superhero RPG

Trellian

Explorer
Hi! I was thinking of getting myself a d20 superhero game, but I was wondering what the best on the market is. I plan to both be playing Spiderman/DareDevil type of a game (criminals as bad guys etc), and Avengers/Fantastic Four (cosmic bad guys)
 

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In my opinion.. you can't go past Mutants and Masterminds.

it really allows you to do any power. even has rules/guidelines for the ones that aren't in the book.
 

I can second that Mutants and Masterminds is a great game for superheroes - and even more if you have need for a cinematic game at lesser power levels.

I have run MnM as Space Opera, Pulp and now Supers. The cool thing is that the game's sidebars let you bring the game closer or further away from its D&D roots to fine tune it to your taste. It really makes it worth more than the $32 price tag. (a lot of people say they were first put off by the game's thin 192 pages, but realized they got their money's worth later.)

As far as running the two different ranges of supers you mentioned, MnM handles that in the same game by a variety of ways. First, a more "mundane" super hero can stock up on feats, which are the lynch pin to adding an edge to your character in the game. Second, MnM is built on the assumption that a player can claim that hard training and education can allow even a totaly "non-super powered" human access to super power to represent their edge. For example, Batman isn't a mutant, but his fine honed reflexes, training and focused intellect allow his player to buy the "super powers" of Combat Senses, Super Dexterity, and Gadget to reflect that his still a league above normal people.

To be fair, I haven't checked out the other d20 super games on the market. I have heard some people say they they think Silver Age Sentinels handles some things better and some things worse than MnM, and that most people prefers SAS's original rules system (Tri-Stat) compared to the d20 conversion.

I think all the supers games have reviews on this site, so check them out.

There is also Deeds, Not Words and perhaps another one I missed (forgive me if that is so.)

I can tell you with all sincerity to avoid "Foundation." The game was released very early in the d20 rush and it shows.
 
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My personal recommendation is Mutants & Masterminds. For such a slim rulebook with a $32 price tag, it has nearly all the information you need to create a superhero character, resolving combat, and great guidelines to setting up your campaign (four-color, grim-and-gritty, or somewhere in between).

While you're at it, get the M&M Gamemaster's Screen. And if you're looking for a city setting, check out Freedom City Sourcebook. Hell, as a good read you might find some "easter eggs" and inside jokes.

http://www.greenronin.com/cgi-bin/product.cgi?prodid=2001
 


just to repeat what others have said, i'll also give a thumbs up for Mutants & Masterminds. best supers RPG i've seen to date (and i was playing Champions back in the mid-80s).

it can handle both power levels you mentioned easily enough.
 

I'll put in yet another recommendation for Mutants & Masterminds!

Right now we are using it for our pulp game (power lvl 4), but we're all itching to push the timeline forward a bit and do a Mystery Men type game (power lvl 7 or 8) so we can really try out the system!

We have been loving it so far!
 

Get 4CTF from Natural 20 Press ($5 over at RPGnow) and use it with the d20 Modern rules. It's not the most popular superhero ruleset around here, but it works nicely and keeps the level mechanic of d20.
 


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