superhero RPG

NeuroZombie said:

MnM is great, don't get me wrong, but If I wanted to play a supers game that is not easily compatible with all existing d20 material (without conversions), than I would play another system all together.
Personally, I do not like the idea of scaling one's game to the D&D standard, for the purpose of compatibility, like making a 1st-level WW II soldier equally balanced to a 1st-level fighter in 3e.

There should be more freedom than that in game publishing.

What I like about MnM is the ruleset being familiar enough to any D&D & d20 gamers, assuming they're open-minded. They don't have to learn an entirely new ruleset, just the changes.

I like innovation without restriction.
 

log in or register to remove this ad


Four Color to Fantasy and Deeds not Words are both considered to be pretty good systems. Personally, though, I prefer to have an actual book to a pdf.

For me, the only supers game I'll ever need again is Mutants and Masterminds. It's also the clear leader in the discussion here...
 

If you are loooking at just a d20 version of a superhoer game, then definitely get MnM or Deeds Not Words 1.1 (which is supposed to be released any day now but its being delayed). Both are awesome games.

If you are willing to broaden your horizons beyond d20 for more options, then don't ignore HERO 5th edition. While its more detailed and cumbersome to get used to, which means it does have a learning curve, I personally find it superior to MnM because to me it does have more options and more versatility. But that is IMO.

But, if you just want d20, like I said, I like both MnM and DNW. Both are good for what they are offering.
 


OH, this might not be out by now, but I heard that the new Vigilance game will be out soon (or its out now) and its supposed to have some cool stuff in it also.
 

Yes indeed, I actually SAW Vigilance in a store the other day- so this bad boy has safely made its way through the supply chain and should not be available at a store near you. :)

Chuck
 

Although I prefer MnM, I just have to recommend DNW for sheer game-design goodness. He's a little class-happy (not a huge fan of too many classes) but just.. wow. You can't go wrong buying that book for the price of two slices of pizza and a coke.
 

Those of you who have bought DNW will be getting an email any time now... I just got my 1.2 and its SWEET!

376 pages of super hero goodness!

And free LIFETIME updates, no one else is doing that to my knowledge.

As for MnM, I must be in the minority, but I would take DNW (definetly), Four Colors to Fantasy or Vigilance (I have the first edition) over MnM any day.
 

If I had to name any game that isn't DNW, I'd say *Mutants & masterminds* has you covered. It's OGL and close enough to the standard-issue d20 system that d20 players are both ready and willing to play it. It's free enough from the most-complained-about constraints of the d20 system (classes and levels) that lovers of more freeform creation systems can groove on it, too. It looks great and it's well-supported. What else can I say?

On the other hand, *Deeds Not Words Revision 1.1* is cheap, huge, and well-tested, and as far as I know it's the best-supported d20 Supers PDF system anywhere. DNW 1.1 has your first style of play (Spider-Man./Daredevil types vs. criminals) down cold and can give your second style (Avengers/FF vs. cosmic menaces) a good swing. The only thing is that while entities like Galactus can easily be created as NPCs, creating such characters as PCs is a bit harder. The Avengers and the FF? No problem. Darkseid? The Beyonder? Some fudging will be necessary to make 'em legal PCs. No fudging at all will be necessary to make them hideously powerful NPCS.

Also, I wrote DNW 1.1 and I have eight starving children. Steve Kenson has only seven. ;)

Cheers,

SL
 
Last edited:

Remove ads

Top