On 2002-03-01 16:51, Cagliostro wrote:
My desire is merely to see the game be super-cool, and strong enough to stand on its own. But a supers game is tough going (just look at Abberent and Brave New World)--I want this one to sing, for everyone, not just the singleminded (and, arguably simple-minded) focus of the aforementioned games.
We're definitely on the same page then. That exactly describes my goals for Mutants & Masterminds and I certainly think it will be able to tap into and use a LOT of the d20 resources that are already out there (to say nothing of the new stuff that's coming). Some of it may require a little "tweaking" here and there, but it'll still be 90% compatible.
Two of the game's major advantages are that it'll be easy for d20 players to pick up and use and that it's to superheroes what D&D is to fantasy: a generic system for creating your own games. RPGs like Aberrant and Brave New World, while cool in their own right, were also tied to particular settings with a lot of assumptions that didn't work with comic book superheroes.
And, yeah, I actually have TWO copies of the Ultimate Powers Book (one that's getting a little worn out and another I have put aside for safekeeping). While M&M probably won't have quite as many powers, I'm going to do my best to see that it covers all the bases. If things go well, who knows? A Super-Powers Handbook would be a fun project... : )