Lulu seems to have unexpectedly cut some kind of cross-publishing deal, so the print version of Evil Genius #1: World Domination is now on Amazon. Yeah, I was surprised too. I just got an email that they were doing it and spang, there it was. Go figure. Pity they didn’t come up with this plan […]
“This is Chip Chopper, high in the sky in the Channel Four Action News Copter!” “There’s a swarm of… what look like bugs, big metal bugs, crawling up out of the bay. Each one is as big as a car. They climbed right up the bridge tower, and now they’re spread out across the road, […]
Hmm, so many Dr Null adventures. But, you ask, how can I use them all to maximize the pain and suffering I inflict on my players? Here are some notes for connecting the different Lame Mage releases to form a complete Dr Null adventure path. I originally posted this over on Atomic Think Tank but […]
After many revised release plans, Like Father, Like Son (Trial of Dr Null) is out the door and looking for heroes to kick around. Following my own advice, I always try to have the next project underway before the last one is out. Otherwise it’s just too easy to sit around and noodle over the […]
Next time you want to do something a little different but have no idea how the M&M rules support it, try the Universal Combat Maneuver: 1) Think of an appropriate description of your maneuver, including how it’s different from your normal attack. 2) Use a Move action to perform the maneuver. 3) Take a +2 […]
With the release of Evil Genius #2: Crime & Punishment, I think I have more M&M adventures in print than any other author. My reign of terror marches on unabated.
Generally I post whenever the mood seizes me, but January was particularly slow because I was busy finishing up the playtest draft of Evil Genius #2: Crime & Punishment. But now it's off in the hands of the playtesters, and I'm catching up on the ars ludi posts that were rattling around in the back […]
The normal M&M Minion rules are great: they reflect the genre and speed up combat. But you are still left dealing with each opponent individually, which can make large battles slow and boring (particularly since the individual minions are not a real threat to most heroes, so there’s less sense of danger). The Field Battle […]
Toughness saves in M&M may seem too passive to some. The Guardian swoops down, punches the giant robot, and then waits to see what happens when the robot rolls its save. He can use a Hero Point to re-roll an attack roll, but nothing to make sure the blow actually does any good (Extra Effort […]
If you play M&M at “agent” level (lower than the usual PL 10), you are more likely to run into cases where players pick up equipment during play that breaks PL. Commander Orion is PL 5, so he’s built with +5 attack and a +5 damage Pulse Pistol. During play he knocks out a space […]
I've been busy finishing up Death of Dr Null, but now that it's done I'm going to post some entries to discuss the techniques developed for those adventures (things like Action Shticks and Revelations) so you can take advantage of them in your own game.
When I GM I am fanatical about scrutinizing new player characters to make sure they are going to play well. I want PCs to have abilities that a) encourage them to play the genre, b) won’t just eliminate interesting situations, and c) will work well with the other PCs and not overshadow anyone (all rules […]