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Evil Genius #1: World Domination (M&M Superlink)

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Average Rating:4.8 / 5
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Evil Genius #1: World Domination (M&M Superlink)
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Evil Genius #1: World Domination (M&M Superlink)
Publisher: Lame Mage Productions
by Joey V. [Verified Purchaser]
Date Added: 01/26/2007 00:00:00

Another great product from Lame Mage Productions every PDF I have purchased from Lame Mage I have been very happy with

With this and other Lame Mage Products Dr Null will be the greatest super vilian of all time with no superpowers

The other great thing about this is people who dont always want to have thing with combat these adventures have ways around them without Combat <br><br> <b>LIKED</b>: I enjoyed the ideas of all the Villians trying to take over the world <br><br><b>DISLIKED</b>: I had no problems with this PDF<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
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Evil Genius #1: World Domination (M&M Superlink)
Publisher: Lame Mage Productions
by Nathan C. [Featured Reviewer]
Date Added: 01/25/2007 00:00:00

Despite the exciting adventures, the best part of Evil Genius: Issue 1 World Domination, is the four page introduction.

Evil Genius: Issue 1 World Domination, by Lame Mage productions, is an Adventure Scenario book for the Mutants and Mastermind 2nd edition. The 35 page PDF consists of five well-crafted adventures. These are each very separate adventures that are as different from one another as killer space crystals and man-eating plants.

The best part of the book comes in the first few pages during the introduction. Here, the authors give some sound advice on crafting adventures in the Mutants and Mastermind setting, particularly mastermind games. The advice here on crafting a mastermind adventure could easily be ported and recommended for any system. Sure, there are many books that talk about the same information, but its really nice to have it here and concise enough to read in a couple of pages. The advice covers the stages to building a PC Vs. Mastermind plan adventure, inventing creative solutions for the problem and fitting in heroes despite genre restrictions.

That?s not to say the adventures are second fiddle.

Outside of the first and last adventures, which loosely relates to previous Lame Mage PDFs that feature the lead villain Dr. Null, the audience does not need to know much about previous adventures from the company. Each adventure is quite diverse, and can be crafted to fit into any genre. Most of the adventures have hints inside for tweaking it to darker or lighter campaigns.

The first adventure, High Noon, finds the dastardly Dr. Null trying to destroy the world from beyond the grave. I?ve replaced Dr. Null with many of my lead villains from my campaign. If you have a villain that recently died, this is a good adventure for you. After, we have the cornfields, about a rogue scientists trying to warn the world about his corrupt agricultural corporation. However things go crazy when the plants get out of hand. This fits in well in many a campaign, especially a gritty one with corrupt companies everywhere. Next we have The Brain-Taker, where there is a twisted not so smart scientist who takes others intelligence to become smarter, turning his victims into pretty much zombies. Luck Be A Lady was my least favorite, as it deals with a mystic assassin whom stills people?s luck. If you?re a fan of magic in your super hero worlds this is a solid adventure, but it is not my cup of tea. The last brings back our arch nemesis Dr. Null as he moves the earth?s orbit to cause a cold climate shift. I like the intelligence the authors took with this invention, using gravitational force to cause the earth to freeze and not a giant freeze ray ala circa 1980 General Hospital.

For the DM The advice at the beginning is priceless and though I?m sure it is covered in many of expensive books, it?s nice that its summed up briefly here. The adventures themselves offer something for every type of campaign. You can use them as quick side adventures or weave them into your overall plot.

The Iron Word Lame Mage Products Evil Genius series looks like its on the right track. World Domination offers some neat little innovations in its five excellent adventure that really aid the GM as he manages the game. You will definitely get many good sessions out of the adventures within. <br><br> <b>LIKED</b>: - the writing in the adventures are really nice. It's loose enough where you can add your own stuff but tight enough to weave a decent story

  • I'm a big fan of the action shticks that the adventures contain. Outside of the normal progress of the adventure, optional action shticks provide additional action sequences that are mechanically controlled to not draw too much time from the main plot.
  • Each adventure has a seperate villian card for every bad guy in the adventure. Talk about making it easier to run the game.
  • The appendix contains artwork that can be used as handouts<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>


Rating:
[5 of 5 Stars!]
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Evil Genius #1: World Domination (M&M Superlink)
Publisher: Lame Mage Productions
by Declan F. [Verified Purchaser]
Date Added: 12/06/2006 00:00:00

Lame Mage Productions is one of a very small group of Superlink producers whos work is consistantly of very high quality. Its even more imprssive when you realise that its all done by one guy (Ben Robbins). I have purchased all the Lame Mage products to date and each one has been better than the previous one.

Evil Genius is however a significant departure from Ben's previous work. Rather than presenting us with a single fully fleshed out adventure Ben presents us with five clever plots each involving a different Mastermind out to dominate the world. In actual fact this isn't quite true - one mastermind (Dr. Null) makes two appearance and the goal isn't always world domination, world destruction features too.

There isn't much artwork, but what there is is of very high quality. I was a little disappointed to see the same image used for Dr. Null as in his previous three appearances. Null has now appeared in five adventures by Lame Mage - he really does deserve a new picture. On the bright side all the other Masterminds get new full colour images, and the supplement ends with a useful set of player handout images.

Before he gets into the adventures Ben provides a short introduction to the role of the Mastermind, the fact that its the Mastermind's plot the players oppose, and not the mastermind himself, and the importance of the ?Dum Dum Dum!? moment. This section made me smile. Ben has a great turn of phrase and makes you realise just how important pacing is. I'll let you discover the sectrets of the ?Dum Dum Dum!? moment for yourselves.

Then, each adventure starts with a quick description of the Mastermind, his goals, methods and the scope of his agenda. Surprisingly each Mastermind manages to feel like an individual even though the majority of them are scientists bent on world domination. In is followed with a couple of pages giving a synopses of the plot, and then two or three pages the key events of the plot, how to fit it into a campaign etc. Finally each adventure has a varient or two. The adventures are between five and seven pages long, and are followed by a very high quality GM hint sheet which you can use when running the scenarios.

In my opinion the strongest and most innovative of the plots is 'Luck Be A Lady' which deals with the attempts by the infamous Fu-shien Lo (a.k.a. the Crimson Claw) to steal luck from gamblers. The adventure is made by the setting (the wonderfully described kish oriental Lucky Dragon Casino) and the character of the Lama of Shang-gong who serves as a wonderful counterpoint to the Claw's character.

Each adventure looks like it will require surprisingly little work to integrate into a campaign. Whilst Evil Genius has no maps the key settings are fairly well described and the lack of maps has so far caused me no difficulties. The whole supplement is well written and much of it feels very original. Best of all it has a great four colour feel to it. <br><br> <b>LIKED</b>: Concise well written plots, strong characters and very well written GM hint sheets which prove invaluable in the game. Even though each adventure is only 5-7 pages long they are well presented and very playable.<br><br><b>DISLIKED</b>: It seems a shame that whilst the other masterminds have great full colour art, Dr. Null has the same greyscale image he had when he attacked Somerset Bridge in Lame Mages second release. Infact you can see the bridge in the picture.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
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