| Pat o' the Ninth Power |
Hello, all.
Ever since I bought the M&M2e PDF, I've been thinking it would be well-suited to a D&D-style game (yes, I'm a GURPS player, why do you ask?), but especially a play-by-post. There's more overhead for character generation, but there's very little record-keeping and combat is pretty streamlined.
Sadly, I won't have time to run a game before Summer (well, I do, but it would crash and burn shortly after classes start in mid-January). So I'm putting out the call. Anyone have an interest in playing and/or running such a thing? If I were running, it would be with converted Paizo adventures (cuz they rock), but obviously it's up to the potential GM.
Note: The books are fairly expensive (~$40), but Green Ronin sells PDFs for half the price of the hard-copy, and only two books are really relevant -- the main volume and the powers catalog.
VideoGeek
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Sorry to see the lack of replies, but I actually just bought that book last month and would love to be able to actually play a game with it (I live in the boonies, here thar may be dragons, but very little in the way of geeks). If you know of anyone elsewhere willing to play, I'm all in. I have a board set up for a previous (failed) d&d game I could renovate pretty quickly too, if needed. Assuming you're still interested, of course.
| Pat o' the Ninth Power |
Pat, you still have an opening? Have a PC called Vincent Arkayne.
Not sure which game you're referring to. The M&M game is still vaporware; the 3.5 (CotCT) game has a waitlist, I'm afraid.
I'd really like to play in an M&M fantasy game . . . I'm not in a position time-wise to be running two games, one of which requires conversion, at the moment, though I wish I could.
| niel |
I also would like to voluteer for eventual game- Though I'm not sure what fantasy M&M would look like. I've actually been running 2E M&M- just so I could play.
2E is better than 1E, and the Ultimate Powers book is an excellent add on, as is the Instant Superheroes book. Their Book of Magic is due out soon, as is M&M Wildcards.
| niel |
The GURPS book was OK- just not enough. Also, GURPs didn't make the best superhero system. M&M is much simpler- sort of a D20 Champions. The extra effort system really gives the feel of using powers rather than just having the effects on your character sheet. Did you have a chance to play/run M&M 1E?
| niel |
I started with V&V. I missed out on trying Champions back then, though I've played it since. M&M is a more comfortable fit for me.
The 1E games I ran and the 2E one I'm running now have apparently enjoyed by the players. I did try to limit character advancement by not increasing the power level of the game as the players gained XPs, but I'm not sure it worked. I expected to have the players round out their heroes, but since feats and such are so cheap they wanted to increase their power cap early on. Which can easily create a chalenge when creating villians to put against the varying dam/prot levels of heroes.
Hopefully, the 'Wild Cards' book will recognize this. The worst part of the GURPs book was that the point based system meant that Jokers gained points for their characters and so Joker/Aces were more powerful than Aces. When you make a supers setting based on a series of books, balance isn't addresed by the background. It must be reflected by the game rules, which is difficult to do with a point based system. Or it has to be handled by the GM, who has to contend with the various players' vision of the setting. It will be interesting to see how M&M deals with this.