Crystal Frasier & Steve Kenson’s1 2018 Mutants & Masterminds Basic Hero’s Handbook is a streamlined version of the Mutants and Masterminds roleplaying game.
Green Ronin’s 2013 Mutants & Masterminds Deluxe Hero’s Handbook provides the rules for the third edition of their SHRPG (superhero roleplaying game).
Green Ronin’s 2019 Superteam Handbook is intended for use with their Mutants and Masterminds superhero roleplaying game. It’s a source book for game masters, with advice on how to run superhero teams in an SHRPG.
As is appropriate for a product of this nature, Superteam Handbook is a team effort:
- Writing & design: Jennifer DK, Crystal Frasier, Steve Kenson, Jack Norris, John Polojac, Lucien Soulban, Miranda Sparks, Fred Wan, and Jordan Wyn
- Development: Crystal Frasier Editing: Samantha Chapman
- Art direction: Hal Mangold Graphic Design: Crystal Frasier
- Cover art: Conceptopolis
- Interior art: Domenico Neziti, Alberto Foche, & Denis Medri
- Publisher: Chris Pramas
Aaron Allston’s 1988 Strike Force was a campaign source book for the third edition of Hero Games’ superhero roleplaying game Champions. The book is based on the author’s long experience (close to a decade) of running games based on various editions of Champions.
The sourcebook was an unintended consequence:
Many, many role-playing game companies have been tempted into doing RPG adaptations of established media franchises, such as books, TV shows, or movies. The attraction is obvious; the product comes with a built-in market. Unfortunately, there are also many, many pitfalls. Many of the companies who have dabbled in licensed products have emerged from the experience poorer for it. There’s a trick to surviving adaptations and not every company has it.
Way back in 1983, I was thrilled to read in Different Worlds 29 that Chaosium Games had acquired the rights to do a role-playing game based on Larry Niven’s Ringworld (a title that did not at that time inspire feelings of melancholy and despair over the decline of a once-great author). Not only had Chaosium created Runequest, one of my favourite RPGs, but they had ample experience at turning literary properties into games1. By 1983, Chaosium’s licensed products included Thieves’ World, Stormbringer, and of course Call of Cthulhu.
It’s not entirely true to say that Ringworld the RPG got caught up in Development Hell, but I do think it’s safe to say the project turned out to be bigger than John Hewitt or any of the other people involved could have envisioned. Despite delays, Larry Niven’s Ringworld: Roleplaying Adventure Beneath the Great Arch was finally released in 19842.
And what did a youthful James find when he popped open his copy of the game?