Green Ronin Designer Spotlight
Designer Spotlight: Steve
Kenson (Mutants & Masterminds)
Third in our Designer Spotlight series here on greenronin.com, we have an interview with Steve Kenson. Steve is the designer of Mutants & Masterminds, along with The Shaman's Handbook and The Witch's Handbook in our d20 Master Class series. His Master Class series books are now available. Look for Mutants & Masterminds this November.
GR: So tell us about Mutants & Masterminds.
Steve: I thought you'd never ask!
Mutants & Masterminds (or M&M, as it's
affectionately known) is a superhero roleplaying game. It takes advantage of
the Open Game License, so that players already familiar with RPGs like D&D
and Star Wars can get into the game quickly and easily, but the rules have been
customized to fit the superhero genre and to make M&M fast and easy
to play.
GR: Customized how? Can you give us some examples?
Steve: One prime example is how Mutants & Masterminds
handles damage. Superheroes toss around some pretty powerful attacks and can
soak up a lot of damage. In the traditional hit points system, that means
rolling a lot of dice every time a hero or villain connects in combat and that
seemed too slow for superheroes.
So in Mutants & Masterminds instead of rolling X
dice of damage, each attack has a "damage bonus" that the target of
the attack makes a saving throw against. The result of the saving throw
determines what kind of damage they take: a successful save means no damage,
while a failed save means they're hurt. How much depends on how badly they
failed the saving throw. A really low save (or a really high damage bonus) can
result in an instant knockout.
An added benefit is that you only need a single d20 to play Mutants
& Masterminds because everything, from attack and damage rolls to
skill and power checks, uses the same basic system.
GR: What about players who like using hit points?
Steve: Not a problem. A number of playtesters preferred using
hit points for their own games, so we include guidelines on how to put them
back into the game, if that's what you want. It's easy to do and doesn't change
any of the other rules in the game. There are a lot of sidebars with optional
rules and notes on how to change the rules around to suit your own style of
play, mainly because that's the sort of thing I like from an RPG: the option to
customize.
GR: What other changes does Mutants & Masterminds feature?
Steve: Most of the other "changes" are really
additions, things you didn't have in the rules before. For example, there are
complete rules for super-powers, including a system for designing your own
powers and modifying the existing ones in lots of different ways. There are new
skills and feats suited to the superhero genre, including feats that affect how
powers work.
There are also a few subtractions, classes and races, for
example. There are no character classes in Mutants & Masterminds simply
because too many superheroes don't fit into an easy classification and players
like to come up with unique super-powers and characters. There aren't any races
(or pseudo-races, like "backgrounds" or "origins") so a
character's origin and background can be as individual and unique as possible.
We set things up to encourage that, by letting players create whatever they
want, within certain limits set by the GM.
GR: Sounds like you really want to encourage creativity.
Steve: Absolutely! Like I said, I'm a big fan of options and
customization in my games, so I wanted Mutants & Masterminds players
and gamemasters to have all of the options that I would want, while giving them
a framework to play around in.
GR: What was the biggest challenge of designing a superhero
game using the Open Game License?
Steve: Mainly coming up with ways to strike a balance between
flexibility and a wide range of powers and playability. I wanted a game that
could handle any superhero character (hero or villain) but that played fairly
quickly and smoothly. I think that M&M is comprehensive and able to
handle a wide range of different kinds of superhero games, but simple enough
that its easy to learn and use, especially for players already familiar with
the ins and outs of D&D.
GR: Does Mutants & Masterminds have a default
setting?
Steve: No. The core Mutants & Masterminds rulebook
is designed to handle any kind of superhero (or super-powered) game, so we
didn't want to limit it to a single setting or style. You can do four-color
comics, grim and gritty stuff, post-modern people-with-powers, whatever you
want. One playtester even used it to run a fantasy game! My experience is that
most people who play superhero RPGs like to create their own settings and
characters. That's a big part of the fun, and I want to encourage that, so the M&M
rulebook focuses on giving players and GMs the tools they need to create
their own settings.
That said, I am doing a setting sourcebook for Green Ronin
called Freedom City. It will be the first Mutants & Masterminds
setting and can serve as an example of how to create your own or as a setting
for those players who don't want to create their own. It's a fully detailed
four-color superhero city, complete with an extensive history, lots of
superheroes and villains, supporting characters, and tons of adventure hooks.
It's going to be about the same size as the Mutants & Masterminds rulebook
itself, so there's a lot of stuff in there.
The other thing about Freedom City is that it will be
useful for people who don't even play Mutants & Masterminds. They
can still take the locations, characters, heroes, villains, plot hooks, and so
forth and use them for whatever superhero game they're playing. Much like Green
Ronin's Freeport series of adventures and the Freeport: City of Adventure
book, you'll be able to drop Freedom City into your own campaign pretty much
anywhere you want and use it in a variety of different ways.
The introductory adventure in the back of Mutants &
Masterminds is set in Freedom City (although that's easy to change or
ignore, if you want to). It gives players a brief intro to the city and some of
its important characters.
GR: When are Mutants & Masterminds and Freedom City
going to be available?
Steve: Mutants & Masterminds is out in November,
followed by Freedom City in January. After that comes the GM Screen
and then the Time of Crisis adventure book (set in Freedom City),
written by Christopher McGlothlin.
GR: What is your gaming background? What are some of your
favorite games?
Steve: I've been playing RPGs for... wow, just over twenty
years now, since I was around 12 years old. The first RPG I ever played was the
old gray box edition of Gamma World.
My first professional writing credit was a bit in the second
edition of The Grimoire for Shadowrun. I started working as a
fulltime freelancer in the industry in 1995. Since then I've written or
contributed to over fifty different books for at least a dozen different game
lines, including a number of superhero RPGs like Champions, Aberrant,
the Marvel-Super Heroes Adventure Game, and Silver Age Sentinels,
in addition to Mutants & Masterminds.
My favorite RPGs are primarily superhero games, although I
also like a lot of variety in my gaming diet. Probably one of the reasons I
like superhero games so much is that practically anything can happen.
Characters can fight crime in one adventure, go into outer space and meet
aliens in the next, then venture into the undersea ruins of Atlantis, travel
through time, and meet up with deities, all in the same setting!
GR: You must be a comic book fan, then.
Steve: Oh, yeah! I was an avid comic book reader a couple
years before I was a gamer. I've been collecting comics since I was about 10
years old and I've got a basement full of boxes and a lot of great stories to
show for it. I love all sorts of comics and I wanted Mutants & Masterminds
to be able to reproduce some of the enjoyment I've gotten out of reading comics
over the years.
Comic books are such an intensely visual medium that I'm
really glad Green Ronin got Sean Glenn to do the art direction for the book.
Folks should be familiar with Sean's work from the Star Wars Roleplaying Game.
He's really taken the ball and run with it. Mutants & Masterminds is
a stunning book: hardcover, full-color, and lots of artwork by real comic book
artists.
GR: So who's your favorite superhero? Favorite supervillain?
Steve: That's tough. There are so many. When it comes to
heroes I tend to like team comics, like Avengers, JLA, and X-Men,
with lots of different characters to interact. I was a big fan of the Teen
Titans back in the day. I love Phil Jiminez's interpretation of Wonder
Woman these days (the best the book has been in years). Other recent
favorites include Busiek and Perez on Avengers, Morrison and Porter on JLA,
and Ellis, Hitch, and Neary on The Authority. Oh, and the Justice League
show on Cartoon Network rocks!
Villains are easier. I like smart master-villains with a noble
streak in them. Doctor Doom is probably my favorite all-time supervillain (when
he's written well). I also like Magneto and Lex Luthor. Of course, there's a
lot to be said for a villain who's just out-and-out evil, too. Ultron is one of
my favorites in that category.
GR: Where’s the best place to learn more about M&M?
Steve: Right now, this very website. Start by downloading the
introductory flier and other samples from the product page. The flier provides
you with two sample characters (a hero and a villain) and the basic rules you
need to run a fight between them. There are also samples of different parts of
the book. If you like what you see, check out the rulebook to see it all laid
out in detail and full, glorious color.
I'd also invite folks to drop by the Green Ronin discussion
forums. There's a very active Mutants & Masterminds board there,
where I'm sure you can get any questions about the game answered. Members of
the Green Ronin and Super Unicorn design teams and I all frequent the forums as
well.
GR: If you could have super-powers, what would they be?
Steve: I'd have Steve "Writes" Long's power to write
stuff really fast.
My favorite super-power of all time has always been Green
Lantern's power ring, so I'd probably be a Green Lantern, given the
opportunity. (Guardians of the Universe recruiting offices, take note!) |