DAY OF DEEDS
WHAT YOU NEED TO KNOW: Day of Deeds is an adventure module for Mutants & Masterminds 2nd Edition, released by Action Games. It is a very interesting concept, a whole lot of Bad Stuff happens all at once, and the PCs have to try to get to the bottom of it before the city falls completely into chaos. The set-up is right up my alley: For each of the 24 locations, you can randomly roll a victim, an antagonist and a Wildcard situation. The chaos isn't completely random, there is a connection to it all.
WHAT WORKS: Though stats for the antagonists are provided, anyone familiar with their favorite supers system can use Day of Deeds with something other than Mutants & Masterminds. Myself, I would probably feel comfortable enough using it with Marvel SAGA, Marvel FASERIP, BASH Ultimate Edition, Savage Worlds Supers or ICONS. Also, anyone that pays attention too my reviews knows that I love random roll charts.
WHAT DOESN'T WORK: The bookend segments are written pretty weakly. Basically, it's an excuse to get to random chaotic action. Really, even at the PDF price of $7.50, it's a tad overpriced for what amounts to a big random encounter generator.
CONCLUSION: I love the concept. However, neither the writing nor the production values fully justify the price tag. I can't comment on the stat blocks in the back as I'm not a Mutants & Masterminds guy, but I can say that if the concept appeals to you, most of the encounters are certainly easy enough to state up in your favorite supers system.
THE BIG HOUSE
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WHAT WORKS: I love the system for generically statting up NPCs and such, with a clearly defined scale that you can use to compare to your system of choice. If you're not a map-guy, and I'm not, ready made maps are even better.
WHAT DOESN'T WORK: There are a lot of "see page. XXX" placeholders in the version I reviewed, and if you're fairly new to your system of choice, this is going to of limited usefulness to you, as the appropriate scaling may not be readily apparent.
CONCLUSION: Perfect for a GM that knows their system well but doesn't want to put the time in to detail every last aspect of a prison for their setting. I can't call it a must-buy because a) most existing settings already include a super prison and b) it certainly isn't the most helpful for beginning GMs, but it is still a very well-done product.
ICONS HERO PACK 1
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WHAT WORKS: If you're a fan of cardboard style standees in your game, having a bunch of new ones to play around with is always fun. Some of Mr. Houser's character designs are really great, providing some very interesting character images.
WHAT DOESN'T WORK: Backgrounds are not present for any of the characters. Vital statistics such as height and weight are likely inaccurate as well, as a particular height and weight shows up a LOT (5'6" and 140 lbs) even when it seemingly makes no sense at all in context of the picture . Many of the Aspects are not defined (with only Epithet, Catchphrase, Social, etc.) listed, making the lack of background for several of the characters even worse.
CONCLUSION: While not a bad idea, the execution is flawed. You don't really get 120 ready to use Heroes and Villains, instead getting a few mostly ready to use Heroes and Villains and a bunch of guys you still have to use a little creative work on to make table-ready. While the standees, character images and what you can glean from the concepts aren't bad at all, be warned that this is not an "out of the box" product.
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