Mutants & Masterminds has been called "the best, most exciting superhero RPG in years." It sets "new standards in design and presentation." It has won multiple ENnie and Pen & Paper Awards and it appeared on every critic's "best of" list for 2002. Now the World's Greatest Super-hero Roleplaying Game is even better! Mutants & Masterminds, Second Edition, takes the best of the original edition and supercharges it to make it the most complete, detailed, and fun super-hero game yet! In this 256-page hardcover with a stunning new cover by Ramon Perez, you'll find a complete roleplaying game that's a perfect starting point for your own comic book adventures. Mutants & Masterminds, Second Edition, has everything you need to create your own super-heroes and villains. It also offers more than a dozen ready-made super-hero archetypes and even more ready-to-use super-villain archetypes, plus two introductory adventures so you can start playing right away. Don't let your super-powers fall behind! Mutants & Masterminds, Second Edition, will take your game (and your heroes) to the next level!
Nicht das beste, aber schon nicht schlecht..., 29. Juni 2004
"Mutants & Masterminds" ist ein Klon, den man möglicherweise für das Original halten könnte, wenn man sich "Aberrant D20" anguckt. Zugegeben, es ist nicht gerade ein schlechter Klon, aber es ist schon recht deutlich, daß vieles im Aufbau der Powers - gerade was "Überbau-Kräfte" wie Elemental Controls und sowas angeht - sich sehr stark daran orientiert, wie diese Dinge bei Aberrant (der Storyteller System-Version, wohlgemerkt!) geregelt wurden (und Aberrant hat sich wiederum extrem stark an Champions orientiert, was man u.a. daran merkt, daß man an einigen Stellen vergessen hat, die Powers doch noch umzubenennen. Allerdings hat ja auch Steve Long ganz kräftig mit daran herumgeschrieben. Aber das gehört ja nicht wirklich hier her...). Auch die Extras erinnern doch sehr stark an Aberrant, sind hier aber tatsächlich eleganter gelöst. Die Regeln sind eine definitiv verbesserte Version der inzwischen ja leider allgegenwärtigen D20-Regeln, in denen man die Levels im Prinzip weggelassen hat und auch keine albernen Charakterklassen mehr vorfindet. Außerdem - und das rechne ich denen wirklich an - braucht man für M&M nicht das D&D-Buch! Alles, was zum Spielen notwendig ist, findet sich hier. Die Powers sind aber teilweise einfach nicht durchdacht. So kann man oft nicht wirklich feststellen, warum manche Powers als Stunt ergänzt werden (einmalige Kosten), andere aber jeden Powerlevel durch Extras verteuern. Immer schneller zu fliegen kostet gerade mal 2 Punkte, aber mit seinen Klauen besser zu Klettern 1 Punkt pro Powerlevel?! Da weiß ich aber, wovon ich mehr habe! Außerdem sind einige Feats zu mächtig. Wenn ich mit 2 Punkten in einem Feat JEDEN Unsichtbaren sehen kann, egal wieviel der in seine Power gesteckt hat, dann ist das ziemlich unausgewogen. M&M ist durchgängig vierfarbig illustriert - und das größtenteils auch ziemlich gut von echten Comiczeichnern! - aber das führt dazu, daß dieses doch sehr dünne Hardcoverbüchlein sauteuer ist. M&M ist ein gut spielbares System, das aber wegen der Schwächen und des Preises echten Punktabzug bekommt: also 3 Punkte.
I playtested this (yes, I know, I'm not in the credits, but the rest of my gaming group is...sigh), and it's an impressive way of bringing supers to D20. Once you've gotten used to the ruleset, it can provide a lot of flexibility without too many rules by fiat.
Character creation is a bit of a pain, but there are helpful templates that can be lifted and tweaked. The other side of that, however, is that characters can be completely customized for your desires. Hoo-rah!
M&M is a fun game, but one that requires either patient explorative players or members of the group who already know the mechanics. Learning the basics of the game at a con game and then bringing it back to your home group is ideal.
I LOVE this game! I am a big fan of Supers role-paying games, and so am always on the lookout for new ones. When I heard about this game, I was doubtful - could you make a supers game based on the d20 system? I went ahead and tried it bades on the reccomendation of my local gaming store owner, and was glad I did! The game is fased paced and easy to create a wide variety of characters. I highly reccomend it to any fan of super-hero RPGs.
My favorite super-hero genre RPG. Relatively simple mechanics combined with a flexible character generation system that can capture the essence of just about any comic book hero you want to play.
The power level mechanic does the best job I've ever seen of balancing characters in such a way that a Batman type of character can play along side a Superman type and both contribute to the game.
I've had an interesting relationship with Superhero role-playing games. Most tend to be so fluid with their rules most characters are, mechanically, the same while a rare few are so mechanically complex it feels like you're doing taxes instead of building characters.
Mutants & Masterminds (M&M) strikes a nice balance between the two. There's complexity in the design, but not so much that it feels overwhelming. They made a smart move with this edition in not binding themselves fully to the formula and stables of the d20 system and changed it so that it works best for them in the world/games they're trying to invoke. I love this game. The only thing keeping me from giving it a full 5 stars is that there has always been something about the game that wears on people I've played with to the point we can never seem to do a full campaign without interest in the game waning, and while this is a common problem with many groups, I see it most often with this game. Not sure why.
Mutants & Masterminds is a superhero role-playing game written by Steve Kenson and published by Green Ronin Publishing based on a variant of the Wizards of the Coast d20 system.
This system enables roleplayers to create superheroes of all sorts. The rules are pretty straightforward, and a little creativity goes a long way when trying to get a hero to be able to accomplish what the player wants. There are lots of power options to suit any character concept. It was a fun game to play.