I’m going to be playing a force of nature in our next RPG campaign. This is not excessive; others are playing a demon, a goddess, a fairy noble, and a mortal capable of raising the dead. It’s a high-powered campaign. I’m going with a rather unattractive force of nature: the embodiment of pests and vermin. While the possibility exists in the future to manifest as an anthropomorphic god, for the time being my character will manifest only as roughly human-sized swarms of icky little organisms: rats and cockroaches and mildew and wasps and pigeons and more. The idea isn’t quite unique; In Nomine includes a type of angel that can inhabit multiple bodies at once, which it hijacks from the occupant. If the right kind of angel serves the right archangel, it can inhabit whole swarms of tiny creatures at once. But that’s the only place I’ve seen the idea pursued in an RPG, and we aren’t using that system, so I’m largely on my own in making such a complicated and unconventional character work.
Fortunately, the system we are using requires you to build your character from elemental abilities, so it can handle the task if I’m sufficiently clever. (And I should be, with a good grasp of math and long RPG experience.) Mutants and Masterminds is intended primarily to model superheroes and supervillains, whose abilities are frequently all over the map, too, and it does a fair job of it.
I’m not particularly devoted to superhero campaigns, but I confess I adore creating characters for them, simply as an exercise in minimaxing, and discovering what can be done. I loved tinkering with Champions in college, too, which forces me to speculate: which system is better?
Honestly, they have more in common than they do differences. Clearly, the games have stolen plays from one anothers’ books, if you’ll pardon the pun—that the cumbersome and unintuitive rules for automatic fire alone are nearly identical in both systems prove that someone’s been swiping someone else’s material, and inexplicably stealing bad material, at that. (Both games have gone through several editions, and I’d be willing to bet the theft goes both ways.) I don’t know which system initiated the brilliant idea of separating superpowered effect from the appearance of that superpowered effect, but both use it now. (For example, Mr. Lightning’s electric zap and CrackShot’s sniper bullet are both damaging blasts and use almost identical rules, even though they look very different. But Mr. Lightning’s electric zap and Electric Lass’s paralytic zaps are different powers, and use different rules, even though they look the same.) I don’t know which system pioneered the equally brilliant idea of modifying basic powers with more personalized advantages and disadvantages to get exactly the effect you want, but both use that now, as well. That combination of effect-versus-appearance and customizable modifiers is the heart of both systems, and practically the entire reason superhero games are played at all.
Still, the differences are there, if you look, and if you’re a system geek like me.
M&M’s main advantage is simplicity, which is important if not everyone in your group is an MIT student. Not that M&M is simple, but designing an effective Champs character compares unfavorably with the complexity of a calculus midterm. Seriously. The price of all that flexibility is complexity. M&M also scales down to normals much better, and has a clever damage system that means no one is entirely safe in a fight.
Champ’s main advantage is attention to play balance. It enjoys a lot of small advantages, like a more flexible turn sequence to simulate fast (or super-fast) characters and a bell curve instead of a flat probability distribution, but play balance is the big one. Both systems allow for some horrible, rule-abusive monstrosities designed to take advantage of extremely efficient combinations of powers, but the Champs designers were a lot more careful about making sure that the cost of a power (measured in limited points you have to spend buying your powers) accurately reflects its potential for mayhem. Sometimes, a very ordinary power is overly expensive because a slightly different version of that power would be a lot more effective, but that’s far, far better than an unstoppable uber-power costing a tiny fraction of what it should, as often happens in M&M.
To illustrate: M&M and Champions both use a point system: everything your character can do costs a certain number of character points, and stronger the power in a superheroic environment, the more points it costs. Want to be able to shoot laser beams from your eyes? Twenty points. Want to be able to fly? Ten more points. Want to be an expert cook? One point. This helps ensure play balance, so that no one player can do everything and steal the spotlight from the other players all the time. Both systems also have powers that simulate superheroes who can change into radically different forms, with equally radically different powers—think Bruce Banner and the Hulk, each of which can operate very well in some environments and quite poorly in others. That kind of complementary ability is very powerful; you could design a character with nothing but awesome combat powers, and another with nothing but awesome powers of persuasion, and another with super-senses that allow him to see, hear, and know everything, then switch back and forth between those characters according to whether you’re fighting, or talking, or spying on other people.
In Champs, doing that costs roughly 20% of the cost of what each character can do; you pay for enormous flexibility with an equally enormous 20% reduction in raw power. In M&M, doing that costs roughly three points, out of a total of 150 or so. For a mere 2% of your character point total, you can ensure that all of the remaining 98% are being used to do whatever you happen to be doing at the moment, rather than going unused in powers suited for a different situation.
In the bad old days of D&D, when players were assumed to want all the power they could wrangle within the letter of the rules, and part of the GM’s job was to strip that power away before it got out of control, that would be a deal-breaker. But we live in a more sophisticated RPG era, when players and GMs alike recognize that just because you can do something to increase your personal power doesn’t mean you should, and players tend to limit their own power when the GM asks them, just because it would exceed the campaign’s implicit ground rules and spoil the dramatic tension, like introducing Superman into a Jack London tale. (“You need to build a fire? No problem! I can set that tree on fire with my heat vision!” Brzzzzap! “Good thing I’m immune to the bitter cold of Alaska!”)
Still, M&M misvalues so many of its powers that are useful for creating unique and interesting characters that it can be hard to avoid creating an overpowered monster, even if you aren’t trying, just by trying to create a character who does what you want to be able to do; the interesting power you want becomes an unstoppable uber-power almost as a side effect. I’ve done it twice and my character design still isn’t finished. I had to jump through considerable hoops to prevent my character from being more powerful than I intend, and perversely had to spend a lot of points doing so.
All in all, I’d consider it a near draw. I rather prefer Champs myself, because I was and MIT student, and I first played Champs with other MIT students. (Also, I saw that system first, so it’s hard not to think of it as the “normal” system, and M&M as some kind of variation.) I have to admit that Champs is a horrible nightmare of a kluge. A kluge that works, mind you, but a kluge nonetheless. M&M may be only a little better, but even a little better is…better. Especially these days, playing as I do with English and photography and other liberal art majors. Never having seen the original edition of M&M, I remain ignorant of and curious about which shortcomings it suffers as a result of its original designers’ intent, and which shortcomings it inherited from D&D in its attempt to convert to a d20-friendly format. Probably starting with those stupid, stupid grappling rules.