![]() M&M has a pretty big fanbase and lots of support, I think. It is also a much clearer laid out system than Champions, but is customizable in the ways it builds powers still - so the appeal is similar. It has the disadvantage of fiddlyness (as you mentioned), but the M&M Basic Hero's Handbook is a much stripped down version of the rules (especially character generation which uses customizable archetypes, rather than point build). What I don’t like about M&M, as a system, is that the GM has to roll saving throws for NPCs rather than the players rolling damage. It just takes away the fun of rolling your own damage, while giving another job to the GM.Īpparently, the M&M default setting, Freedom City, was originally pitched to Guardians of Order for the Silver Age Sentinels game, but it was turned down then picked up by Green Ronin - which is how M&M was born. There is still possibly some DC Adventures books around as an alternative, but these are technically out of print. Icons was also written by the same designer (Steve Kenson) as M&M and Silver Age Sentinels, but it takes its cues from Fate and also the more randomized approach found in earlier supers games. I never liked the ’Saturday Morning Cartoon Hour’ art in the book, but the system is certainly simpler than other options. Some people love it, but I actually found the random character generation not quite generating inspiring enough characters that I wanted to play, when I tried it out. ![]()
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