Is anyone playing DC Adventures yet?


Other RPGs

Liberty's Edge

I was just wondering if anyone on these boards was playing the Green Ronin DC adventures/Mutants & Masterminds 3e. The system looks solid, and I am scheduled to run it at a convention in a few weeks, but I have not been able to get my group at home to break from our regularly scheduled game to help me see any game play issues before I arrive at the con. I was hoping that someone here could help me out.

The Exchange RPG Superstar 2010 Top 16

Jerald, have you played 2nd Edition Mutants & Masterminds?

Liberty's Edge

Chris Mortika wrote:
Jerald, have you played 2nd Edition Mutants & Masterminds?

Yeah, and I really liked it. It runs pretty smoothly for me. Just a little concern about any glitches in the new system that I haven't found yet.

The Exchange RPG Superstar 2010 Top 16

I don't think you'll have any problems. DC Adventures is sort of like a "True 20" version of M&M. That is to say, some things are packaged in a different way, but otherwise it's the same game. there's more of a learning curve for building characters than for running the game. For a convention, where nobody's building anything, the changes shouldn't even be that noticable.

What kind of adventure?

Liberty's Edge

It's kind of a superheroes vs Godzilla type monster. Easy story line to get people into, with a prepackaged big fight for the ending. I have titles this opus "Something Heinous from Uranus," so you can tell that the tone isn't really going to be heavily focused on the serious rules heavy side. I just didn't want to get stuck with some obscure rule that completely invalidates the big bad, or one of my pre-gens.


Planning to buy it on the 25th, right after the Renessaince Festival. I won't play it but I suspect there might be some good DC information that could apply to my Legion of Super-Heroes game.


EileenProphetofIstus wrote:
Planning to buy it on the 25th, right after the Renessaince Festival. I won't play it but I suspect there might be some good DC information that could apply to my Legion of Super-Heroes game.

Waves enthusiastically

Hi Eileen!!!!!!


Freehold DM wrote:
EileenProphetofIstus wrote:
Planning to buy it on the 25th, right after the Renessaince Festival. I won't play it but I suspect there might be some good DC information that could apply to my Legion of Super-Heroes game.

Waves enthusiastically

Hi Eileen!!!!!!

(Waves back)

Come check out the Legion thread PBP!


OR ELSE!!!!!!!!!!!!!!!!!!!


Not a lot of Legion stuff in it, maybe a little. You will probably get more mileage out of books 2-4 as far as LoSH stuff goes.


Scott Carter wrote:
Not a lot of Legion stuff in it, maybe a little. You will probably get more mileage out of books 2-4 as far as LoSH stuff goes.

I have not heard of books 2-4, what are they?


EileenProphetofIstus wrote:
Scott Carter wrote:
Not a lot of Legion stuff in it, maybe a little. You will probably get more mileage out of books 2-4 as far as LoSH stuff goes.
I have not heard of books 2-4, what are they?

From what Ive heard, 2 & 3 are heroes and villians books with like 300+ write ups, and a 4th book is a setting book of some sort to help run games that are genuinely DC.


I have the pdf, and I'm running an adventure this weekend. I've got an occasional M&M campaign on the go that I run as break from dnd. This will be our first go with DCH. From what I can tell the system looks basically the same (but tidied up). To me it looks more like 3.5 vs 3E than an entire new edition of the game. I converted the M&M characters over to the new system, which went fairly smoothly. One thing that I've found a little tough is getting used to the new powers system. All the pieces are there to design the powers you want, but there are less ready made ones there, so building a custom character takes a bit of getting used to. I'm looking forward to test driving the system though. I think it will be fun.


Stewart Perkins wrote:
EileenProphetofIstus wrote:
Scott Carter wrote:
Not a lot of Legion stuff in it, maybe a little. You will probably get more mileage out of books 2-4 as far as LoSH stuff goes.
I have not heard of books 2-4, what are they?
From what Ive heard, 2 & 3 are heroes and villians books with like 300+ write ups, and a 4th book is a setting book of some sort to help run games that are genuinely DC.

That does sound better.


I would love it if they could get the rights to do more. Would like to see some city, era, and team specific books in the TPB $19.99 range

The Exchange RPG Superstar 2010 Top 16

Jerald, how did it go?


Bumping this just because I want to play DCA and don't know when I ever will.

My current Campaign Idea is New Doom Patrol: The old Patrol is gone and the powers that be on Oolong Island have decided that having their very own superhero team is not such a bad idea. Made up of misfit and flawed heroes who are willing to do some of the gray-area work for an island that is, essentially, a haven for science villain. Focused on bizarre encounters with retro-silver age style science fiction monsters and villains with just a touch of Grant Morrison. Ties to the larger DCU a plus. One or two parters would be the norm.

Example PC:

Crucible: Dr.Bell was a chemical weapons expert working on samples of Chemo on Oolong when an lab explosion turned him into a living toxic sludge (and possibly a pollution elemental.) Tries to keep up his jovial nature and scientific detachment but without his containment suit he would just be a puddle of caustic slime.

What are your campaigns like?


I'll be starting a game using DC Adventures/M&M3E this coming Monday. The game will be a retcon/reboot of a game that ended poorly (see the "Last Straw" Thread for some details on how poorly and why), set in the year 2020, following two decades of no powers, no super technology, no magic, no supra-normal activity anywhere on the Earth whatsoever. The PC's will begin as PL1 normals, and have Origins, bringing them to PL10.

I think this will be an interesting change for my players, as they're used to having characters that have a full grasp on what they can and cannot do with their abilities. Whether it's a Cyberpunk game, a Pathfinder game, or what-have-you, they're used to playing PC's that know "I can do this and that and the other thing." With this approach, they're going to have a lot of opportunities to roleplay their characters as they come to grips with the fact that they ARE the heroes that everyone's been waiting to return for the last 20 years.

The PC's will get a chance to be the flagship team at the head of the reformed Freedom Corps, a previously defunct branch of the United Nations (When the powers went away, there was no longer any use for an organization dedicated to using metahumans to fix the world's issues and act as peacekeeping forces), or head out on their own as the spiritual successors to Lost Age of Heroes.

Should be fun!


Sounds interesting.


Smerg wrote:
Sounds interesting.

I hope so! With the exception of one player, all the players will be new to the game world - which means they have a mess of documented stories from previous players in the game, as well as the various timelines, resource materials, and things that I've put together. But with the 20-year gap, and all of them except one being new to the game world, there's going to be a very real sense of "Well, this is all new to us!" both on the part of the PC's and their players. It should be pretty fun as they roleplay their Origins and learning how to use their powers.

Although I DID have to do a bit of arm-twisting with the experienced player as to why Super Gadgets and things stopped working as well as powers. He wanted to play a 50 year old remnant of the last game who'd been active through the entire "dark time" - but saying things like "bullets suddenly decided they could punch through spandex armor" and "physics appeared to change so that one guy with a gas gun could suddenly be taken down by twelve dudes with auto pistols" seemed to work. ;)


There is always one.

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