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Mutants & Masterminds: Time Of Vengeance (Mutants & Masterminds RPG) | 
enlarge | Author: Christopher Mcglothlin Publisher: Green Ronin Publishing Category: Book
List Price: $16.95 Buy New: $11.86 You Save: $5.09 (30%)
New (3) Used (3) from $8.60
Rating: 2 reviews Sales Rank: 1260541
Media: Paperback Pages: 80 Number Of Items: 1 Shipping Weight (lbs): 0.5 Dimensions (in): 10.7 x 8.2 x 0.3
ISBN: 1932442790 Dewey Decimal Number: 793 EAN: 9781932442793 ASIN: 1932442790
Publication Date: January 11, 2007 Availability: Usually ships in 1-2 business days Shipping: Expedited shipping available Shipping: International shipping available Condition: Brand New! Save 30 - 50% off of retail prices on our wide selection of comic book graphic novels, manga and anime, role playing games, DVDS, Osprey military history books, and more!
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| Editorial Reviews:
Product Description When unknown supervillains unleash terrible plagues without warning, Freedom City's very existence is imperiled. Can the heroes unravel the mystery and stop the villains before the storm of vengeance reaches its terrifying and final crescendo? Time of Vengeance is the first, all-new adventure for Mutants & Masterminds 2nd Edition.
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| Customer Reviews:
Green Ronin, give us more! February 18, 2008 Peter Girvan (Bronx, NY) Christopher McGlothlin delivers another epic adventure for Mutants & Masterminds. My favorite parts of the adventure, beyond the plethora of exotic menaces, are its ties to Freedom City--the premier setting for Mutants & Masterminds. There's enough material in this one adventure to help you get your M&M game up and running----and for time-constrained gamemasters like myself, the availability of published adventures dictates whether or not my group can play Mutants & Masterminds at all. I hope that Green Ronin can find a format for published adventures that is profitable and allows them to publish books like these more frequently.
Longueurs! November 10, 2007 DragonRock LTD (Richardson, TX United States) 4 out of 5 found this review helpful
A longueur is a dull and tedious portion (usually of a book) and this adventure has plenty of them. The players are supposed to battle the 10 plagues of Egypt and solve the mystery of who is causing them but there are flaws. Here are the big ones: 1. The players are supposed to investigate to uncover clues of how to defeat the plagues, but they must be in the exact right place at the right time and ask the right question and make the DC 30 roll to actually get the answers they need. It felt like trying to play one of those text based games (push the rock, no, shove the rock, no, kick the rock, no, move the rock, no, pull the rock, no, . . .) 2. The plagues are very repetitive in their design. All the bugs (fleas, flies and locusts) work almost exactly the same. All other plagues have giant area attacks of everyone within 300 feet make really high fortitude save. With so many powers, the writer should have been more inventive. 3. In the final fight you will either win by talking (and saying the exact right thing) or die horribly by life drain. In short you will be better off saving your money and making your own game based on the plagues of Egypt.
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