Sabtu, 04 September 2010

[E973.Ebook] Free PDF Mutants Masterminds Emerald City, by Steve Kenson, Darren Bulmer, Christopher McGlothlin

Free PDF Mutants Masterminds Emerald City, by Steve Kenson, Darren Bulmer, Christopher McGlothlin

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Mutants Masterminds Emerald City, by Steve Kenson, Darren Bulmer, Christopher McGlothlin

Mutants Masterminds Emerald City, by Steve Kenson, Darren Bulmer, Christopher McGlothlin



Mutants Masterminds Emerald City, by Steve Kenson, Darren Bulmer, Christopher McGlothlin

Free PDF Mutants Masterminds Emerald City, by Steve Kenson, Darren Bulmer, Christopher McGlothlin

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Mutants Masterminds Emerald City, by Steve Kenson, Darren Bulmer, Christopher McGlothlin

Emerald City is a brand new setting for your Mutants & Masterminds Third Edition campaign. Set in the same universe as the award-winning Freedom City, Emerald City provides a home base for your heroes and a place they can shine. This rich and detailed sourcebook describes a fully realized city that until recently was downright normal. It didn''t have alien armadas filling the sky, or mad gods trying to turn it into a Hell on Earth. Things were stable... until the Silver Storm tore through the city and unleashed a flood of dangerous super-villains and monsters! Now criminal masterminds have cast aside years of fragile peace, ready to go to war to settle old scores and claim the throne of the city''s underworld. Emerald City has no established teams to call on in this crisis. It is a city that needs heroes. Will you answer the call?

  • Sales Rank: #1194256 in Books
  • Brand: Green Ronin
  • Model: 5504
  • Published on: 2014-03-03
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.13" h x 1.00" w x 7.63" l, 2.62 pounds
  • Binding: Hardcover
  • 224 pages
Features
  • Emerald City is a new setting for the Worlds Greatest Superhero RPG, Mutants n Masterminds! It comes in a beautiful slip case with a poster map and three books: the 96-page Players Guide to Emerald City, the 128-page Secrets of Emerald City, and the 120-page adventure Emerald City Knights.

Most helpful customer reviews

4 of 5 people found the following review helpful.
Enjoyable
By Jetpack
To get it out of the way, this was not a 224 page paperback. It was a 336 page hardcover. Which made the price much more reasonable. It also comes with a not quite poster size version of the map (player and GM version).

Unlike the other reviewer, I'm not as familiar with M&M. My first exposure was the DC books, and that encouraged me to try this out.

I quite enjoyed the city setting. I'm looking for background and setting, and while there isn't as much as I would have found in say the Shadowrun Seattle book, it's a good value as this is split up between three PDF's (player, GM and adventures).

There are NPC stats that they refer you to other books for, which I'm not a fan of, but other people don't like it when the same NPC is reprinted in 7 books, so can't win that one.

Enjoyed the characters. I can definitely see using a number of them, so big bonus there.

I'm a big fan of pre-written adventures at this point in my life, so happy to have a nice long one.

Art is pretty and full-color.

To me, I see a lot of value here. Would definitely suggest considering, if you want to try a new setting for a superhero game.

2 of 3 people found the following review helpful.
Great product
By Matthew Peterson
This is a hardcover book that gives you a breakdown on a fictional city set on the western US coast.

I am new to the mutants and masterminds system but not superhero games. So I have a pretty good idea on what to expect with a supplement.

The book has an adventure for up to 8 heros that are starting out. It does a good job at creating an event which can either make the players or they can be established heroes responding to the event. Whichever way the players go about it works great for bringing the team together. The adventure itself is a great jump off point to anyone that is new to this genre of rpg. Veteran players will still enjoy it too.

The book does a wonderful job at establishing the different areas of the city and it really tries to make the reader believe it could be a real place.

I know a lot of GMs like to create everything from scratch. But this book does a great job at making even prebuilt ideas take shape into something better.

The book even provides premade heroes if they don't feel comfortable making brand new ones yet.

My one flaw I found was the book has many points that reference other books. Granted the majority of them are to the rule book.

Overall I would say it is worth the price and a great addition to the GM guide for this game.

9 of 13 people found the following review helpful.
Bit of a train wreck
By Matthew Lane
Spoilers beyond this point

Okay, so I'll preface by saying that I'm a fan of M&M 3E & to a lesser degree a fan of the Freedom City setting, but this was a bit of a train wreck.

So in general the book suffered from misplaced zeal: It was so busy trying to tell us about all the things that aren't at all interesting to a superhero campaign setting that things like "actual information the players may have a use for" is sadly skimmed over.

To much of the pertinent information for the setting is in the adventure line, rather than in the setting books, which means that information is skipped entirely from chapters that information should be found in.

ARTWORK
One of my biggest issues with it is the artwork, which shares flaws with the writing.... Its not so much that the artwork is bad so much as its misused & quite often dull. An by that I mean that is you have dozens of b-roll images of buildings, an people, an images that could have been taken from a university guide book, but only a single clear image of Tellex & its not even in the section talking about Tellex: Its the visual equivalent of burying the leed. That really should have been your icon opening image, just like Freedom Cities opening image was the Freedom League floating in front of the Centurion Statue, its second image was the Claremont class shot & its third was the city as seen from the bridge, with the centurion statue being front and centre... For us those images have become icons of Freedom City.

An it doesn't stop at Tellax, there's also things like Victory Squadron image.... Instead of every character getting an image, or there being a dynamic group shot, what we get is a picture of a picture of a group shot, at a terrible angle & to small to make out clear details from. Apparently a major part of the cities super heroic legacy wasn't quite as visually important in a super hero campaign setting book as a generic image of a shopping mall (an image that took up half a page).

NARRATIVE & INFORMATIVE CONTENT
An this misplaced zeal is not just evident in the artwork its also evident in the writing: The book goes into great depth on things like the commission on heritage buildings, it gives us entire multi paragraph write ups for unimportant government functionaries, entire side bars about business and industry (that made no point), but then gives us less than 4 lines per entry for any member of the Victory Squadron & no stats.

An that was one of the big issues with the book. The city has a major super event occur & that caused a jump in super powered individuals, but that's NOT what this book is about. This book focuses on the aspects of the city from BEFORE that happened & since the general concept was "a city without superheroes" all the villains in the book are from the "pretending we aren't really here" & "a conspiracy of secrets" type of characters, which is entirely to dull for a super hero game.

In comic book terms, this is like creating a source book for the city of Dakota from the Milestone universe, where instead of mentioning Icon or Static, or the Big Bang, I instead presented you with a book that went into great detail on who the fire chief is & whose obsession is preserving the local park.

An yet that's exactly what Emerald City presented us with.

MODULES
This brings us to the modules, which I'm going to keep short. While high on style, they are short on content: There are just to many instances of non-consequence encounters, failing upwards, not enough story links between modules, players not being able to make any meaningful choices (its completely passive, rather than active), atleast one of the modules is predicated entirely on players making a single choice players might not make & no alternative if they don't make it & finally, way to many incidences of scene transitions being nothing more than "and then a villain shows up where you are to fight you."

The upside to the modules is that the art & writing is less airy-fairy, which is good, but the down side is that the maps look rough & constantly forgot to add any kind of scale, so you can't tell if a building is a flat 1 story building with a roof top that's 100 feet long, or if its a 40 story building that is 60 feet long.

CONCLUSION
So in conclusion this product as a whole has some major issues, issues that could have been minimised entirely in this humble readers estimation by having a single well defined artistic vision of what they wanted the city to be, rather than a list of things they wanted it NOT to be. An then when that was achieved, a solid guiding hand by an editor, overseeing the entire project. Because this book reads more like someone had a rough idea, didn't flesh it out & told a whole group of people to go write articles about this new city, which then got meshed together to form an ill defined city narrative.

An if I can make an observation on the art side: Stop ordering art before you know what art you are going to want & how you plan on setting it out. This has been an issue with a lot of your recent output: You end up with 60% of your artwork being b-roll, 47% being "character jumping from no where" group shots & the last 3% being of new things that people would actually want to see images of.... You need to invert the amount of "things we actually want to see" with the "b-roll" amount.

Sorry guys, as much as I love your system & your universe in general, this book was below par.

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