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Mutants and Masterminds book recommendations

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  • Corrigon
    started a topic Mutants and Masterminds book recommendations

    Mutants and Masterminds book recommendations

    Hi

    I'm looking to pick up a few pdfs of older books from the Green Ronin store and was wondering what people would recommend getting?

    I've got all the DC books and everything for 3rd ed except Gadget guide and the gm shield

    2nd ed I've got the main book, wild cards, freedoms most wanted, worlds of freedom and freedom city.

  • SignalGK
    replied
    Re: Mutants and Masterminds book recommendations

    Originally posted by Supi View Post
    Freedom City (Mutants & Masterminds) is 2nd?

    and Wild Cards: A Campaign Setting for Mutants & Mast​erminds + Aces and Jokers: A Wild Cards Sourcebook for Mutants & Mast​erminds is 2nd edition too?

    the only 3rd edition stuff is http://greenroninstore.com/collectio...ts-masterminds ?
    Freedom City is due to be released for 3e next year along with Hero High. With the exception of the Scare Sheets series, the Wild Cards series of books are also 2nd edition and I'm not sure if there are any plans to update to 3e directly.

    Don't exclude work produced by other publishers such as Better Mousetrap (due to come out for 3e soon) and other existing work from Misfit studios, I really recommend Black Chapter, The Oktobermen, six gun etc. from Vigilance Press and The Algernon Files from Blackwyrm and you might enjoy Watchguard and the AOV files from Xion Studios (admittedly some of which are only available in PDF format).

    There are others but these publishers I rate extremely highly. Hope it helps.

    Leave a comment:


  • Supi
    replied
    Re: Mutants and Masterminds book recommendations

    Freedom City (Mutants & Masterminds) is 2nd?

    and Wild Cards: A Campaign Setting for Mutants & Mast​erminds +
    Aces and Jokers: A Wild Cards Sourcebook for Mutants & Mast​erminds is 2nd edition too?


    the only 3rd edition stuff is http://greenroninstore.com/collectio...ts-masterminds ?

    Leave a comment:


  • Corrigon
    replied
    Re: Mutants and Masterminds book recommendations

    Presumably because they are designed for a low level of power in comparison

    Leave a comment:


  • digitalangel
    replied
    Re: Mutants and Masterminds book recommendations

    Originally posted by Kreuzritter View Post
    the main reason i didn't suggest either earlier, is because a number of the powers and feats can be or just flat out ARE broken as all heck
    Why do you say that? There are several things, especially in Mecha and Manga that are genre specific for some of the genres it covers that don't necessarily work in other genres as well.

    Leave a comment:


  • Kreuzritter
    replied
    Re: Mutants and Masterminds book recommendations

    Originally posted by digitalangel View Post
    I highly recommend both of these. Of course I play fantasy games with M&M mechanics on a regular basis. I don't pull it out on a regular basis much anymore, but it was a great tool for learning how to handle/play fantasy games in M&M. Still useful at times for a quick reference on feats, skills uses in fantasy settings, and quick racial templates.

    Until Gadget Guides came out for 3E (which I still need to pick up) Mecha and Manga was the go to book for robots or mechs too. Plus cool stuff for martial arts, chi powers, pet sidekicks and more.
    the main reason i didn't suggest either earlier, is because a number of the powers and feats can be or just flat out ARE broken as all heck

    Leave a comment:


  • digitalangel
    replied
    Re: Mutants and Masterminds book recommendations

    Originally posted by HustlerOne View Post
    You know no one has mentioned the 2E Mecha and Manga plus Warriors and Warlock books.
    Both books really encapsulated their respective genres so well. Of course, it's only useful
    to people who are interested in the Anime and Fantasy genres. While the Supernatural
    book covered the horror genre.

    The only genre missing is scifi. Although presumably the upcoming cosmic handbook will
    cover that niche.
    I highly recommend both of these. Of course I play fantasy games with M&M mechanics on a regular basis. I don't pull it out on a regular basis much anymore, but it was a great tool for learning how to handle/play fantasy games in M&M. Still useful at times for a quick reference on feats, skills uses in fantasy settings, and quick racial templates.

    Until Gadget Guides came out for 3E (which I still need to pick up) Mecha and Manga was the go to book for robots or mechs too. Plus cool stuff for martial arts, chi powers, pet sidekicks and more.

    Leave a comment:


  • dream
    replied
    Re: Mutants and Masterminds book recommendations

    Buy them all.

    Easy observation, as you travel from 1e to 3e and trace the mechanical evolution.

    Plus, your shelf gets cred

    Leave a comment:


  • HustlerOne
    replied
    Re: Mutants and Masterminds book recommendations

    You know no one has mentioned the 2E Mecha and Manga plus Warriors and Warlock books.
    Both books really encapsulated their respective genres so well. Of course, it's only useful
    to people who are interested in the Anime and Fantasy genres. While the Supernatural
    book covered the horror genre.

    The only genre missing is scifi. Although presumably the upcoming cosmic handbook will
    cover that niche.

    Leave a comment:


  • Sketchpad
    replied
    Re: Mutants and Masterminds book recommendations

    For older official M&M books, I highly recommend Crooks!, Book of Magic, Paragons, Hero High (keep in mind a 3e one is due out), Agents of Freedom and Lockdown. Time of Crisis is one of the best modules you can snag and is just a ton of fun to run. There are also two pages of free adventures here.

    If you delve into the third party books, there are several companies such as Fainting Goat, Vigilance Press and Xion Studio (where my Acts of Villainy characters are sold -Shameless Plug Sketch) that make some great products.

    Leave a comment:


  • dan2448
    replied
    Re: Mutants and Masterminds book recommendations

    Originally posted by Corrigon View Post
    Thanks for the suggestions everybody.

    As for Lockdown, I've got Gramercy Island for Heroes Unlimited, which covers me there
    I totally understand. I bought a copy of "Gramercy Island" a few years ago on ebay myself, despite never having played "Heroes Unlimited." I bought it because I always liked the idea of 'super prisons' and thought an Alcatraz-style island prison was an intriguing one. I enjoyed reading through the book. But my lingering impression from a single read-through a few years ago was that much of the book was write-ups of super-villains and that the whole thing had a 1990s, dark and gritty feel.

    "Lockdown" is lighter. It's also printed in color as opposed to B&W. And I hope I'm not giving anything away by saying that there's more going on there than it seems at first, which I thought was great, and which could be the basis for the plots of a number of adventures.

    Leave a comment:


  • dan2448
    replied
    Re: Mutants and Masterminds book recommendations

    Originally posted by saint_matthew View Post
    LOL, that is some truly hideous cover art.

    Was it much of a module?
    That's it!

    By modern standards, it's not much of a module, per se. I just pulled my childhood copy out of a closet, and it's a mere 23 pages long. (The final, 24th page is, literally, blank.) There's a 4-page section near the end with a handful of scenario ideas described in a few paragraphs each. The booklet is mostly a description of the Stronghold facility (and its gonzo 1970s-style robots). But I loved it in its day.

    Leave a comment:


  • HustlerOne
    replied
    Re: Mutants and Masterminds book recommendations

    Originally posted by Corrigon View Post
    Thanks for the suggestions everybody.

    For some reason, I got it into my head that crooks was basically subsumed into Freedom City. I take it that isn't the case then?

    As for Lockdown, I've got Gramercy Island for Heroes Unlimited, which covers me there

    The three Age books are worth getting then and there always seems to be a lot of love for Hero High. Is Worlds of Magic any good?

    Are any of the pdf adventures or the annuals worth getting?

    Crooks was a separate setting distinct from Freedom city. I believe there's only a 2E pdf version of it only.
    I would love to see all the Crooks characters converted to 3E. Only a few such as the Clique and
    the Atomic skull were converted to 3E in the deluxe 3E rulebook.

    I would wait for the 3E version of Hero High coming up soon. Presumably it will have the same info plus
    some updated stuff. Worlds of magic is pretty good only if you're into magic. Still, it does have a lot
    of useful magical archetypes.

    I have Lockdown and it is sweet. It's useful for any comicbook setting. Heck, I converted the prison
    into a military base, superhero HQ, and a supervillians lair. I did wish there were more pages on the
    small town of Buckner Ridge useful for a "SmallVille" campaign.

    Not sure about the adventures and annals as they're more specific. More of a case by case matter.

    Leave a comment:


  • Corrigon
    replied
    Re: Mutants and Masterminds book recommendations

    Originally posted by FuzzyBoots View Post
    Crooks is worthwhile for some very well-written characters (the builds get a little iffy, but you'll be converted those anyhow) and artwork. In my opinion, Freedom's Most Wanted was a little bit less so, although still good.
    Thanks for the suggestions everybody.

    For some reason, I got it into my head that crooks was basically subsumed into Freedom City. I take it that isn't the case then?

    As for Lockdown, I've got Gramercy Island for Heroes Unlimited, which covers me there

    The three Age books are worth getting then and there always seems to be a lot of love for Hero High. Is Worlds of Magic any good?

    Are any of the pdf adventures or the annuals worth getting?

    Leave a comment:


  • saint_matthew
    replied
    Re: Mutants and Masterminds book recommendations

    Originally posted by dan2448 View Post
    Great question, Saint Matthew. Before "Classic Enemies" was published for the 4th edition of "Champions" in the early 1990s, "Stronghold" was originally published in, I think, 1981 or 1982 for the 2nd edition of the game. It stayed in print for several years after that and I bought it as a teenager in my local comic book store about 1985. The full title was "Escape From Stronghold." But the "Escape From" part was in much smaller print on the cover. If you're intrigued, I noticed just now that a Google search for "Escape From Stronghold Hero Games" brought up several images of it.
    LOL, that is some truly hideous cover art.



    Was it much of a module? The Classic enemies book had no module it was just the best of the best villains & then like 17 pages of "this is stronghold." Even so it is a much loved book, kind of like a portal into comic books, like the old "whose who in the DC universe" comic guides were in many ways. If I ever wrote a villain book I'd totally style it after the "whose who in the DC universe" layout.

    Originally posted by dan2448 View Post
    I thought it was so great at the time. But by the time I was reading "Lockdown," I owned an iPhone. When I read that original "Escape From Stronghold" 30 years ago, no one I knew owned any sort of mobile phone. My family placed all its phone calls back then on a land line in the kitchen with a really long cord.
    LOL, in the 90's in Australia we were still using a land line in the lounge room, with a really long cord too.

    Leave a comment:

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