We’ve talked a lot on this site about adapting D&D 4th Edition to a more “Classic” feel, but if you’re burned out on D&D’s method of, “kill monsters, take/sell their stuff, and then go shopping,” re-skinning the game isn’t your only option. If you’re not particularly attached to a particular set of rulebooks, it may be more viable to look for something that was designed [Read the article]
To finish off our Supers week at the Shack, we have Jonathan Baldwin’s take on the game – Mutants & Masterminds. I love comic books. I always have (it’s not exactly a secret). I love everything about them; the over-the-top story-lines, the colors, the grand and exciting battles, the ridiculous speeches and origin stories, rings of power, radioactive spiders, last survivors of a dying world… [Read the article]
Last time we looked at what makes superhero gaming different (some would say superior, but that’s fightin’ talk) to other genres of role-playing. This turn around, it’s time to get down & dirty and take a close look at how Mutants & Masterminds Third Edition might just be the ideal system for your first foray into the world of the spandex’d hero. For those of [Read the article]
So you want to be a superhero gamer. You want to run, punch and fly faster, harder and further than ever before. You tire of being constrained by mere dungeons and battlemats, and want to create a character that is entirely the product of your own imagination, not the product of race plus class. You want a system that doesn’t skimp on the details yet [Read the article]