Wednesday, November 29, 2017

PWWO: Mighty Protectors

Time again for another edition of "Plays Well With Others"!

Mighty Protectors is a new game, but it has a long history and some solid Old-School DNA.  Because of this, there is a lot of ways to tinker with the game.

It is no secret that there is D&D DNA in Villains & Vigilantes.  That DNA carries over to V&Vs offspring, Mighty Protectors.  While there are still plenty differences in these games, there are enough similarities to build on.

Mighty Protectors and Villains & Vigilantes 2.1


Total cheat really. These games are less "Mix and Match" as they are "ideas to be shared". They are basically two slightly different expressions of the same world.  Now V&V 2.1 has better, or at least, more explicit rules for magic and psionics. Plus converting between MP and V&V 2.1 is easy; there is a section in the MP book on converting V&V 2.1 over.  Using this V&V 2.1 becomes a Rosetta Stone of sorts for d20 based games.

This conversion key is really helpful for me for the next two games.

Mighty Protectors & d20 Silver Age Sentinels / BESM d20


Alas, Guardians of Order.  You were a not a well-run company, in the end, but you did have some fun games.  Two of GoO's games are of particular interest to me.  Big Eyes Small Mouth d20 (BESM d20) and Silver Age Sentinels d20 (SAS d20).  Both had great breakdowns of the d20 system (circa 2002) into Level-Based Point buy systems.  Using our V&V translation you can now have a translation of BESM/SAS d20 to V&V and MP.  In particular, the book Advanced d20 Magic for BESM d20 is a great resource for point-buy spells.   I have not worked out the mathematical translations or crunched the numbers just yet, but there are there.  My initial guess is that 1 CP (MP) = 2 Points for SAS/BESM. 
This would give me a great point-buy spell system with some well-defined familiar spells.

Another great thing about SAS (Tri-Stat or d20 versions) is the excellent history of comics and the superhero in modern culture. The Silver Age sensibility of the "how to play" sections fit Mighty Protectors to a tee.

Mighty Protectors and Mutants & Masterminds 2.0


One can't talk super-hero games and not mention Muntants and Masterminds.  While now in the third edition, it is the second edition that concerns us here and now.  M&M2 shares a lot in common with MP. I could detail it here, but this link, Converting Mutants & Masterminds 2.0 to Mighty Protectors, does a far better job.   I have gone over the list of Powers and Abilities for both games to see what one has that the other doesn't, But I can say that between these two nearly every power likely is covered.

Plus Green Ronin has an absolute ton of material for M&M.  Personally, I like to put the supers of each game into their own cities and if you go to that city that's where you will find them.

For my next round of characters, I am going to take some notes from these other games to get the characters I am really looking for.  It should be a blast.

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