Tuesday, March 17, 2026

Mutants & Masterminds Campaign Catch-Up

 

The M&M campaign is still going, I have just been slow to post about it here. We have six sessions in the books and are about halfway through the Time of Crisis. I will say the system familiarity does start to come back faster as we play more so I'm feeling way less rusty in sessions 5 & 6 than I was in the first few. I am really enjoying it and I think my players are too.

I am also feeling way more proficient with Hero Lab. This has been helpful with both running the game and with helping my players tune up their characters and spend their power points. This is the only game where I use Hero Lab since the demise of our Pathfinder campaigns years ago so if we are not playing M&M the rust accumulates. Coming at it with fresher eyes I do see where some of the complaints about it come from as it is not a modern "app" - the way powers are listed is not really intuitive in-play and sussing out what a power actually does can be a little tricky if you have no descriptive text. I will also say the tool tips help in some circumstances yet add very little in others. A lot of these issues come from them presenting generic, standard game information not a customized description based on the powers and modifiers particular to this character, but I suspect that kind of dynamic information would have been tough to do when this version of Hero Lab was created. Regardless, I can work with it and it does help me run the game better than if I did not have it.

We have had to miss a few weekends so beyond a massive 40K effort (I'll discuss it in a separate post) I have been trying to catch up on other RPG books that have piled up over the last six months or so. It's a weird habit but I do tend to pick up multiple large rulebooks at once and then let them sit on the shelf for months while I read other things. Then I look at the shelf full of unread rules for different systems and decide I need to read them all at once. Sometimes I do, and sometimes I do not as the drive to dive into a game I am not running, especially a dedicated rulebook and not an adventure, dwindles. I've added the Tales of the Valiant Player Core 2, some of the D&D 5.5 books, a couple of Pathfinder 2E books, some stuff from Savage Worlds, and then various Kickstarter tomes. What I need to be doing is going back through some of my M&M 3E books to brush up on those - since that's what we are actually playing - and I have been ... some. At times I do feel pulled in so many directions that it's tough to focus in on something long enough to knock it out but I am working on them. 

On a final note the M&M 4th Edition Kickstarter did wrap up with over $300,000 taken in. I'd say that's an encouraging number. It is a reminder of how niche the whole superhero RPG market is - the million dollar kickstarters are big D&D-related projects or have a well-known author behind them. The Deadlands kickstarter running at the same time took in a similar amount so I suppose I like the niche games. M&M had twice as many backers for a very similar amount of money which is interesting. Maybe I can take a look at that in a future post. I'm happy these both funded. The downside is that I don't want to look at any more 4th edition M&M rules stuff as it causes edition bleed for me as I try to "expert up" on 3rd edition. When the physical books come out months from now and we are well into our campaign then it might be time to look again. 

Campaign reports will resume soon ...