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Author Topic: Mutants & Masterminds 2e  (Read 2172 times)

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Offline MasterMischiefTopic starter

Mutants & Masterminds 2e
« on: April 19, 2015, 06:30:08 AM »
I would love a Mutants & Masterminds game, preferable second edition.  Full on four color, Power Level 10 or even higher.  My heart flutters at the thought of having more than 150 Character Points to spend.  A mystic themed campaign would be lovely.

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Re: Mutants & Masterminds 2e
« Reply #1 on: April 19, 2015, 06:53:26 AM »
  I'd love to play in such a game too. 

Offline MasterMischiefTopic starter

Re: Mutants & Masterminds 2e
« Reply #2 on: April 19, 2015, 01:47:30 PM »
Yay!  I am not alone.  Two more and we have a right group.

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Re: Mutants & Masterminds 2e
« Reply #3 on: April 19, 2015, 10:54:21 PM »
  Groups are easy to get, GMs are the challenge. 

Offline Pumpkin Seeds

Re: Mutants & Masterminds 2e
« Reply #4 on: April 20, 2015, 05:11:59 AM »
:: peeks::

Online Callie Del Noire

Re: Mutants & Masterminds 2e
« Reply #5 on: April 20, 2015, 08:36:49 PM »
I'd like to try it too. :( good luck finding a Gm.. sigh..

Offline Crash

Re: Mutants & Masterminds 2e
« Reply #6 on: April 28, 2015, 02:35:10 PM »
Yeah, finding GM's are the hard part.  Was in a fun Magic-Girl game on RPOL for a long time, but that is the only one that lasted.

Anyone check out AMP: Year One?  It looks like an interesting take on superpowers mutants ala Heroes.
« Last Edit: April 28, 2015, 02:38:38 PM by Crash »

Offline Ironwolf85

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Re: Mutants & Masterminds 2e
« Reply #7 on: May 12, 2015, 09:36:21 AM »
I would love to learn this game by the way, I hear about it in conversation snippits all the time.
what can you do with it?
and what is the usual theme?

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Re: Mutants & Masterminds 2e
« Reply #8 on: May 13, 2015, 12:25:13 AM »
I would love to learn this game by the way, I hear about it in conversation snippits all the time.
what can you do with it?
and what is the usual theme?

  Iron, Mutants and Masterminds is a GURP.  It's default theme is superhero, but you can use it for pretty much any setting.  Unlike GURPS, it defaults to the comic book level of reality.  You can knock people out without killing them, people recover from injury with some ease.  if you have a power, you can usually use it reliably and repeatedly.  Heroes occasionally pick up a new trick, or get better at a skill or power but they don't change power level very often or very fast. 

  It's in it's third edition right now.  The third edition is arguably even better for lower power level concepts like a fantasy or sci fi. 

  It's got the d20 system as it's core mechanic.  Where in D&D, characters suffer hit points of damage 'til they're put down, in Mutants and Masterminds damage is one of many kinds of effects you make a saving throw against. 

Offline Ironwolf85

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Re: Mutants & Masterminds 2e
« Reply #9 on: May 13, 2015, 02:29:20 AM »
sounds fun  ;)

Offline Pumpkin Seeds

Re: Mutants & Masterminds 2e
« Reply #10 on: May 13, 2015, 07:14:43 AM »
It certainly can be if a bit complicated for noobs like me.  I have to rely on Muse to make my stuff.

Offline MasterMischiefTopic starter

Re: Mutants & Masterminds 2e
« Reply #11 on: May 16, 2015, 08:33:29 AM »
It certainly can be if a bit complicated for noobs like me.  I have to rely on Muse to make my stuff.

It is less complicated than Pathfinder and more complicated than say Fate.  For me, it is in a happy medium of crunch without bogging down into accounting.

I would love to learn this game by the way, I hear about it in conversation snippits all the time.
what can you do with it?
and what is the usual theme?

In my biased, but correct opinion, it can handle any kind of cinematic campaign.  By 'cinematic' I mean you can get away with crazy stunts without being weighed down with realistic penalties.  It does not simulate realism well.  It was not designed to.  It is not quite Exalted level, but certainly is not G.U.R.P.S.  I would rate it a little more 'cinematic' than Pathfinder, although with the new Unchained stuff...maybe not.

I ran a Gangbusters style game with it.  I allowed powers, but they had to be cleverly disguised.  For example, the doctor had Healing, but he had to make a skill roll and it took time.  As far as the world was concerned, he was just a good doctor.  The pugilist was immune to unarmed damage.  Again, as far as the world was concerned, he was just really tough.  No one was flying around shooting rays out of their eyes.

I have run several Fantasy games with it.  Magic is easy enough since the system is built with the assumption of Super Powers.  Magic can feel comic book-y since the default version is not really skinned to feel like arcane rituals.  This is easy enough to fix, but does add work.

Psionics are in the core system, so they do not need any extra tweaking.  I have wanted to run a Sci Fi game with it too.

Offline Ironwolf85

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Re: Mutants & Masterminds 2e
« Reply #12 on: May 26, 2015, 08:15:19 AM »
sounds good actually, makes me want to run a post-apocalyptic game with it

Offline MasterMischiefTopic starter

Re: Mutants & Masterminds 2e
« Reply #13 on: June 17, 2015, 12:33:07 PM »
sounds good actually, makes me want to run a post-apocalyptic game with it

I believe it would work well for a post-apocalyptic game assuming you did not want a lot of realism.  You could do the most recent Mad Max remake quite easily with it.

Offline Pumpkin Seeds

Re: Mutants & Masterminds 2e
« Reply #14 on: June 17, 2015, 06:27:00 PM »
I'd love to see a Hellgate London style game done with it.

Offline eternaldarkness

Re: Mutants & Masterminds 2e
« Reply #15 on: June 17, 2015, 11:07:26 PM »
I could easily be persuaded to run a small M&M game, depending on what people wanted. My GM style does not mesh with everyone though- whatever the skin you put over it, the meat and bones of my stories are always high-powered and over - the - top.

That being said, my preferred types of genres lean more toward Dragonball Z and the Avengers than, say, street-level mystery men, but I can even do that in my preferred style with players willing to buy in to the premise.

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Re: Mutants & Masterminds 2e
« Reply #16 on: June 18, 2015, 12:31:50 AM »
  That sonuds pretty awesome to me, Darkness. 

Offline eternaldarkness

Re: Mutants & Masterminds 2e
« Reply #17 on: June 18, 2015, 12:35:49 AM »
  That sonuds pretty awesome to me, Darkness.

I consider a campaign where at least one world, or at least a tri-state area has been blown up to be a smashing success, especially if the PC's did it, and I like proactive players who just do stuff and justify it later. I can work with anything if it's cool enough.

Offline Kolbrandr

Re: Mutants & Masterminds 2e
« Reply #18 on: June 19, 2015, 01:22:53 PM »
I'd be cool with a high scale M&M game, it would be a refreshing change from the lower than even basic starting points one that I find tend to dominate pbp.

Offline Ephiral

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Re: Mutants & Masterminds 2e
« Reply #19 on: June 19, 2015, 02:35:07 PM »
eternaldarkness, you sound fairly close to my ideal GM. (I maaaaay be responsible for a hiatus in my last superheroes game, when my solution to "universe-threatening horror lands on Earth" was "Let's throw Ceres at it!".) Colour me interested.

Offline Foxy Oni

Re: Mutants & Masterminds 2e
« Reply #20 on: June 19, 2015, 02:59:04 PM »
I might be keen too depending on how things pan out.

Offline Pumpkin Seeds

Re: Mutants & Masterminds 2e
« Reply #21 on: June 19, 2015, 03:02:35 PM »
World destruction is always a neat thing..err...to avert..to avert.

Offline MasterMischiefTopic starter

Re: Mutants & Masterminds 2e
« Reply #22 on: June 20, 2015, 09:18:40 PM »
the meat and bones of my stories are always high-powered and over - the - top

Will you have my llama babies?

Hells yeah, I'm in!  I know nothing about Dragonball Z, but let's blow up the Earph!

Offline Pumpkin Seeds

Re: Mutants & Masterminds 2e
« Reply #23 on: June 20, 2015, 09:52:06 PM »
I thought I was having your llama babies!?  :: cries::

Offline eternaldarkness

Re: Mutants & Masterminds 2e
« Reply #24 on: June 21, 2015, 01:49:30 AM »
Well, given the enthusiastic response, let's talk setting and power level. All interested parties give me an idea what kind of setting elements you want, and where we'd like to start power level wise.

My idea was to split it between roleplay/side story scenes and action/mission scenes. At the end of a given thread, power points would get awarded. I would want to give out pretty good amounts of Power Points so we don't have the usual problem of feeling like you're getting nowhere character-wise. We would keep the action in the mission scenes fast and furious and let side scenes go at their own pace. With a max of 5 players to start I could easily juggle some more personal plots.

My setting idea, which is open for suggestions to make it better/more fun:

-Rise of the Old Gods. In this one ancient and very large godlike beings start appearing and fucking shit up in a big way. These are the original rulers of the earth who have been dormant for longer than recorded history, and something - maybe lack of faith, maybe a crazy cult messing with powers man was not meant to mess with, or maybe just because their nap time is up - has awakened these massive inhuman entities of vast primal power.

Naturally, somebody needs to do something about these guys, and that's where you come in. One of the gods does not want the others ruling over the earth, so it summons the descendants of its former high priests and gives them powers and their marching orders: beat that godly ass and save the world, because these other gods are seriously harshing his mellow with their mass destruction.

Now most conflict would be with minions of the other gods - they had their own high priests too, and plenty of people willing to obey beings that are obviously hella powerful.

So, thoughts and suggestions?
« Last Edit: June 21, 2015, 01:53:53 AM by eternaldarkness »