A Beginners Guide to Superhero Gaming, Part Two

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  1. Lair: A Beginners Guide to Superhero Gaming, Part Two http://t.co/WJ8UqXQm #rpg

  2. Guia para iniciantes de jogos com Super Heróis, parte 2 (in english, via @greywulf) http://t.co/Ilb4v1KD

  3. Sean says:

    “Yeah, they did, but they brought him back in Tales to Impress #9. The version with the gold foil cover and the extra 19 page story in the back. Boy, was that hard to get a copy of!”

  4. I’ve been eyeing the new Mutants and Masterminds and this only intrigues me furhter… just wish they did with Marvel what they did with DC (yes, I’m an unabased Marvel zombie).

    One question though. You mentioned problems of scale in your last article and it didn’t come up again in character creation so I thought I’d mention it. One of my only other experiences with supers was Paladium’s Heroes Unlimited, which had its charms at the time, but we wound up with teams full of heroes of wildly different power levels. Are the archetypes a little more balanced in M&M?

    Also, I have a metric ton of Heroclix miniatures that would be awesome to use in a supers game – does the new M&M support that kind of play?

    • greywulf says:

      Mutants & Masterminds fully supports using figures and battlemats in play. We find that using them does impose some constraints when you’ve got heroes who can move from one continent to another in a single round, but they do work well for more street-level heroes.

      A large part of that depends on your preferred style of play, of course. If you love Heroclix and your group is used to using battlemats, you’ll be fine :)

      I suggest you take a look at the free DC Adventures Quick Start Guide. It includes a full combat setup to try out.

      I’ll be talking more about combat and scale, another time too.

      M&M uses the concept of Power Levels, where PL10 is roughly equal to superheroes such as Spider-Man, the Fantastic Four, etc. The Justice League would be around PL12-PL14 and more street-level heroes (Daredevil, Catwoman, etc) between PL6 and PL8.

      The Power Level puts a cap on such things as combat abilities, defenses and powers that affect others. The best attack for a PL3 thug might be a shotgun, while a PL10 superhero can blast a hole in a tank. All of the heroes are the same Power Level (and built on the same number of points) so this keeps them on a par with each other.

      For example, a Fantastic Four style team could have one hero that has Super-Strength to rank 10 (The Thing) while another has Blast 10 (Human Torch). They’ve both at the limit for Power Level 10 in their respective abilities, and are comparable in terms of relative power.

      Hope that helps!

  5. Attractive demonstration of the gaming experience.Good work!!

  6. Darktouch says:

    Don’t forget that the GM Screen comes with rules for random character generation by archetype.

    • greywulf says:

      Thanks for mentioning it. :)

      I’ve already reviewed the GM’s Kit and raved about how awesome the random character generator is, and will rave some more when I writing up part three of this series later this week. After that, we’re on to action scenes, and what makes a superhero game feel super!

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