9 of 10 people found the following review helpful:
4.0 out of 5 stars
Sink your teeth into Nocturnals, May 6, 2004
By A Customer
This review is from: Mutants & Masterminds: Nocturnals - A Midnight Companion (Hardcover)
Ths sourcebook is filled with great art, intriging settings and a plethora of information on everyone's favorite midnight defenders. The book includes an original story that leaves you with a cliff hanger to run with. Characters in the world of Nocturnals are designed to be a little less powerful than your typical Mutants and Masterminds heroes, which is good for the pulp-style that pervades the beloved comic book series.
Most of the text is statistic free, with the exception of the last section, which is filled with stats on every character in the book. I think the rational is if you are not a gamer you don't have to sift through the rules to get to the story. IN my opinion, the character generation portion was kind of weak (as I was looking forward to getting the skinny on some creepy powers). Unfortunatly that did not happen. Other than that weakness, the book is great for comic and game fans alike.
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6 of 7 people found the following review helpful:
4.0 out of 5 stars
Award winning - and rightly so, December 27, 2004
This review is from: Mutants & Masterminds: Nocturnals - A Midnight Companion (Hardcover)
the 'Midnight Companion' is pretty, it's a valuable gaming resource for gamers, but more importantly, its a lavishly illustrated insiders' view of the world created by author and NOCTURNALS creator Dan Brereton. Its clear Brereton opened up the vault of secrets, without sacrificing the ambiance that captivates fans of the trade paperbacks this companion guide serves. 'A Midnight Companion' won three ENnies last summer- the top gaming industry awards, for best art direction, best licensed gaming product and best interior art.
The Midnight Companion is also a gorgeous art book in its own right. Brereton and a hand-picked group of illustrator peers provided beautiful drawings and paintings to great effect. these never been a gaming sourcebook that looked like this; sketchbook selections, and art on every single page. simply a treat for the eyes.
in addition to all this, Brereton introduces a dozen new characters, a handful of which appear the book's high point, an 18-page comic story called 'Spectres', that finds the Nocturnals facing off with The Murder, a gang of evil spirits who've escaped Hell. Look out for new villian, "Rictus", easily the creepiest Nocturnals villian to date.
I love this book, and have bought several copies for friends desperate to borrow and thumb through my own.
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3 of 3 people found the following review helpful:
3.0 out of 5 stars
NICE BOOK ON NOCTURNALS, NOT SO GREAT FOR GAMING, January 21, 2008
This review is from: Mutants & Masterminds: Nocturnals - A Midnight Companion (Hardcover)
I'm a bit hesitant to write a review of NOCTURNALS: A MIDNIGHT COMPANION. It's an award-winning gaming book and resource to the roleplaying game Mutants & Masterminds. It's also an introduction to Dan Bereton's The Nocturnals. I've thought a lot about how to put this in the best possible light, so here goes.
Most of NOCTURNALS is a review of the graphic novels by Dan Bereton on the Nocturnals, a gang of misfits from a wide array of origins including other dimensions, genetic engineering labs, and ancient races under the sea. The plot so far is revealed and all major characters have bios. The artwork is taken from the graphic novels, and stunning is perhaps the only word to describe it. It's truly impressive and I wish I had a better understanding of art history to describe the style. There is also an original comic titled "Spectres" to give you an idea of one of Dan Bereton's graphic novels.
The gaming aspect of NOCTURNALS describes the location of Pacific City, who the major players are, and what goes on after the sun goes down. the system is d20 for compatibility with MUTANTS AND MASTERMINDS. There are sample characters to use, and feats and weapons more appropriate for the setting. There is also a chapter on setting mood, choosing a theme, and how to play within the setting.
The part that focuses on Dan Bereton's work is very nice. After reading about his Nocturnals, I was tempted to go out and buy his books myself! Unfortunately, the author of NOCTURNALS: A MIDNIGHT COMPANION hasn't done a great job of condensing and summarizing the series; you have to know what to pick, and what to leave out. Well, what you get is entirely too much "they're not afraid of anything", "they don't concern themselves with what other people think", "they don't take crap from anyone".
That translates into the problem with using NOCTURNALS as a game supplement - the characters, as presented, are nigh-invulnerable, endowed with a wide array of supernatural powers, have above-average strength, intelligence, stamina, and attractiveness, have access to a lot of money and a super headquarters, are above the law, and most of their adventures are driven and ended by unexplained magic/supernatural intervention. Either the Nocturnals are not portrayed accurately, or else who would want to roleplay as them? They're better than humans in every way possible except for their extremely tragic backgrounds. Real people have flaws beyond "I'm so superior to other people that they bore me" - what's the point of playing someone more strong, attractive, intelligent, powerful, and rich than everyone else, with magic, artifacts, and control over spirits? It might sound neat on paper, but within a game where can the character go except to "even more awesomer!" ?
The part of NOCTURNALS that describes the creation of Dan Bereton is fantastic and reflects on his skill as an artist. It should inspire people to buy more of his work. Trying to extend his characters to a game supplement seems ill-fated - some great books just can't be made into good movies, and I'm afraid that the world of the Nocturnals is not well-suited for roleplaying.
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