Review: Mutants & Masterminds

After playing most of the super-hero roleplaying games, the author of the Age of Ravens blog calls Mutants and Masterminds, 2nd Edition, the best of the bunch:

M&M builds from the d20 OGL in a fairly different direction. While at heart there’s the basic d20 system, in execution it feels quite distinct. I’ll admit I avoided it for some time because of that link, but I was really pleased when I finally sat down with the first edition. …

I started with Mutants & Masterminds in the first edition and eventually moved up, somewhat reluctantly, to the second. I hesitated initially as I’d bought most of the sourcebooks and was pretty happy with the play of the game. However the quality of the changes from first to second finally won me over. Every change seemed for the better, including some substantial retooling of the game elements.

Unlike most role-playing games that employ the D20 System, Mutants & Masterminds continues to be actively supported by its publisher. Green Ronin runs a Mutants and Masterminds web site, licenses the rights to develop supplements to other publishers with its M&M Superlink program, and released Mecha & Manga and Pocket Ultimate Power at this year’s GenCon.

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