Sir Swindle
 member, 104 posts
Mon 3 Oct 2016
at 04:17
Structured Mutants & Masterminds 3e
So generally I see M&M games run in a pretty hands off, use the system to your hearts content, fashion. But really at it's heart M&M is just a generic game that chose to put super hero's as it's primary concept.

I guess the question is 'Has anyone seen or run a game where M&M was used for something more specific than just generic super heroes'

I'm thinking games where (because of reasons) all X-descriptor powers had to have Y-Limit. I've been working on a brief for something and I want to know if it's a fool's errand.
Flint_A
 member, 566 posts
Mon 3 Oct 2016
at 08:43
Structured Mutants & Masterminds 3e
I haven't managed to run any, but I did half-prepare two because a certain player of mine insisted. (Both games fizzled because we couldn't find enough players. This was face-to-face, not here.)

1) Call of Cthulhu. PL 5. Normally people were limited to skills and equipment, no powers. Powers could be gained through mystical sources only and usually came with huge drawbacks, either in the form of negative modifiers or as complications. (Or both.)

2) Star Wars. (Old Republic) PL...10, if I remember correctly. Players mostly took Force powers in "packs" pre-prepared by the GM(me). They could apply some modifiers to differentiate how they used the Force compared to others, but under strict scrutiny. (They were all force users. In fact, they were Jedi fighting in the Mandalorian Wars under Revan.)

In both games arrays were normally banned, only allowed on a case-by-case basis.(With dynamic arrays much less likely to be approved.) I love arrays and they make sense, but they can create a huge difference in power and flexibility between those who have them and those who don't. I simply didn't want that in these two specific games. I tend to be okay with them in superhero games, as long as the character isn't dripping with cheese.
Sir Swindle
 member, 105 posts
Tue 4 Oct 2016
at 14:34
Structured Mutants & Masterminds 3e
OK, well I'm not crazy in that way at least. I was looking at doing something Codex Alera/Last Airbender-ish in practice. I saw it as an array or a dynamic array per element.

TBH I would have done some sort of array with the Sense, Alter, Control trio for force powers if I had been in your shoes on the Star Wars game.

Sorry about your games fizzling.
GreyGriffin
 member, 13 posts
Sat 29 Oct 2016
at 09:10
Structured Mutants & Masterminds 3e
In reply to Sir Swindle (msg # 1):

Because of the way M&M is designed around Arrays, and because of the way the math pans out, it's very difficult to limit the breadth of arrays without making them functionally useless.  If you want to attack with Fire and defend with Air, you need both to function at their peak.  This means that characters tend not to dabble or diversify unless you give them a large number of PP, which focused characters will use to just buff up their primary capabilities.

I played in a Naruto themed M&M 2e game.  Don't judge, it was awesome.

Each Array had to fall into one of the three types of Jutsu (Ninjitsu, Taijutsu, Genjutsu), and each array could only have one "type," (elemental, or some exotic type like Dojutsu or Puppet).

This seemed to work pretty well at keeping players in their given schticks, but learning new techniques and diversifying was pretty harrowing, requiring pretty hefty PP dumps in order to overcome the game's advancement economy.
Sir Swindle
 member, 108 posts
Sun 6 Nov 2016
at 22:03
Structured Mutants & Masterminds 3e
This is a good point but also generally the intention. Take a Last Airbender-esque game. You should start the game with having your attack and defense figured out based on your core element and you should be able to do other core elementy things. Diversifying into the other things isn't going to be for attack and damage it is going to be for speed or strength or environmental immunities, things that have a good bang for their buck. As time progresses you would maybe buy into the attack for the second array but add some limits that you buy off later.

All things considered getting an attack or defense capped out is cheap if you are willing to accept limits and it's not your only attack.