Chapter 3, the largest in the book, is all about running a teen game. Everything from general issues like theme and setting to specific aspects of teen life, like family, school, and free time, and how those aspects can be incorporated into a game, is detailed here. This whole section is incredibly thorough, and numerous notes and suggestions for plot and adventure hooks are given. This whole chapter is useful for player and GM alike, and since the bulk of it is rules and stat free, it's useful for games other than M&M.

When they do have stats, it's awesome. Several example supervehicles and super-pets are given. Also, no superhero book would be complete without a discussion of villains, and Hero High is no exception. Villains for teen heroes are broken down into three broad categories, the Ages of Innocence, Escalation, and Maturity. To use an example from comics, the zany Mad Mod is an example of a simple villain that doesn't cause much drama, Deathstroke raises the stakes, and when Trigon shows up, the Titans had better get their act together or the world's toast. Three sample villains are then presented for Gamemaster use, one for each age (more villains are presented in a pdf spin-off production, which I'll discuss after the main review).

This is a solid, fun, idea-inspiring chapter. Basically anything you could think to throw at teen heroes, from peer pressure to weird families to that jerk teacher, is mentioned. Altogether a great look on how to bring in many disparate elements that comprise the genre.


Knutreturns said: Spoken like the true Greatest RDCW Champ!

All hail King Snarf!