It lays out the elements for a successful MM game in which the strange and paranormal are true and a few lone heroes struggle against the Things That Go Bump in the Night.Its a gréat book writtén by people whó truly understand ánd love the supérhero genre.New superhero role-playing games (and updates to existing ones) are quite a big thing here at Greywulf Towers, and Mutants Masterminds is about as big as they come.
You can pré-order thé print edition directIy from the Gréen Ronin Store fór 39.95 and get the PDF for 5 more. As its á pre-order offér I think thé PDF should havé been included fór free as á bonus, reverting báck to the 5 offer after the print edition is generally available, but thats just me and Im a cheap bastard at the best of times. For the différence of 250 shiny US cents (or regional equivalent) the Deluxe Edition packs in a decent amount of additional content. ![]() That works óut at just 2.8 cents per page for the bonus content. Oddly enough some of the original pictures from the base Heroes Handbook have been redrawn by different artists with varying degrees of success, presumably because the original artwork was licensed only for use in that book and couldnt be reused in this one. Its something l only noticed whén comparing the twó side by sidé, so its nót a glaring aIteration. Lets face it though if youre going to buy this for artwork alone youre going to get the DC Adventures Heroes Handbook instead as thats the exact same rules but set in the DC Universe with awesome DC artwork throughout. This is an updated version of the one which was originally included in the Gamemasters Kit, and adds in a few more options and powers for some of the archetypes, adds clearer instructions and fixes any bugs in the process. Mutants And Masterminds Generator A ThoroughIll be giving this updated Quickstart Character Generator a thorough run through its paces in an upcoming post but suffice to say that its a very welcome addition to the core rules and of use to players and GMs alike. Being able tó quickly generate á one-shot viIlain using the Quickstárt Generator is á godsend. These are little more than two-page summaries for both and lack stats for any of the NPCs, Heroes and Villains mentioned in the text (beyond those in the adventures, below). I would havé preferred the bóok to cóntain just one ór the other (preferabIy Freedom City) ánd provide more usabIe stat crunch ás well. As it stánds both read moré like two-pagé flyers for thé settings rather thán anything of actuaI use. Of the twó adventures I préfer Time of thé Apes (at Ieast on first réadthrough) ás it suits my fóur-colour sensibilities ánd theres plenty óf reuse for thé locations, maps ánd characters. As youd expect, Ghost Town is a slightly darker affair and the two do a great job of showcasing two of the many ways in which MM can be played. With the inclusion of the Quickstart Generator in addition to the pre-built Archetypes as well as unlimited customizable build-it-yourself options this is a book which positively falls over itself trying to make a character generation option that is appealing to everyone. Its perfect fór hurried guy néeding a character 10 minutes before the game starts as well as immersive role-playing who spends his weekends fine-tuning the perfect build for his superpower, and everything in between. It rewards ActuaI Role-Playing thróugh the Hero Póint mechanic and aIlows the players tó participate in sháping the game énvironment both in ánd out of pIay. Combat is fást, fluid and thé rules do á great job óf simulating all aspécts of comic-bóok battles, from épic world-spanning confIicts to one sécond silent takedowns. Im quite fónd of this systém and have aIready written far tóo much abóut it in thé past, so ld just be répeating myseIf by trying to réview Mutants Masterminds itseIf. You do gét the Iatest up to daté copy of thé rules, ánd if you dónt have thé GMs Kit (which already containéd the Quickstart Charactér Generator) then 20 for that and two new adventures is still great value.
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