Chapter 6 is an introductory adventure, designed to get players into a Golden Age game. Notes are given on how to run it both as a standard piece, set in the era, and how to run it as part of a time travel adventure.

The last part of the book is an appendix with rules as how to run conflicts between a few superheroes and military units. It boils down many rounds of combat into a few simple rolls. Very neat, and it gives you opportunity to see how someone like Capt. Marvel would fare against a squad of hated Nazi SS. Granted, he'd kick ass, but his lets you know how much ass the given hero or heroine kicks.

Of course, no talk of an M&M product would be complete without a quick discussion of the art. Well, the art is good. The problem is, it's not as uniformly good as previous products have been, as there are a couple of clunkers. However, there are some really fantastic pieces of art to take this back to the standard M&M average.

To sum it up, this is a good sourcebook. However, how good you think it is is going to depend largely on what you think of Golden Age comics in general. If you don't plan on a Golden Age game or time travel adventure, this won't do you much good, especially seeing as how many of the new feats have little to no use outside of a 1940's game. On the other hand, if you DO like Golden Age stories, then this book has a lot of good information, and since a lot of it is about historical info as opposed to game mechanics, it's useful even if you're running a supers game using rules other than M&M. Add in a few ideas for how to run a military game in the style of the old war comics, and you have a solid sourcebook that does justice to a great time period of comics history.


Knutreturns said: Spoken like the true Greatest RDCW Champ!

All hail King Snarf!