---
product_id: 7072274
title: "Mutants Masterminds Gmâ€™s Guide Paperback – October 23, 2013"
brand: "steve kenson"
price: "€ 108.46"
currency: EUR
in_stock: true
reviews_count: 11
url: https://www.desertcart.nl/products/7072274-mutants-masterminds-gmâ-s-guide-paperback-october-23-2013
store_origin: NL
region: Netherlands
---

# Mutants Masterminds Gmâ€™s Guide Paperback – October 23, 2013

**Brand:** steve kenson
**Price:** € 108.46
**Availability:** ✅ In Stock

## Quick Answers

- **What is this?** Mutants Masterminds Gmâ€™s Guide Paperback – October 23, 2013 by steve kenson
- **How much does it cost?** € 108.46 with free shipping
- **Is it available?** Yes, in stock and ready to ship
- **Where can I buy it?** [www.desertcart.nl](https://www.desertcart.nl/products/7072274-mutants-masterminds-gmâ-s-guide-paperback-october-23-2013)

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## Description

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## Images

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## Customer Reviews

### ⭐⭐⭐⭐⭐ 







  
  
    Totally worth having!
  

*by J***A on Reviewed in the United States on January 20, 2017*

As a fairly experienced Game Master, I wasn't sure if I even needed to pick up a copy of the 

  
GM's Guide









  
  
    
   for the 

  
3rd Edition Mutants and Masterminds









  
  
    
   and 

  
DC Adventures









  
  
    
   roleplaying games. Usually GM's guides have a lot of guidance about things like how to plan a campaign-- things that I already feel pretty comfortable with. I'm really glad that I took a chance on this product, though, because there's some very useful material here.That's not to say that the GM's Guide doesn't offer any friendly advice.  This book includes a lot of suggestions about how to capture the appropriate mood for different types of comic book genres and different eras of comic book history.  It provides Game Masters with some things to consider when world-building and planning campaign story arcs.  Finally, a lot of detailed thought was put into different types of villain motivations, including advice on how to build villain teams and organizations.  These are important considerations when designing a superhero roleplaying campaign, and it's nice to see some practical advice about them given in the GM's Guide-- even if this sort of advice isn't primarily what I bought this book for.Beyond offering advice, however, the GM's Guide also provides some new material which any Game Master will be able to put to immediate use.  First and foremost among these goodies-- villain archetypes!  Archetypes are, of course, a mainstay of the Mutants and Masterminds gaming system, but the archetypes presented in this book are unabashedly... well... evil.  You'll immediately recognize the famous comic book villains which inspired each of these archetypes, and having so many archetypes on-hand makes it really easy for Game Masters to quickly create a bad guy when a new villain is unexpectedly needed.  I wouldn't exactly say that the GM's Guide is worth having for these archetypes alone, but they do add a lot of value.And then there are the new optional rules for character creation, martial arts fighting styles, mass combat resolution, and how to handle things like character reputation or wealth within the Mutants and Masterminds system. While not all of these rules options will be useful in every type of campaign, each of these plot elements are staples of some comic book genres, and everything presented here could be incredibly useful in certain settings.Last, but not least, is an appendix detailing several different hideouts or lairs for the villains in your game, including ever-popular comic book favorites like abandoned amusement parks and secret volcano bases.  Each of these fully-mapped locations is ready to be thrown into your game with minimal preparation, making them great resources for those times when a location is needed off-the-cuff.All in all, the 

  
GM's Guide









  
  
    
   for 

  
Mutants and Masterminds









  
  
    
   or 

  
DC Adventures









  
  
    
   is very much worth picking up-- not a "must have," maybe, but definitely useful if you plan on running a superhero game.

### ⭐⭐⭐⭐⭐ 







  
  
    Great Read And A Useful, Ongoing Respource
  

*by C***N on Reviewed in the United States on March 30, 2014*

I played several super hero RPGs as a high school kid in the mid-1980s, and a couple of years ago began playing periodically a very rudimentary super hero RPG with my (then) 5 year old daughter, thinking it would not only be a fun thing for us to do together, but would also encourage her creativity and maybe build her problem solving skills.I bought this book partly just to read, intrigued by the "Legion of Doom"-inspired cover and having been impressed by the quality of a couple of other "Mutants & Masterminds" books I'd bought previously from the same author/publisher. But I also bought it hoping to mine a few ideas for my periodic RPG with my daughter.My favorite part of this book was at its center: the various types of villains, their roles, their motivations, escape plans, and organizations (among many other things), as well as the concluding appendix detailing various types of super villain lairs. All great stuff!This book was not only a pleasure to read, but it has proved to be a valuable source of ongoing inspiration for my periodic super hero RPG with my daughter.

### ⭐⭐⭐⭐ 







  
  
    A must have book for RPG fans
  

*by S***R on Reviewed in the United States on June 24, 2015*

A wonderful entry into superhero role-playing games by Green Ronin. Well worth the purchased. Familiar to players of the d20 system and old school gamers alike. This book will help any GM flesh out their world and make their player cringe in anticipation of the next adventure.

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*Product available on Desertcart Netherlands*
*Store origin: NL*
*Last updated: 2026-07-06*