Hey Dice Droppers,
This is the last post for the month of April, and what a month it has been:
Dice Drop: Evolution dropped with an amazing opening couple of weeks as we approach the launch of Episode 3.
DM Notes launched alongside the podcast, with some decent numbers as well.
I have been doing a bit of networking, and we have some projects in the works that we are tweaking and working to give our audience something that they will love.
So, in our opening month, I want to talk about one topic that has been on my mind since the beginning of the podcast. This is a topic that I want to talk about before Panic! At the Disco comes out this week and next as we delve into the combat system of the game.
For those of you who are not aware, we are not playing Dungeons and Dragons this season. We are playing Mutants and Masterminds for this campaign. A d20-based system that puts some unique twists on the core system made popular by D&D.
Why did we choose Mutants and Masterminds over Dungeons and Dragons?
There is an obvious reason.
Mutants and Masterminds focuses more on the Superheroes over the high-fantasy setting that is primary in Dungeons and Dragons. We wanted a futuristic setting that would allow us to focus on the core story point of characters with mutant abilities. Mutants and Masterminds is built around the ability to create a superhero to your liking.
The Mutants and Masterminds system offers a flexible character creation system. Using a “Power Point” system, the players have more freedom to create characters as close to what they want as possible. Rather than rolling for Stats, as you do in most systems, everything runs off the Power Points. You use Power Points to build your base stats, defenses, skills, advantages, and – of course – your powers.
While the system does give you some examples of superhero character sheets that you can base your characters off, there is no set class system. You can create whatever superhero you can produce.
· You want a character that can use magic? Do it.
· You want a hero that can beat The Flash in a race around the Earth? Go for it.
· Can your hero go invisible, as well as mimic voices? That’s cool!
· Do you just want to be straight-up Batman? Who doesn’t?
Mutants and Masterminds is flexible enough that you can be any combination of those ideas and anything you want to be.
Not only is the character creation flexible, but the combat and gameplay are as well. The gameplay gives the players options to do whatever they want at the DMs discretion. And the combat is fast-paced and meant to make the players feel as powerful as a superhero should. A superhero should not have too much trouble against a team of random goons. However, the combat system, while being fast-paced, can also switch momentum very quickly through the dodge/parry mechanics, the extra effort mechanic, and the
With this system being as fast and flexible as it is, it is one of the primary reasons I chose it for the podcast. Podcasts are meant to be entertaining, especially since we are telling a gripping story. A system that quickly allows us to get from point A to B as quickly as the players' decisions allow was ideal when choosing a system that we would be playing online for people to see.
Also, wanting to do an actual-play tabletop RPG, we wanted to do something different. We wanted to do something that would help us stand out. There are so many Dungeons and Dragon podcasts and shows out there. Focusing on a similar system but allows us to do something that few people are doing might help us stand out a bit.
I will talk more about the Mutants and Masterminds system in future posts. If you want me to delve deeper into the mechanics of Mutants and Masterminds, let me know in the comments or hit us up on any of our social media pages.
Make sure to tune in on Friday at 1 PM for our latest episode of Dice Drop: Evolution. I will be back on the Blog for another post on Friday with our weekly update on projects and upcoming episodes.
Stay Safe and we will see you Friday!
Your Dungeon Master,
James
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