I have a soft spot in my RPG heart for Mutants and Masterminds, as both my favorite superhero RPG, and one of my best campaign memories (an online play-by-post) with some of my best friends at the time.
I’ve only tried to run it a handful of times since then, but I still carry very fond memories of it. So I finally took the dive and obtained the 3rd edition corebook, several years after it had already been out.
So here I am, to review Mutants and Masterminds Third Edition!
1.) Size and Production Quality
A 288 page full color hardback book. Regular sized, and expertly laid out, the quality of this book is also very reminiscent of the graphic design/layout of the previous 2e edition I fell in love with. It’s a well made book, and very easy on the eyes to read. The quick references pages at the end are fantastic, and very useful in the heat of game play.
In my previous review, I complained about art being reused from previous editions, and M&M 3e commits some of the same sins. However, they go out of their way to also include new art, which is fantastic. Some of the new “iconic” heroes, are amazing, and the art that covers them is equally amazing. There’s a few weak points in the art throughout the book, but very few books have gorgeous perfect art all the way through.
So. One of the big struggles with M&M 2e was it’s mired beginnings in 3rd edition D&D’s OGL. There was a lot of holdover baggage there, and the game suffered in actual play for it.
I’m pleased to find that 3e doesn’t commit those errors. The design team did a fantastic job of stripping the game down to it’s core and basic play mechanics and rebuilding from there. Multiple tables have been condensed into a single quick reference table. Powers have been streamlined, and problematic powers have been completely redefined into newer versions with better mechanics, or removed completely. There were a few old powers I missed in the new book as their own powers (gravity control, etc), but Green Ronin did the stellar job of publishing a very in-depth and useful conversion guide (here) that will cover your needs and help you find the new equivalent to those old powers.
The changes to abilities, advantages, skills, and effects really bring the game into a simpler design space, while retaining the “complexity” of custom builds that helped to allow a player to truly define what they wanted.
4.) Game Master Section
As always, I normally loathe game master sections. But, Green Ronin knocked it out of the park here, with indepth examples of the more complex rules, detailed analysis of comic book and superhero genre, (in movies, comic, novel or other formats).
I was actually quite impressed. My only real complaint is the lack of easily accessible PDF print outs of some of the charts and tables they want you to use. I understand the lack (buy the GM screen), but as a player who doesn’t like GM screens, I really don’t want to buy one. I’d rather just have a reference sheet I can use as needed.
5.) Pre-Made Adventure
Wow. 2 pre-made adventures that are distinct, different, and very well written. As a bonus, there’s a partial 3e update to Freedom City (their old 2e default setting), and their new setting Emerald City (which actually seems really cool).
Well done Green Ronin. Well done.
Total Score: 46/50
Wow. Not a bad score (actually really high, I think only Pendragon books have beaten this one out). I love this edition, and I’m intending to make time for it after my next campaign wraps up (whenever that is).
A great book, and one I’ll avidly recommend, especially if you love the genre like I do.