View Full Version : The ideal V&V/MnM cocktail: Shall we have a go at it?
Ja§on
09-06-2008, 11:19 PM
I haven't played V&V since MnM2 came out. I think if (when) I give the next go at a V&V houserule omnibus, it will likely include (or at least be plug-and-play ready for) a good amount of MnM stuff. A lot of the mechanics described in MnM's feats, for example, would work great as things to be gained via level training or as Natural Weaponry facet abilities, for example.
So, I'd like to issue a call for anyone with any degree of interest/familiarity with both games to join in. Let's see if we can't sort out the best cross-game mechanics for V&V/MnM, with an eye on both providing grist for the eternal tinker-labor of love that is V&V, as well as maybe introducing V&V elements to an MnM audience/player base.
Any thoughts?
Imaginos
09-06-2008, 11:32 PM
I was actually thinking of getting rid of my M&M stuff, but this is a good idea. I'd need to crib notes down before I get rid of it though. I'll put some thoughts into this. I realized that I wasn't so hot for M&M as I was getting ready to GM a game.
baldingfatman
09-07-2008, 01:18 AM
I've never played M&M, as I am pretty happy with V&V. Some friends whose opinions I trust give it good marks, so I have been thinking about picking it up to see if there are any mechanics I might like to port over to V&V. So I'd be interested in hearing about any elements you think might be good to mix into V&V.
silverwhisper
09-07-2008, 08:28 AM
hm...i'll confess, it seems kenson did a really good job of incorporating a lot of the core V&V concepts (e.g., basic hits) into M&M. but it's early so maybe i'm not thinking clearly...?
Ja§on
09-07-2008, 11:43 PM
I like MnM. I'd jump at the chance to play it in an ongoing campaign.
A few things, tho, that V&V does better:
Randomized creation
Yeah, it can lead nowhere, and it requires a particularly expert blend of fudging and conceptual gymnastics to make it work, but I love it. Working with a surprising or incongruous power set is what gives many a V&V character, and the default V&V world, its unique appeal.
Varying levels of combat prowess
MnM all but guarantees that no one on the team is particularly tough in a fight compared to every other member, and it does it by allowing/encouraging every character to simply be "bought up" to maximum combat efficiency, without even the vaguest hint that there should be some conceptual justification for a bony pyrokinetic to have the evasive combat skills of an Aikido master. Just go ahead and buy up his Defense. Everybody does it. He's toast if he doesn't.
Every V&V team I played/ran had one or two standout butt-kickers that were toe-to-toe superior to the rest. That doesn't mean everyone didn't have a good time with fight scenes and find ways to be highly effective. It just means that it wasn't a cookie-cutter proposition where everyone was guaranteed an equal number of "plusses".
Initiative
V&V's initiative/combat action sequencing mechanic is, to my tastes, perhaps the best ever. LIke a lot of V&V, it benefits from vigilant GMing and a little homegrown tweakage, but the core chassis is powerful and elegant.
I'd list more, and get into the many things MnM does just fine, some better than V&V, but I need to get to bed. I hope this keeps the conversation moving, tho.
bishoplogan
09-10-2008, 10:54 PM
I like MnM. I'd jump at the chance to play it in an ongoing campaign.
A few things, tho, that V&V does better:
Randomized creation
Yeah, it can lead nowhere, and it requires a particularly expert blend of fudging and conceptual gymnastics to make it work, but I love it. Working with a surprising or incongruous power set is what gives many a V&V character, and the default V&V world, its unique appeal.
Varying levels of combat prowess
MnM all but guarantees that no one on the team is particularly tough in a fight compared to every other member, and it does it by allowing/encouraging every character to simply be "bought up" to maximum combat efficiency, without even the vaguest hint that there should be some conceptual justification for a bony pyrokinetic to have the evasive combat skills of an Aikido master. Just go ahead and buy up his Defense. Everybody does it. He's toast if he doesn't.
Every V&V team I played/ran had one or two standout butt-kickers that were toe-to-toe superior to the rest. That doesn't mean everyone didn't have a good time with fight scenes and find ways to be highly effective. It just means that it wasn't a cookie-cutter proposition where everyone was guaranteed an equal number of "plusses".
Initiative
V&V's initiative/combat action sequencing mechanic is, to my tastes, perhaps the best ever. LIke a lot of V&V, it benefits from vigilant GMing and a little homegrown tweakage, but the core chassis is powerful and elegant.
I'd list more, and get into the many things MnM does just fine, some better than V&V, but I need to get to bed. I hope this keeps the conversation moving, tho.
Randomized creation: yes i agree with what you said it made you use your imagination.
Varying levels of combat prowess:yeah in V&V every team had a mix but with a good GM everyone has fun.
Initiative:for a superhero game it fit perfect
vBulletin® v3.8.2, Copyright ©2000-2012, Jelsoft Enterprises Ltd.