What needs adventures?

scourger said:
I would be more interested in a d20M mini-camapign. That is, a series of connected adventures. The closest I've got is Gentlemen's Agreement for Spycraft. A high-powered super-spy mini-camapign would be great...

Gentlemen's Agreement, as Scourger points out, is really, really good:)

Time of Crisis for Mutants and Masterminds is extremely well-done, but is of such earth (and cosmos) shaking scale that it's unsuitable for an introductory adventure...which is what I mostly use modules for.

Takyris said:
I think that too many of the published adventures I've seen for d20 use a D&D-style encounter system. Okay, they're going to find this thing, go here, fight these guys, get a clue from these guys to go to those guys, fight those guys, and BANG, climax. That's a perfectly acceptible adventure format, but having nothing but that is a bit annoying.

I'm not a big fan of modules like that (with the exception of a few standouts), as I think linear A--->B--->C--->WIN! are just dead-easy to make up myself, and almost completely unsatisfying to my group.

for an example of the kinds of Modules I like, take a look at Necrmancer Games Vault of Larin-Karr and MonkeyGod Enterprises Maze of Sceaming Silence...both sort of mini-campaign settings with "Adventure Opportunities" scattered through them.

I'm not sure somehting like that could be done for M&M mind you, Superhero comics tend to be quite linear on an issue-by-issue basis.
 

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