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I am about halfway through the first book with my group. Some of the players were skeptical of using the Mutants & Masterminds system, but everyone seems to be getting on board.
We are using the Warriors & Warlocks book as our main sourcebook. Started at PL5 and going up one PL with each Kingmaker book. I am also giving the players 20 power points per level.
Differences so far: much faster battles; the heroes feel a lot stronger than low level PCs, but probably will never feel as invulnerable as high level characters, and the players have lots of design flexibility from the beginning.
The main challenge is responsibly restricting the powers from reaching typical Mutants & Mastermind levels, and maintaining proper setting tone.

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I am about halfway through the first book with my group. Some of the players were skeptical of using the Mutants & Masterminds system, but everyone seems to be getting on board.
We are using the Warriors & Warlocks book as our main sourcebook. Started at PL5 and going up one PL with each Kingmaker book. I am also giving the players 20 power points per level.
Differences so far: much faster battles; the heroes feel a lot stronger than low level PCs, but probably will never feel as invulnerable as high level characters, and the players have lots of design flexibility from the beginning.
The main challenge is responsibly restricting the powers from reaching typical Mutants & Mastermind levels, and maintaining proper setting tone.
Considering by Book 6 the Kingdom is
In my War of the River Kings: Clockwork Kingdom, using Pathfinder rules my players were using teleport, Magnificent Mansion (modified to contain the demiplane of Fellnight) to move armies around as their kingdom was invaded in the East by combined Pitaxian/Issian forces on airships, and clockborg wyverns to the West. They were using high level Druidic magic to just WRECK entire traditional armies, and they Castle of Knives involved talking their way around a powerful Inevitable, and fighting the automated defenses of the castle inhabited by the evil-cloned consciousness of one of the PCs.
High Level Pathfinder is indistinguishable from Superhero shenanigans.
I love the idea of using M&M to run Kingmaker.
I really want to run a superheroic version of Curse of the Crimson Throne someday.

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During the first couple of adventures, I don't really want the characters to be superheroes. It would blow the immersion. However, later on they are definitely likely to be superheroes, just as in the standard Pathfinder rules.
As far as using M&M goes, it's a natural fit. I use the 2e rules, primarily because it still uses stats and saves, so it was an easier sell to my group. Also, I think anyone wanting to run a campaign with the M&M rules needs to use the following guidelines for challenge ratings:
Building Encounters for Mutants and Masterminds
It's been good so far, and the game is progressing much faster than it did when we played Kingmaker the first time, using the standard rules. In our previous attempt, we finished the first two books before things fell apart. This time I'm hoping we can go all the way.