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<blockquote data-quote="The Green Adam" data-source="post: 4608870" data-attributes="member: 50821"><p><strong>For all those reasons and more...</strong></p><p></p><p>In addition to a great set of mechanics (D20 without all the annoying elements of most D20 games), incredible ease and flexibility (I never thought I'd find a game that can do what <em>Champions</em> does but doesn't require I spend weeks as a DM each time I want to generate a multi-villain encounter) and a great setting (which I use and don't use equally. The writers of M&M just seem to 'get it' when it comes to the same type of Superhero comics I like), there are also some less then obvious aspects that just make it click...</p><p> </p><p>1) The Art. Best Art for a comic book superhero game ever. Yes, I'm including the old Marvel and DC games. Why? Because the artwork and character designs are simultaneously classic and original, the production values are full color and top notch and the variety makes you want to flip through it even if its just for inspiration.</p><p> </p><p>2) The Quality. The books are well made, well organized and last. I've still got my 1e rulebook, signed by creator Steve Krenson in 03' and it looks like I just bought it.</p><p> </p><p>3) It is Generic with a Feel. I love world-building and miss games like D&D, Traveller and Champions, where the mechanics were designed to let you play the game you want to play but still portrayed a genre or a style. Now its all about the various settings. That's fine with me if the setting is an option but games like WoD, D&D 4e and others don't feel right because their story isn't the story I want to tell. My story is the story I want to tell. </p><p> </p><p>Another fantastic thing is the writers really know their comic books and there are great sections in some of the sourcebooks about how the professional comic creators create stories for their respective books. This really helps when generating ideas for scenarios. For example, <em>Hero High</em>, a sourcebook on teenage superheroes, has commentary by Marvel Executive Editor Tom Brevoort on the history and idea behind the sidekick and young heroes. Too cool. The book also includes comments by Stan Lee, Jeph Loeb, Brian K. Vaughan and Robert Kirkman. </p><p> </p><p>I have a lot of friends in the industry and I know a few comic book writers and artists who game. The superhero game they're playing...<em>Mutants & Masterminds.</em></p><p> </p><p>'Nuff said!</p><p>AD</p></blockquote><p></p>
[QUOTE="The Green Adam, post: 4608870, member: 50821"] [b]For all those reasons and more...[/b] In addition to a great set of mechanics (D20 without all the annoying elements of most D20 games), incredible ease and flexibility (I never thought I'd find a game that can do what [I]Champions[/I] does but doesn't require I spend weeks as a DM each time I want to generate a multi-villain encounter) and a great setting (which I use and don't use equally. The writers of M&M just seem to 'get it' when it comes to the same type of Superhero comics I like), there are also some less then obvious aspects that just make it click... 1) The Art. Best Art for a comic book superhero game ever. Yes, I'm including the old Marvel and DC games. Why? Because the artwork and character designs are simultaneously classic and original, the production values are full color and top notch and the variety makes you want to flip through it even if its just for inspiration. 2) The Quality. The books are well made, well organized and last. I've still got my 1e rulebook, signed by creator Steve Krenson in 03' and it looks like I just bought it. 3) It is Generic with a Feel. I love world-building and miss games like D&D, Traveller and Champions, where the mechanics were designed to let you play the game you want to play but still portrayed a genre or a style. Now its all about the various settings. That's fine with me if the setting is an option but games like WoD, D&D 4e and others don't feel right because their story isn't the story I want to tell. My story is the story I want to tell. Another fantastic thing is the writers really know their comic books and there are great sections in some of the sourcebooks about how the professional comic creators create stories for their respective books. This really helps when generating ideas for scenarios. For example, [I]Hero High[/I], a sourcebook on teenage superheroes, has commentary by Marvel Executive Editor Tom Brevoort on the history and idea behind the sidekick and young heroes. Too cool. The book also includes comments by Stan Lee, Jeph Loeb, Brian K. Vaughan and Robert Kirkman. I have a lot of friends in the industry and I know a few comic book writers and artists who game. The superhero game they're playing...[I]Mutants & Masterminds.[/I] 'Nuff said! AD [/QUOTE]
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