Mutants & Masterminds: Series 2 Recap

Aug 21, 2012 16:14

I wrote about Dread but I haven't said much about the second series of Justice League Beyond.  We had some player problems: Aaron couldn't attend much due to his change in real life situation and Ahmad only made it along for the first session - but the five regular players managed to help me put together a good 13 session campaign.

A big change from ( Read more... )

mutants & masterminds, d&dc, d&d

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lordofthemoon August 23 2012, 22:16:19 UTC
I mostly enjoyed this block, but I did feel that the use of gods was fairly heavy and I'd like to see more "human-scale" villains (and, yes, Superboy counts as such for me). I'm definitely happy to continue this as a recurring campaign for as long as you're happy to run it.

A highlight would probably be the Mad Hatter session

I do actually regret missing that session. Despite the "feelings 'n' crap" thing, I'm not actually all that opposed to them in a game (although I do object to my own character necessarily having them ;) ).

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hubcap_reloaded August 24 2012, 10:35:41 UTC
I did feel that the use of gods was fairly heavy

I was originally going to do the New Gods and leave the India stuff till another time but changed my mind to give you some India world-building chances - in the end, though, it did make things a little too focused on divine intervention. :-)

I'd like to see more "human-scale" villains (and, yes, Superboy counts as such for me).

Even though he's very powerful, I guess he does have a more mundane agenda. I mean, he still watched Looney Tunes when he was little, even if he can now shoot heat vision from his eyes. :-)

George Q

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