming. A lot of people didn't like this book, I have no idea why though.

It's hard to mix supers and noir. This book does it about as well as any book could, but hey, a peppermint and sardine souffle would also suck, no matter who cooked it.
 


Committed Hero said:
It's hard to mix supers and noir. This book does it about as well as any book could, but hey, a peppermint and sardine souffle would also suck, no matter who cooked it.

I think a noir supers game can work, you just have to get rid of the powerfully abilities and more importnatly have the players make characters that fit in a noir setting.
 

Well, if you think about it, the old pulp series like doc savage and the shadow are perfect examples of noir type settings. Complete with meglomaniacs bent on world dominatio/destruction. I think a noir supers game could work too if you based it on that.
 

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