Kingmaker with Mutants & Masterminds


Kingmaker

Liberty's Edge

1 person marked this as a favorite.

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.

Silver Crusade

Pathfinder Adventure Path Subscriber
Belgerod wrote:

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

Spoiler:
Being invaded by First World Blooms which bring incredible troubles, they have to fight a Jabberwock, go into a literal Fairy Tale land, and deal with a Fey creature with the power to bottle a kingdom like the city of Kandor in the DCU
, I wouldn't worry about reigning in their power levels.

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.


Sounds like fun :)

I always fancied a post-apocalypse fantasy/supers crossover. One day, maybe :)

Liberty's Edge

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.

Community / Forums / Pathfinder / Pathfinder Adventure Path / Kingmaker / Kingmaker with Mutants & Masterminds All Messageboards

Want to post a reply? Sign in.
Recent threads in Kingmaker
Kingmaker in 2025