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Amazing Triple Action #1 $1.99
Moyenne des évaluations:3.9 / 5
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Amazing Triple Action #1
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Amazing Triple Action #1
Editeur: Adamant Entertainment
par Jason C. [Testeur star]
Date Ajoutée: 12/28/2010 17:35:56

The Mutants and Masterminds Superlink license allowed many companies to produce material for it. As always, Adamant brings a high quality of product to the table. ATA1 supplements the base M&M material with both time-saving measures for those who are looking to use it more efficiently, and new material for those wanting to extend the base game. The format is that of a "magazine" type of supplement, something that I think the e-format is extremely well suited for.

The first few pages are taken up by several thorough characters, detailed, with vivid art and several options for where individual campaigns can take them. My favorite is the Cybercorps, who remind me of the Reavers (villains from 1990s X-Men titles), particularly the hook that might permit them to return from their crazed mercenary killer ways to normal life. This would be a fun scenario for any group of heroes to face.

There's a page of very basic new powers, nothing spectacular, more to "fill the gaps" in M&M's base system than anything else.

A couple of new archetypes follow. I think these are very undervalued by the M&M community, since they provide quick and easy ways for people who don't want to dig around in the character creation section and want to get started fast. I like the Charmed Scrapper a great deal, it reminds me of martial arts heroes of the 70s/80s.

An interesting plot hook in the form of a decentralized network of super-technological kitbashers is presented...I would almost rather have seen this expanded into its own work! The role of gadgets/technology in comics is well explored, but something that puts a human face on it and centers challenges around it is hard to come by.

A location and linked scenario are presented, surrounding a mysterious island and an alien who seeks a powerful hero to save his home planet. Pretty good, though very straightforward, stuff.

An article about team formation is very helpful (much of this would eventually make its way into the ICONS RPG, where it was also quite good.)

Although ATA didn't last as long as the postscript indicated it was planned to, this issue is full of solid material and for the now-ridiculously-low price tag, you absolutely cannot miss it.



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Amazing Triple Action #1
Editeur: Adamant Entertainment
par Joey V. [Acheteur vérifié]
Date Ajoutée: 01/11/2007 00:00:00

This was a solid superlink product. This can be very helpful to both players and GMs

I will be buying all twelve issues thats for sure<br><br> <b>LIKED</b>: It has a solid layout that is very much in a comic book style

The characters were solid and easily placed into any game <br><br><b>DISLIKED</b>: I did not like the fact that the new characters and architypes were the exsact same but thats about it <br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>



Classement:
[5 sur 5 étoiles!]
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Amazing Triple Action #1
Editeur: Adamant Entertainment
par jeff m. [Acheteur vérifié]
Date Ajoutée: 10/05/2006 00:00:00

At first I was kind of put off by the first 12 pages being characters. Personally I don?t need more characters. There are plenty of books, Blogs, and websites full of characters for M&M. and if characters are going to be in every issue then maybe devote 2-4 pages to them not 12. What I did like is that the characters presented were useful in the storyline that followed in the other articles presented, at least it was a thoughtful process and served a purpose as a whole rather than just sticking some random characters in there for filler. Next came a section on Archetypes. To me archetypes are just another name for prestige classes, character kits, hero packages, and so on (eventually I'm sure I?ll see an ?Anti-Paladin Archetype?). Here again, there are so many of these ?Archetypes? floating around in cyberspace do I really need three more? The insider Info section was good. It gave a rundown on a hero who used the Internet to set up ?workshops? globally so that when he fought evil far from home he always had a nearby place to repair his equipment. I enjoyed that article; it was inventive and showed some real ?out of the box? thinking. The fight scenery section gave a too brief overview of a south pacific island, it?s people, origins, and it?s spiritual guardian. I would rather have seen the extra effort and pages go towards fleshing this island out more, instead of towards 12 pages of new heroes. Following the island section is a three-page adventure using the various preceding articles. As I stated earlier I admire the fact that most of the preceding information fed into the adventure, but again the material could have been fleshed out better. The issue rounds out with a pair of articles on different types of teams and setting up a group. While the team types article was interesting the setting up a group was nothing that many publishers already add to their rulebooks in the ?how to run a game? section. Overall it wasn?t a bad read, but it didn?t rock my world either. I applaud the effort and I?ll probably plunk down the cash for another issue or two, just to see how it goes, but right now for almost $6.00 you?re not really getting too much. I would suggest maybe adding more articles on gaming techniques and novel uses for powers already in print. Another thing that might be nifty is to add some cardboard cutouts to end pages. Maybe each issue could have a building of some type, which one could print up on cardstock and use during actual play. And after several issues of collecting these buildings and sceneries you could have a city center or galactic outpost. One of the things I always hear about super?s games is that beating up bad guys gets boring after a while. That may be because GM?s are having a hard time thinking of original material for a sustained supers campaign. This is where ATA could help. The wheel has already been invented; the thing to do now is to show people different things they can do with M&M rather than just foiling the super crooks at the First National Bank.

<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br><BR>[THIS REVIEW WAS EDITED]<BR>



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