Running Mutants and Masterminds
I opened up my old copies of DC Adventures recently. My favorite continuity of DC is "Post-Crisis, Pre-Flashpoint." (My favorite era was Rebirth, but I digress).
The DC Adventure books are an amazing resource due to a licensing quirk. They were licensed before Flashpoint and the New 52 were conceived and released afterwards. They couldn't use any New 52 material so the three books I own -- Heroes & Villians 1&2 and Universe -- are essentially an amazing encloypedia of that entire era of DC history. It covers the entire era.
As I looked through again for some fun tidbits, I looked at the stat blocks again. I played M&M3e when it came out and I know DC Adventures is just a proto-book for M&M3e. But, golly gee, there is a lot to keep track of from power keywords and Advantages.
How do y'all keep it all together? I feel like I'd get all confused trying to remember all that stuff.
Edit: Also, I backed Valiant Adventures last year because the post 2011 reboot of Valiant is some of the best cape comics of the last 10 years. Anyone else think that it will be proto-4e for M&M?