Mutants and Masterminds...Best Fantasy RPG going?


Off-Topic Discussions


I've always believed that M&M is my way to run the fantasy game of my dreams where players can play larger than life characters with powers that break the mold of everything you've come to expect for a fantasy setting.You want to play a Minotaur who can turn himself into stone? Go right ahead. You want to play a fallen Angel with a penache for firearms? I won't stop you. And if you want to play a plucky human swordsman in the same setting and have him go toe to toe with those two? Well that's the beauty of M&M isn't it.


What do you guys think? Is this blasphemy?


I classify all of the games I run as cinematic. By that, I mean the characters are larger than life. So I not only agree with you, but take it one step further in that M&M is a great game for just about any genre I am going to run.

I look forward to Warlocks & Warriors.


CourtFool wrote:

I classify all of the games I run as cinematic. By that, I mean the characters are larger than life. So I not only agree with you, but take it one step further in that M&M is a great game for just about any genre I am going to run.

I look forward to Warlocks & Warriors.

Amen.

You Eat the Dog!!!


sounds fun


It really is. The flexibility of the system allows for any style of play. And the fact that you start at around power level ten
(my campaigns start at 8) kind of puts you in the established hero mode, which I find my players enjoy. Plus it allows them to come up with more detailed backgrounds. which is another thing they seem to enjoy.


Agents of Freedom suggests starting at levels three to six for mundane campaigns. I have not run a game at that level yet, but I believe level five or six would work for me for an Espionage campaign without super powers. Level three might work well for a beginning Fantasy campaign.

Sovereign Court

M&M is indeed a great RPG. Perhaps you should take a look at the game it was adapted to d20 from as well. Unfortunately, I don't think Aberrant is in print anymore, but I'm thankful the original creators were able to convert so much of the unique flavor of the game. I like the grittier, darker, more realistic setting presented in the original books (Fear and Loathing was a nice supplement), but M&M's more comic-book feel is also a lot of fun.

The Exchange

secretturchinman wrote:

I've always believed that M&M is my way to run the fantasy game of my dreams where players can play larger than life characters with powers that break the mold of everything you've come to expect for a fantasy setting.You want to play a Minotaur who can turn himself into stone? Go right ahead. You want to play a fallen Angel with a penache for firearms? I won't stop you. And if you want to play a plucky human swordsman in the same setting and have him go toe to toe with those two? Well that's the beauty of M&M isn't it.

Villains and Vigilanties

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