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	<title>Comments on: Mutants and Mastermind: Hacking it so I can play it</title>
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	<link>http://critical-hits.com/2008/12/03/mutants-and-mastermind-hacking-it-so-i-can-play-it/</link>
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		<title>By: Sunday Link-Around Quest - Dec 7 &#171; Jonathan Drain&#8217;s D20 Source: Dungeons &#38; Dragons Blog</title>
		<link>http://critical-hits.com/2008/12/03/mutants-and-mastermind-hacking-it-so-i-can-play-it/#comment-53592</link>
		<dc:creator>Sunday Link-Around Quest - Dec 7 &#171; Jonathan Drain&#8217;s D20 Source: Dungeons &#38; Dragons Blog</dc:creator>
		<pubDate>Mon, 08 Dec 2008 09:37:10 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=1966#comment-53592</guid>
		<description>[...] Chatty DM: Mutants and Mastermind: Hacking it so I can play it [...]</description>
		<content:encoded><![CDATA[<p>[...] Chatty DM: Mutants and Mastermind: Hacking it so I can play it [...]</p>
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		<title>By: BigFella</title>
		<link>http://critical-hits.com/2008/12/03/mutants-and-mastermind-hacking-it-so-i-can-play-it/#comment-53591</link>
		<dc:creator>BigFella</dc:creator>
		<pubDate>Sat, 06 Dec 2008 03:58:53 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=1966#comment-53591</guid>
		<description>Thank you kindly, ChattyDM. First time caller, long time listener...

Yeah, I got into Heroes Unlimited via Teenage Mutant Ninja Turtles and Other Strangeness. S&#039;funny you bring up mecha, &#039;cos that was one of the BIG problems with HU. Balance. (Especially for the robots.)

I struggled thru a campaign where one player was a relatively normal guy who could turn invisible, and another was essentially a giant robot with a built in .50 cal machine gun and ion cannon. Try coming up with villians that challenge both at once. Feh...

But I digress. It&#039;s M&amp;M from here on out for all my superhero needs. I look forward to reading more about how it goes, should you get anything going. Might inspire me to dust off my own M&amp;M campaign and get it rolling again...</description>
		<content:encoded><![CDATA[<p>Thank you kindly, ChattyDM. First time caller, long time listener&#8230;</p>
<p>Yeah, I got into Heroes Unlimited via Teenage Mutant Ninja Turtles and Other Strangeness. S&#8217;funny you bring up mecha, &#8216;cos that was one of the BIG problems with HU. Balance. (Especially for the robots.)</p>
<p>I struggled thru a campaign where one player was a relatively normal guy who could turn invisible, and another was essentially a giant robot with a built in .50 cal machine gun and ion cannon. Try coming up with villians that challenge both at once. Feh&#8230;</p>
<p>But I digress. It&#8217;s M&amp;M from here on out for all my superhero needs. I look forward to reading more about how it goes, should you get anything going. Might inspire me to dust off my own M&amp;M campaign and get it rolling again&#8230;</p>
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		<title>By: ChattyDM</title>
		<link>http://critical-hits.com/2008/12/03/mutants-and-mastermind-hacking-it-so-i-can-play-it/#comment-53590</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Fri, 05 Dec 2008 17:05:43 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=1966#comment-53590</guid>
		<description>Heroes Unlimited.  I remember making characters for it... and possibly fighting Robotech Mecha with them...

Ah the 80&#039;s!

Welcome to the Blog BTW BigFella!</description>
		<content:encoded><![CDATA[<p>Heroes Unlimited.  I remember making characters for it&#8230; and possibly fighting Robotech Mecha with them&#8230;</p>
<p>Ah the 80&#8242;s!</p>
<p>Welcome to the Blog BTW BigFella!</p>
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		<title>By: BigFella</title>
		<link>http://critical-hits.com/2008/12/03/mutants-and-mastermind-hacking-it-so-i-can-play-it/#comment-53589</link>
		<dc:creator>BigFella</dc:creator>
		<pubDate>Fri, 05 Dec 2008 05:12:22 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=1966#comment-53589</guid>
		<description>A couple of suggestions for if you do ever wanna tackle character generation in M&amp;M: I tended to like setting the campaign level at 2X the starting character level, so characters could really excel in something if they chose to, but they&#039;d have to make concessions to do it.

Also, if you wanna do the old school random thing, I&#039;d suggest using Palladium&#039;s &quot;Heroes Unlimited&quot; for all the crazy randomized tables, and then stat the characters out in M&amp;M.

(Heroes Unlimited was the first supers themed system I played, and aside from the randomizing, boy what a haphazard system. When I finally got talked into switching to Mutants &amp; Masterminds, it was like being handed a flamethrower after trying to start a fire with two sticks...)</description>
		<content:encoded><![CDATA[<p>A couple of suggestions for if you do ever wanna tackle character generation in M&amp;M: I tended to like setting the campaign level at 2X the starting character level, so characters could really excel in something if they chose to, but they&#8217;d have to make concessions to do it.</p>
<p>Also, if you wanna do the old school random thing, I&#8217;d suggest using Palladium&#8217;s &#8220;Heroes Unlimited&#8221; for all the crazy randomized tables, and then stat the characters out in M&amp;M.</p>
<p>(Heroes Unlimited was the first supers themed system I played, and aside from the randomizing, boy what a haphazard system. When I finally got talked into switching to Mutants &amp; Masterminds, it was like being handed a flamethrower after trying to start a fire with two sticks&#8230;)</p>
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		<title>By: ChattyDM</title>
		<link>http://critical-hits.com/2008/12/03/mutants-and-mastermind-hacking-it-so-i-can-play-it/#comment-53588</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Thu, 04 Dec 2008 19:42:24 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=1966#comment-53588</guid>
		<description>Sorry for my relative silence.  Work is hell and I&#039;ve much on the proverbial plate.

Thanks Greywulf for your tips, I will apply them when I do play.

I still love the d20 system (hell 4e still is d20) I just don&#039;t want to deal with all its crunchy bits anymore.   At Gen Con i ran it crazy fast and I loved it.  I want some more of that.</description>
		<content:encoded><![CDATA[<p>Sorry for my relative silence.  Work is hell and I&#8217;ve much on the proverbial plate.</p>
<p>Thanks Greywulf for your tips, I will apply them when I do play.</p>
<p>I still love the d20 system (hell 4e still is d20) I just don&#8217;t want to deal with all its crunchy bits anymore.   At Gen Con i ran it crazy fast and I loved it.  I want some more of that.</p>
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		<title>By: David</title>
		<link>http://critical-hits.com/2008/12/03/mutants-and-mastermind-hacking-it-so-i-can-play-it/#comment-53587</link>
		<dc:creator>David</dc:creator>
		<pubDate>Thu, 04 Dec 2008 13:56:43 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=1966#comment-53587</guid>
		<description>I&#039;ve been considering a superhero one-shot or so recently, and this sounds like a capable system.  My group certainly knows how the d20 system works by and large, and finding a superhero genre ruleset that fits that paradigm works well.

Thanks for mentioning it!  Maybe it will be useful.

&lt;abbr&gt;&lt;em&gt;Davids last blog post..&lt;a href=&quot;http://theverbingnoun.blogspot.com/2008/12/rpg-carnival-transform&lt;/em&gt;&lt;/abbr&gt;</description>
		<content:encoded><![CDATA[<p>I&#8217;ve been considering a superhero one-shot or so recently, and this sounds like a capable system.  My group certainly knows how the d20 system works by and large, and finding a superhero genre ruleset that fits that paradigm works well.</p>
<p>Thanks for mentioning it!  Maybe it will be useful.</p>
<p><abbr><em>Davids last blog post..&lt;a href=&#8221;http://theverbingnoun.blogspot.com/2008/12/rpg-carnival-transform</em></abbr></p>
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		<title>By: Dice Monkey</title>
		<link>http://critical-hits.com/2008/12/03/mutants-and-mastermind-hacking-it-so-i-can-play-it/#comment-53586</link>
		<dc:creator>Dice Monkey</dc:creator>
		<pubDate>Thu, 04 Dec 2008 13:28:42 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=1966#comment-53586</guid>
		<description>Me and some buddies put together a few Marvel Universe based heroes when we were in the Middle East last summer, and the character creation is fun and easy. I would simply sit down and fiddle with the character creation rules a little bit.

Also, I discovered something recently: Any feats that require an extensive amount of flipping pages should instead be made into a &quot;power-like&quot; card, requiring no more flipping, and making it feel more like a 4e game.

&lt;abbr&gt;&lt;em&gt;Dice Monkeys last blog post..&lt;a href=&quot;http://dicemonkey.wordpress.com/2008/12/03/so-you-mean-thats-what-i-was-fighting-hmmmm/&quot; rel=&quot;nofollow&quot;&gt;So you mean that’s what I was fighting? hmmmm….&lt;/a&gt;&lt;/em&gt;&lt;/abbr&gt;</description>
		<content:encoded><![CDATA[<p>Me and some buddies put together a few Marvel Universe based heroes when we were in the Middle East last summer, and the character creation is fun and easy. I would simply sit down and fiddle with the character creation rules a little bit.</p>
<p>Also, I discovered something recently: Any feats that require an extensive amount of flipping pages should instead be made into a &#8220;power-like&#8221; card, requiring no more flipping, and making it feel more like a 4e game.</p>
<p><abbr><em>Dice Monkeys last blog post..<a href="http://dicemonkey.wordpress.com/2008/12/03/so-you-mean-thats-what-i-was-fighting-hmmmm/" rel="nofollow">So you mean that’s what I was fighting? hmmmm….</a></em></abbr></p>
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		<title>By: greywulf</title>
		<link>http://critical-hits.com/2008/12/03/mutants-and-mastermind-hacking-it-so-i-can-play-it/#comment-53585</link>
		<dc:creator>greywulf</dc:creator>
		<pubDate>Wed, 03 Dec 2008 23:06:03 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=1966#comment-53585</guid>
		<description>Nah. Never heard of it.

:D

Oh, ok then, as you insisted (and I know I&#039;m teaching some serious egg sucking here)...............

1) First and foremost: In M&amp;M, winging it is accepted (and encouraged) behaviour. It&#039;s a book set in a trope-filled world where drama and action takes precedence over the correct interpretation of the rules. That&#039;s a bit of a sea-change to D&amp;D where entire forums are filled with people arguing over the exact meaning of every single darned word in every single sentence in the Core Rules.
2) The archetypes are a work of genius. Study them, bend them and use them as the basis of your own character ideas. About 50% of our characters start (and sometimes end) with an archetype from either the core books or Instant Superheroes.
3) Combat is different to D&amp;D. Very, very different. It&#039;s faster, more fluid, and the players (and Evils GMs!) are encouraged to use their abilities in imaginative and creative ways. Extra Effort and Hero Points = Action! Let that guy with Blast use Extra Effort to gain an Alternate Power at the last moment to create an area effect explosion to Save The Girl from the oncoming tidal wave, oh whatever. In M&amp;M it&#039;s about being creative with what you&#039;ve got, not about ticking off the Powers as you use them in order.
4) There&#039;s a lot of Powers. There&#039;s a lot of Feats. Doesn&#039;t mean you need to know &#039;em though. As GM, you only need to know the ones belonging to the Evil Villains, so keep them simple to start with. A Gang Leader and a bunch of Criminal Minions (pp 226-227) are staple foes, and barely a Feat (and no Powers) in sight.
5) M&amp;M plays best when it&#039;s not just a string of combat encounters one after the other. Like comicbooks themselves, a great adventure has the thrill of the chase, investigation, research, puzzles and more. Combat is just one part of the Superhero Experience. That said...........
6) Big, Big Battles are fantastic! When you&#039;ve got characters who can teleport anywhere on Earth, fly 10,000mph, time travel and control dimensions with ne&#039;er a thought, anything is possible. There&#039;s a reason why M&amp;M doesn&#039;t use battlemats :D

Any questions, just ask.

&lt;abbr&gt;&lt;em&gt;greywulfs last blog post..&lt;a href=&quot;http://blog.microlite20.net/2008/12/03/love-amid-oncoming-traffic/&quot; rel=&quot;nofollow&quot;&gt;Love amid oncoming traffic&lt;/a&gt;&lt;/em&gt;&lt;/abbr&gt;</description>
		<content:encoded><![CDATA[<p>Nah. Never heard of it.<br />
 <img src='http://critical-hits.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>Oh, ok then, as you insisted (and I know I&#8217;m teaching some serious egg sucking here)&#8230;&#8230;&#8230;&#8230;&#8230;</p>
<p>1) First and foremost: In M&amp;M, winging it is accepted (and encouraged) behaviour. It&#8217;s a book set in a trope-filled world where drama and action takes precedence over the correct interpretation of the rules. That&#8217;s a bit of a sea-change to D&amp;D where entire forums are filled with people arguing over the exact meaning of every single darned word in every single sentence in the Core Rules.<br />
2) The archetypes are a work of genius. Study them, bend them and use them as the basis of your own character ideas. About 50% of our characters start (and sometimes end) with an archetype from either the core books or Instant Superheroes.<br />
3) Combat is different to D&amp;D. Very, very different. It&#8217;s faster, more fluid, and the players (and Evils GMs!) are encouraged to use their abilities in imaginative and creative ways. Extra Effort and Hero Points = Action! Let that guy with Blast use Extra Effort to gain an Alternate Power at the last moment to create an area effect explosion to Save The Girl from the oncoming tidal wave, oh whatever. In M&amp;M it&#8217;s about being creative with what you&#8217;ve got, not about ticking off the Powers as you use them in order.<br />
4) There&#8217;s a lot of Powers. There&#8217;s a lot of Feats. Doesn&#8217;t mean you need to know &#8216;em though. As GM, you only need to know the ones belonging to the Evil Villains, so keep them simple to start with. A Gang Leader and a bunch of Criminal Minions (pp 226-227) are staple foes, and barely a Feat (and no Powers) in sight.<br />
5) M&amp;M plays best when it&#8217;s not just a string of combat encounters one after the other. Like comicbooks themselves, a great adventure has the thrill of the chase, investigation, research, puzzles and more. Combat is just one part of the Superhero Experience. That said&#8230;&#8230;&#8230;..<br />
6) Big, Big Battles are fantastic! When you&#8217;ve got characters who can teleport anywhere on Earth, fly 10,000mph, time travel and control dimensions with ne&#8217;er a thought, anything is possible. There&#8217;s a reason why M&amp;M doesn&#8217;t use battlemats <img src='http://critical-hits.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>Any questions, just ask.</p>
<p><abbr><em>greywulfs last blog post..<a href="http://blog.microlite20.net/2008/12/03/love-amid-oncoming-traffic/" rel="nofollow">Love amid oncoming traffic</a></em></abbr></p>
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		<title>By: ChattyDM</title>
		<link>http://critical-hits.com/2008/12/03/mutants-and-mastermind-hacking-it-so-i-can-play-it/#comment-53584</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Wed, 03 Dec 2008 23:04:17 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=1966#comment-53584</guid>
		<description>It&#039;s great that it exists for people who want to tackle Char Gen.  You pretty much can do whatever character and that&#039;s great.  As Greywulf has demonstrated many times on his website (http://blog.microlite20.net/), you can emulate all styles and genres.

However, I for one don&#039;t want to tackle it for the moment. Luckily for the GM, there&#039;s a lot of pre-made stuff in the main book (as well as even more in the campaign book).</description>
		<content:encoded><![CDATA[<p>It&#8217;s great that it exists for people who want to tackle Char Gen.  You pretty much can do whatever character and that&#8217;s great.  As Greywulf has demonstrated many times on his website (<a href="http://blog.microlite20.net/" rel="nofollow">http://blog.microlite20.net/</a>), you can emulate all styles and genres.</p>
<p>However, I for one don&#8217;t want to tackle it for the moment. Luckily for the GM, there&#8217;s a lot of pre-made stuff in the main book (as well as even more in the campaign book).</p>
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		<title>By: tbit</title>
		<link>http://critical-hits.com/2008/12/03/mutants-and-mastermind-hacking-it-so-i-can-play-it/#comment-53583</link>
		<dc:creator>tbit</dc:creator>
		<pubDate>Wed, 03 Dec 2008 22:37:52 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=1966#comment-53583</guid>
		<description>Yeah, M&amp;M looked like a great system for me but the character generation killed me.  For me if chargen (oh gawds i am using jargon) is not FUN then I don&#039;t enjoy a system.  i shall keep a watch and see about the advice you get.</description>
		<content:encoded><![CDATA[<p>Yeah, M&amp;M looked like a great system for me but the character generation killed me.  For me if chargen (oh gawds i am using jargon) is not FUN then I don&#8217;t enjoy a system.  i shall keep a watch and see about the advice you get.</p>
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