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What Works: I don't know if it is quite indispensible, but it is certainly very useful for the Masterbook GM, especially the Spell creation guidelines and examples. The Advantages also stand out, especially for someone wanting kewl powerz for their game. While I doubt I could see myself using it for a full blown supers game, power options for another genre are always a good thing. The World Creation Chapter and the Cross-Genre chapters are very extensive and advice-heavy.
What Doesn't Work: A bestiary still feels like it is missing. Sure, they may be in setting books (I don't know), but someone who picks up Masterbook and the Companion are kind of left figuring it out for themselves. Also, I appreciate the comprehensiveness of the Vehicular Combat chapter, but my eyes glazed over when I hit that Movement Chart.
Conclusion: I didn't mention the art above, because it straddles a line: None of it is particularly great, and I'm not a super big fan of full page art pieces unless they are really good, but the book is crammed so full of material that I can't say it honestly detracts from the value. For the price, it is DEFINITELY worth it for any Masterbook GM, and those with too much disposable income (they are out there) may get their money's worth out of the Cross Genre and World Building chapters, given how heavy on information and light on mechanics they are.
For my full review, please visit: http://mostunreadblogever.blogspot.com/2011/05/tommys-take-o n-masterbook-companion.html
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