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Since: Jul 24, 2004 Posts: 41
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(Msg. 1) Posted: Mon Jun 12, 2006 9:27 pm
Post subject: Mutants & Masterminds Archived from groups: rec>games>frp>super-heroes (more info?)
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Has anyone here played Mutants And Masterminds from Green Ronin? I am
looking for a cross-genre game system (SF, fantasy, superheroes, modern)
that is less tedious in play than Hero System, that doesn't require
software in order to create and maintain a character, and that I do not
have to write myself (who has the time?).
I have heard good things about Fudge, but for my tastes Fudge leaves
entirely too much work to the GM to define everything in the game, and
the superpower creation rules I have found for Fudge on the web aren't
any simpler than the power creation rules in Hero System.
I have heard good things about Big Eyes Small Mouth/Silver Age
Sentinels, but when I looked at the character creation rules, it looks
every bit as complicated as Hero System, so why switch?
Which brings me to Mutants And Masterminds. I have heard good things
about Mutants And Masterminds, but I have never seen it, and was
wondering if anyone here had ever played or GM'd it.
Here are some things I would consider improvements over Hero System:
Cut the number of Attributes by half (or even by two-thirds).
Make it feasible to create a character sheet in less than an hour,
without the use of a computer.
Reduce or even eliminate the special cases, like "this Advantage costs X
unless it is applied to Power Y, in which case it costs Z" and "this
Power has Effect Q unless the character also has Power R, in which case
it has Effect S". That sort of thing.
--
Brandon Blackmoor
bblackmoor.RemoveThis@blackgate.net
2006-06-12 >> Stay informed about: Mutants & Masterminds |
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Since: Mar 06, 2005 Posts: 448
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(Msg. 2) Posted: Tue Jun 13, 2006 12:04 am
Post subject: Re: Mutants & Masterminds [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Brandon Blackmoor wrote:
> Has anyone here played Mutants And Masterminds from Green Ronin? I am
> looking for a cross-genre game system (SF, fantasy, superheroes, modern)
> that is less tedious in play than Hero System, that doesn't require
> software in order to create and maintain a character, and that I do not
> have to write myself (who has the time?).
I have it but haven't played it.
Character construction is heavier than Fuzion and lighter than Hero.
About equal to Silver Age Sentinels.
Should handle cross genre fine, or at least as well as Hero for
most purposes, though the rules concentrated on superheroics currently.
> I have heard good things about Big Eyes Small Mouth/Silver Age
> Sentinels, but when I looked at the character creation rules, it looks
> every bit as complicated as Hero System, so why switch?
It is simpler than Hero, as is Mutants and Masterminds, but not by
a radical amount.
> Here are some things I would consider improvements over Hero System:
>
> Cut the number of Attributes by half (or even by two-thirds).
M&M uses the standard D20 six attributes.
SAS uses either D20's six or BESM's three depending on which version
you use.
> Make it feasible to create a character sheet in less than an hour,
> without the use of a computer.
M&M and SAS don't require the multiplication and division of Hero,
but they still include lots of addition and subtraction.
It may be best to do rough drafts on computer and adjust as needed,
but hey, I've resorted to that for D&D 3.x at this point...
> Reduce or even eliminate the special cases, like "this Advantage costs X
> unless it is applied to Power Y, in which case it costs Z" and "this
> Power has Effect Q unless the character also has Power R, in which case
> it has Effect S". That sort of thing.
Don't remember much of that in Hero, but what little there was I'd
say there is less in both M&M and SAS.
For what it's worth my players are asking me to run supers soon.
I told them I would under one of four systems:
Hero, M&M, Aberrant, or SAGA.
I rejected SAS as too quirky.
So far the players are leaning towards M&M because "Hero is
too complex", "Aberrant isn't like the comics", and "Using cards
is too weird".
(I hate that last one!)
--
Perhaps the greatest evil of the American people is apathy!
But who cares? >> Stay informed about: Mutants & Masterminds |
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Since: Jul 24, 2004 Posts: 41
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(Msg. 3) Posted: Tue Jun 13, 2006 7:02 pm
Post subject: Re: Mutants & Masterminds [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Ophidian wrote:
> Brandon Blackmoor wrote:
>
>> Reduce or even eliminate the special cases, like "this
>> Advantage costs X unless it is applied to Power Y, in
>> which case it costs Z" [...] That sort of thing.
>
> Don't remember much of that in Hero, but what little
> there was I'd say there is less in both M&M and SAS.
Hero 5th Edition -- and especially Hero 5th Edition Revised --
introduced a LOT of that sort of nonsense. It's like those versions of
the game were written by a lawyer (oh yeah -- they were).
> I rejected SAS as too quirky. So far the players are
> leaning towards M&M because "Hero is too complex", "Aberrant
> isn't like the comics", and "Using cards is too weird".
> (I hate that last one!)
Thanks, Ophidian.
--
bblackmoor RemoveThis @blackgate.net
2006-06-13 >> Stay informed about: Mutants & Masterminds |
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Since: Jun 16, 2006 Posts: 1
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(Msg. 4) Posted: Fri Jun 16, 2006 12:36 pm
Post subject: Re: Mutants & Masterminds [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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M&M is somewhat more heavily slanted to superheroes at its core than
Hero is; that's more because at its origin, Hero had some simulationist
design issues that actually mildly interfered with the genre oriented
design. It also may scale up a bit fast for some tastes in
non-superheroic settings, and its not entirely trivial to fix that. >> Stay informed about: Mutants & Masterminds |
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Since: Jul 02, 2006 Posts: 2
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(Msg. 5) Posted: Sun Jul 02, 2006 4:40 pm
Post subject: Re: Mutants & Masterminds [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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I used to dislike using cards as well, but then I went and designed a
card based supers game! I posted the rules up on this site, and if you
guys are looking for a new supers game I would love a play test.
Please let me know! Thanks!
Ophidian wrote:
> Brandon Blackmoor wrote:
>
> > Has anyone here played Mutants And Masterminds from Green Ronin? I am
> > looking for a cross-genre game system (SF, fantasy, superheroes, modern)
> > that is less tedious in play than Hero System, that doesn't require
> > software in order to create and maintain a character, and that I do not
> > have to write myself (who has the time?).
>
> I have it but haven't played it.
> Character construction is heavier than Fuzion and lighter than Hero.
> About equal to Silver Age Sentinels.
> Should handle cross genre fine, or at least as well as Hero for
> most purposes, though the rules concentrated on superheroics currently.
>
> > I have heard good things about Big Eyes Small Mouth/Silver Age
> > Sentinels, but when I looked at the character creation rules, it looks
> > every bit as complicated as Hero System, so why switch?
>
> It is simpler than Hero, as is Mutants and Masterminds, but not by
> a radical amount.
>
> > Here are some things I would consider improvements over Hero System:
> >
> > Cut the number of Attributes by half (or even by two-thirds).
>
> M&M uses the standard D20 six attributes.
> SAS uses either D20's six or BESM's three depending on which version
> you use.
>
> > Make it feasible to create a character sheet in less than an hour,
> > without the use of a computer.
>
> M&M and SAS don't require the multiplication and division of Hero,
> but they still include lots of addition and subtraction.
> It may be best to do rough drafts on computer and adjust as needed,
> but hey, I've resorted to that for D&D 3.x at this point...
>
> > Reduce or even eliminate the special cases, like "this Advantage costs X
> > unless it is applied to Power Y, in which case it costs Z" and "this
> > Power has Effect Q unless the character also has Power R, in which case
> > it has Effect S". That sort of thing.
>
> Don't remember much of that in Hero, but what little there was I'd
> say there is less in both M&M and SAS.
>
> For what it's worth my players are asking me to run supers soon.
> I told them I would under one of four systems:
> Hero, M&M, Aberrant, or SAGA.
>
> I rejected SAS as too quirky.
> So far the players are leaning towards M&M because "Hero is
> too complex", "Aberrant isn't like the comics", and "Using cards
> is too weird".
> (I hate that last one!)
>
>
>
>
> --
>
> Perhaps the greatest evil of the American people is apathy!
> But who cares? >> Stay informed about: Mutants & Masterminds |
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Since: Apr 14, 2006 Posts: 181
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(Msg. 6) Posted: Sun Jul 02, 2006 5:37 pm
Post subject: Re: Mutants & Masterminds [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Mon, 12 Jun 2006 21:27:19 -0400, Brandon Blackmoor
<bblackmoor DeleteThis @spamcop.net> wrote:
>I have heard good things about Big Eyes Small Mouth/Silver Age
>Sentinels, but when I looked at the character creation rules, it looks
>every bit as complicated as Hero System, so why switch?
It isn't. And frankly if you think it is, then odds are you won't get
any joy out of Mutants and Masterminds which is primarily better than
Hero in terms of how smooth and dramatic the actual game play is. >> Stay informed about: Mutants & Masterminds |
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Since: Mar 06, 2005 Posts: 448
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(Msg. 7) Posted: Mon Jul 03, 2006 4:46 am
Post subject: Re: Mutants & Masterminds [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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aawarren.TakeThisOut@gmail.com wrote:
> I used to dislike using cards as well,
It's never bothered me, but it does weird out some of my players.
Maybe I should introduce the idea more gradually, like running
Deadlands first.
> but then I went and designed a
> card based supers game! I posted the rules up on this site,
What site?
I'd be willing to take a look.
--
Perhaps the greatest evil of the American people is apathy!
But who cares? >> Stay informed about: Mutants & Masterminds |
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External

Since: Jul 02, 2006 Posts: 2
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(Msg. 8) Posted: Tue Jul 04, 2006 11:28 am
Post subject: Re: Mutants & Masterminds [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Here is the link. It is defeintely a work in progress... I am putting
up revises weekly, so I should be up to 1.3 by this weekend. The
design goal for this game is a simple, reasonably complete supers
game... it is not Champions, nor is it trying to be, but it's a little
more detailed than SAGA. (or at least it's trying to be!) Please let
me know your thoughts, I need all the feedback I can get! Thanks!
http://aawarren.googlepages.com/excelsior
Ophidian wrote:
> aawarren RemoveThis @gmail.com wrote:
>
> > I used to dislike using cards as well,
>
> It's never bothered me, but it does weird out some of my players.
> Maybe I should introduce the idea more gradually, like running
> Deadlands first.
>
> > but then I went and designed a
> > card based supers game! I posted the rules up on this site,
>
> What site?
> I'd be willing to take a look.
>
> --
>
> Perhaps the greatest evil of the American people is apathy!
> But who cares? >> Stay informed about: Mutants & Masterminds |
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