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Better Mousetrap 3e $19.95
Average Rating:4.6 / 5
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Better Mousetrap 3e
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Better Mousetrap 3e
Publisher: Misfit Studios
by Roderick B. [Verified Purchaser]
Date Added: 10/03/2019 14:00:46

When I am asked which books to buy for M&M, #1 is the Hero's Handbook, but Better Mousetrap runs about even with the Mastermind's Guide in my opinion. I sometimes recommend it over the Mastermind's Guide. There is a lot of useful material in this book. You may not use it all, or possibly not any of it, but it will make you rethink what you are using.



Rating:
[5 of 5 Stars!]
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Better Mousetrap 3e
Publisher: Misfit Studios
by Charles S. [Verified Purchaser]
Date Added: 02/18/2018 00:37:51

Want more options for building your M&M villains? It's in here. Need sample technology, lairs, archetypes and ways to torment your players? It's in here too. There's also a fully fleshed out evil organization built for you to drop into your campaign. I feel like "Better Mousetrap" is an essential resource that goes hand-in-hand with the Gamemaster's Guide by Green Ronin. I almost never pull one off the shelf without the other. It's just that good.



Rating:
[4 of 5 Stars!]
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Better Mousetrap 3e
Publisher: Misfit Studios
by A customer [Verified Purchaser]
Date Added: 06/28/2016 13:29:25

I've not went through the entire book yet but so far I'm extremely happy with it, the skill section alone was worth the cost as my players and I constantly debated what the Expertise skill would and would not cover and Better Mousetrap gives us a great reference and guidelines to go by.



Rating:
[4 of 5 Stars!]
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Better Mousetrap 3e
Publisher: Misfit Studios
by Timothy B. [Featured Reviewer]
Date Added: 06/16/2015 15:24:39

Described as "the most extensive, largest third-party rules supplement for ... Mutants & Masterminds" this book lives up to the hype. At 293 pages (covers, ogl, and toc still leave this at 289 pages of solid content) calling it "supplement" undersells it. Personally I prefer to think of it as "The Villain's Handbook". Everything you need to create a super-villain (not just a villain), their lair, plenty of skills and gadgets and of course powers. There is so much here really.

Chapter 1 covers skills. Plenty of new uses for old skills. Reading it over it seemed obvious that a lot of skill uses for ancient or immortal characters/villains/heroes. So perfect for your Vandal Savage types or old vampires like Dracula. There are some new skills as well. Brainwashing is a nice one. But there are lot of good ones. All in all about 25 pages worth of skills.

Chapter 2 gives us new Advantages. Ace is a nice one but there plenty here, including some Minion Advantages. This is actually really nice. I tend to gloss over minions. Maybe all those years of watching the "Adam West" Batman series. There are also Organization Advantages.

Chapter 3 has all the new Powers. And there are a lot here. There are new Power Effects and new Power Builds. There are also plenty of new Flaws. Needed for bad guys really.

Chapter 4 covers new rules. This chapter is more utilitarian. There are some car chase/combat rules and some mounted combat rules. There are some limited Mecha rules too.

Chapter 5 gets into what I consider the meat of the book and the reason I like it; Making a Better Bad Guy. This is what you need to make your villains into super-villains. Some of this chapter covers the motivation of villains and (the best parts) their evil plans. Some motivations are given ("The World Shall Be Mine!" and "The Voices Told Me to Do It" among others) which discusses why villains do what they do. Motivations are also discussed based on when the villain got their start. For example A Silver Age Villain does things differently than a Golden-Age or Modern-Age Villain.
It is often said that a hero is only as good as their enemies. Well this takes the opposite take, a villain is only as good as their enemies are evil. There is a good section on anti-heroes and even Arch-Enemies. Every hero needs a good arch-enemy.
Several new villain archetypes are presented. Many should be familiar since they pull on some strong archetypes or at least stereotypes, but that is perfect really. Any of these can be filled out to a full blown villain. Once you do that there are plenty of rank and file minions; brutes, troopers, pilots, infiltrators and cyber versions of all of them.

Chapter 6 includes Gadgets and Gear. This includes melee weapons and archaic weapons. Again for our old immortal villains. There are also plenty of guns and vehicles for the minions.

Chapter 7 is the Many Faces of Evil. This covers not just villains, but their organizations. Chapter 8 covers Headquarters. This covers where those organizations and villains will hide out. There is quite a lot of material here too.

Chapter 9, Evil to the Utmost, talks about how to use evil and villains. There are even some villains detailed here.

All in all a really good product. If you need to detail your villain and evil organization then this is the book you need.



Rating:
[5 of 5 Stars!]
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