
niel |

I read 'Inside Straight' yesterday. It is one of the best books in the series, and that's saying alot. As a shared novel, it was seamless, and as a story, it was wonderful.
Also check out the American Hero website for background fluff.
The downside- M&M's Wild Card setting book is not out yet- And I WANT TO MAKE A CHARACTER!!!

niel |

I picked up the Wild Cards setting book today and have been reading it.
So far, it's well written and very detailed as to the history of the world. There is a large section giving details of many of the chaacters, with the largest part of the entrys being their historys. The last section is the part that covers reccomendations of how to play in the setting, with suggested options and some random tables for Ace powers and Joker traits.

niel |

Oh yes. And in the 'play the setting' section there are numerous references to options discussed in the Masterminds Manual. There is also a one page bit about converting the Paragon stuff to Wild Cards.
The book is mostly history, timelines, an overview of the books (with a bit about the origin of the series), and individual histories. The section about playing in the setting consists of how to use the standard rules to build characters who fit the feel of the books, discussing options for deadlier combat,power levels, and such.
There is a introductory adventure in the back, again concentrating on options for fitting it into different play eras and using different villians.

niel |

Question. Does it have stats for all of Captain Trips 'friends'? Including Radical?
Yes it does.
Radavel, character creation has me exited. The Wild Carder character is a super without the balance of attack/defense/movement powers usually seen in comics. They live in a realistic world, are wary of real weapons, and deal with the complications of their abilities. The random tables given are basic guidelines rather then randon templates. there is no listing of 'two rolls on table one, plus one roll each on tables two and four'. A Wild Card's character is about concept.
The opposite of this is the problem. The world is more concerned with the results of the actions of players and npc's. The villians don't rob banks, they participate in conspiracies. A hero doesn't join a super group, he finds a job. Fame is fleeting, easily turning to public disdain. Most importantly, all powers come from the same source; and that source is leathal in 90% of all cases. Including genetics, so your character has to think carefully about children.
It's a great world to roleplay in, but the gamemaster needs a special touch.
The other problem is that the layout of the storyline of the series and the characters makes me want to reread it all again. And that's alot of books.
Another question is of balance. The problem the GURPS version had was that, in that system, a joker/ace was built on more power points than an ace. This did not fit the setting. M&M gives fewer points for disads, and the back chapter gives a short guidline for deciding how many points a joker would get. But it will take a bit of playtesting to see if M&M works better. Of particular concern is the cheapness of skill ranks in M&M.

niel |

Thinking of making a character I call the "Templar," a guy with old-fashioned ethics and religious values.
You may be interested in the section dealing with 'shamans' and the Dreamtime. There's not a huge amount, but it offers some insights into the sources of summonings and how religion and powers intersect. Although most of the religious Wild Carders use their faith to give shape to how their powers work. (example: the Midnight Angel must say a prayer before her flaming sword will form) This is called a 'power crutch'. (other examples are Turtle's shell, Topper's hat, and Peregrine's wings)