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RPGaDay – Day 19: Favourite Supers RPG


Short Answer: Mutants & Masterminds, Green Ronin Publishing?

Long Answer: Even though I’ve spent more time using the Hero System for superhero gaming, I still prefer Green Ronin’s offering. Basically, it comes down to one thing: M&M is easier to understand.

Mutants & Masterminds uses a variant of the D20 system, designed for Dungeons & Dragons 3rd Edition, which helps keeps the game relatively straightforward. Sure, it’s more adapted than most other D20-based products, but that’s all to better fit the nature of superpowers into the rest of the game.

Despite playing in a campaign that used the Hero System for some time, I wasn’t ever able to make it through the rulebook. I tried a couple of times, but it never really came together in my head. The only reason we used the rules for so long was because the GM, who had a MUCH better understanding of the system, did most of the ‘maths’ for us. Ultimately, character development was a little more conceptual at our end, with our GM working out the details in the background.

If I were the one running the game, I’d go with Mutants & Masterminds over the Hero System every time. I might borrow setting elements from the Champions setting, but the game would be D20 through-and-through.

Or I’d ditch them both and just make one using the Ubiquity rules instead. Hmm.

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