DriveThruRPG.com
Browse Categories
$ to $















Back
pixel_trans.gif
Mutants & Masterminds Beginner's Guide (For Second Edition) $4.95
Average Rating:4.2 / 5
Ratings Reviews Total
13 5
17 1
5 0
0 0
0 1
Mutants & Masterminds Beginner\'s Guide (For Second Edition)
Click to view
You must be logged in to rate this
pixel_trans.gif
Mutants & Masterminds Beginner's Guide (For Second Edition)
Publisher: Green Ronin Publishing
by YANN E. [Verified Purchaser]
Date Added: 03/19/2020 15:25:55

I do not run the 2nd edition of Mutants & Masterminds anymore but when I read it for the first time, I remembered thinking it was really a good products for people playing M&M for the first time (a bit like the Basic Hero's Handbook for 3rd edition). if you are still using M&M 2nd edition and pretty new to it, this is a good purchase.



Rating:
[5 of 5 Stars!]
pixel_trans.gif
Mutants & Masterminds Beginner's Guide (For Second Edition)
Publisher: Green Ronin Publishing
by Michael T. [Featured Reviewer]
Date Added: 07/10/2018 12:53:48

When I kicked off my D20 Modern Call of Cthulhu campaign, I needed a training scenario to test the new agents. You might think "Danger Room"-type scenarios are common, but they're much harder to find than you might think. This scenario involves robot tentacles, heat seeking missiles, and lots of danger room madness that was perfect for my new players and helped them get into the groove. It was compatible enough for me to easily convert it to D20, but really I just wanted the training challenges so it worked fine for my campaign.



Rating:
[5 of 5 Stars!]
pixel_trans.gif
Mutants & Masterminds Beginner's Guide (For Second Edition)
Publisher: Green Ronin Publishing
by Thomas C. [Verified Purchaser]
Date Added: 05/25/2012 13:08:30

This applies to M&M 2nd Edition, not 3rd. It's not clearly labeled as such, and will confuse the heck out of anyone starting with 3rd.



Rating:
[1 of 5 Stars!]
pixel_trans.gif
Mutants & Masterminds Beginner's Guide (For Second Edition)
Publisher: Green Ronin Publishing
by Timothy B. [Featured Reviewer]
Date Added: 07/15/2010 05:55:54

I love quick starts and Basic sets. This one is a bit more than that, but it is still a fun way to learn and be introduced to Mutants and Masterminds (2nd Ed) and their world of Freedom City. Taking the approach of the players being new super heroes you are given an X-Men like base, Claremont Academy, to learn and work from. There is enough here to play a session but you will need the main rule-book. As always, very high levels of art and graphic design. The writing is great. And for the price it can't be beat. It leaves you wanting more, but I guess that is the purpose right?



Rating:
[5 of 5 Stars!]
pixel_trans.gif
Mutants & Masterminds Beginner's Guide (For Second Edition)
Publisher: Green Ronin Publishing
by Megan R. [Featured Reviewer]
Date Added: 03/12/2010 10:28:24

Designed to introduce newcomers to role-playing and particularly to the Mutants & Masterminds game, this book is written in a clear, informative and entertaining style that sweeps you along and just about has you reaching for your dice!

It opens by explaining its intent and giving a basic overview of what role-playing is about and then details the structure of what will follow: using the example of a young man recently accepted into Claremont Academy, a high school for potential superheroes, the essential game mechanics and underlying concepts will be introduced in a logical progression. Illustration is delightfully comic-book in style, fitting the flavour of the genre well.

First comes The Basics, wherein the core D20 game mechanic is explained in a beautifully straightforward way. From here, the statistics used to describe a character are explained, with each being linked to how it is used in mechanical terms. Each case is illustrated by a clear indication - often highlighted in a blue block - of how it is used when you need to roll dice to resolve a situation. With my teacher head on I am impressed by the quality of these explainations!

The next section is entitled Game Play and sets out to look at how the game is actually played, with an emphasis on the mechanics it is demonstrated clearly how dice and character statistics are used to determine success or failure in any situation. Role-playing seems to be assumed, it is no doubt thought reasonable that anyone wishing to play a role-playing game has grasped the idea of the character as the individual that he is within the alternate reality of the game setting, although I feel that it could do with greater emphasis lest the novice be left to feel that this is a glorified boardless board game where everything relies on the roll of a die!

Next, the character Firepower is introduced. This is the Claremont Academy student used as an example, and after he sets the headmaster's study on fire we meet him in full with a character sheet and explanation of his background and powers. No dry explanation though, you get to try it out in a short solo adventure (game-book style) where Firepower visits the Doom Room - a kind of gym for superheroes where they can try out their powers without causing or sustaining damage. Or at least, not too much. Each step of the way, the skills and powers you need to use and how is explained, so - assuming the dice are with you - both you and Firepower will get the hang of things!

Once Firepower has passed his first test, we meet his classmates, some other young heroes, again as annotated character sheets. It's a nice range of well-rounded and innovative characters (useful if you are short of ideas or want a quick bunch of young superheroes...).

Finally comes Superschool Slugfest - which is a staged combat exercise for the group of students to whom you have just been introduced. This one works best if one person takes on the role of Game Master while the rest of the group play the student characters. A map of the Doom Room is provided in the book, but it is more conventient to use one that you can download from the website, and you get some counters to use as well (map & counters are included in the download if you get the PDF version of this product). It is not made clear, but it appears that the exercise is for the students to fight each other in an all-out brawl, while the Doom Room systems contribute a bit more to the mayhem. It certainly should give all participants a good idea of how to use powers and other abilities in a combat situation with this ruleset.

The whole thing winds up with a Glossary (mostly of game mechanic terminology) and a What's Next section which lists the books published for the system and other resources available online.

Overall, it is an excellent introduction to the game mechanics and should give a good grounding in how the game works even to a novice player. Keep a copy on hand to show to potential recruits to your superhero team!



Rating:
[5 of 5 Stars!]
pixel_trans.gif
Mutants & Masterminds Beginner's Guide (For Second Edition)
Publisher: Green Ronin Publishing
by Kenneth N. [Verified Purchaser]
Date Added: 10/12/2007 14:35:15

Very good introduction to M&M. Short, to the point and with all the essential rules written clearly.

It would have been useful for combat to be explained in more detail.



Rating:
[5 of 5 Stars!]
pixel_trans.gif
Mutants & Masterminds Beginner's Guide (For Second Edition)
Publisher: Green Ronin Publishing
by Collin F. [Verified Purchaser]
Date Added: 08/28/2007 14:54:43

Nice beginnger's guide, especially for people who may not be all that familiar with RPGs, especially super-hero RPGs. Makes a nice get-your-feet-wet-with- M&M introduction.



Rating:
[4 of 5 Stars!]
pixel_trans.gif
Displaying 1 to 7 (of 7 reviews) Result Pages:  1 
pixel_trans.gif
pixel_trans.gif Back pixel_trans.gif
0 items
 Gift Certificates