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The NYC-Metro Super Hero RPG Group Message Board › Mutants & Masterminds Campaign?

Mutants & Masterminds Campaign?

Nicholas
Posted Aug 18, 2008 2:53 PM
Deschain
New York, NY
Post #: 16
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Hi all,

I've been pretty remiss about keeping up w/ the meet-up -- work, etc. It seems to have grown a bit in the meantime. I don't know when our next meet-up will be, but is anyone interested in starting up a Mutants & Masterminds campaign? It would be doubly awesome if someone had the urge to GM -- I can get us started but I suspect that my schedule will predictably contract and leave me w/out time to commit to running a regular game. For what it's worth, the system is quite straightforward. Character creation is the only thing I think that can be intimidating, which is why there are dozens of archetypes to help out.

My preference is for a smaller M&M campaign that meets about twice a month. I probably prefer weeknights, but should be able to swing weekends. I'm sure I have other preferences, like I prefer four-colorish campaigns and enjoy M&M's character creation architecture, but those are probably easier to talk over in person if there's any interest.

Best
Steve
Posted Aug 21, 2008 9:34 AM
user 7890482
New York, NY
Post #: 1
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I've not played M&M. Why do you like this better than say, Champions? Just curious.
Nicholas
Posted Aug 23, 2008 2:12 PM
Deschain
New York, NY
Post #: 17
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My Champions knowledge is highly dated -- I think the last time I looked at it was like 7 years ago -- but assuming its present incarnation vaguely resembles what I played, then M&M has some significant advantages. Primarily, M&M is a whole lot easier to play, and I recall difficulty of gameplay to be Champions' greatest Achilles heel. The damage system in M&M is also an interesting, elegant departure from the hit point architecture that is so ubiquitous in RPGs (which I love, don't get me wrong, I'm a hardcore D&D fan, but I like this departure in the comics genre).

Finally, there are two interesting things that M&M does that really work for the genre. The first is alternate powers, which was a fairly shocking move to me when I first encountered them, but in my limited experience rarely cause a game balance issue and really allow you to make characters out of the comic books w/out investing a billion points. The second is M&M's hero points, which I think are nigh perfect at capturing a comic book feel. Lots of games have something like hero points (e.g., Eberron's action points), but M&M's are both more significant and just fit really well in the milieu.

Btw, if you're interested, there's also Silver Age Sentinels (or at least there was), which was more similar to Champions but still easier to play. Although having played both I'd still stick w/ M&M.
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