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- Marvel Heroic Roleplaying: Collected Miscellanies | Exploring Infinity - [...] DC Gameday: All Marvel All the Time – by d20Blonde on The Illuminerdy (Added 3/28/12) [...]
Last weekend was the semi-annual DC Gameday, one of my favorite things in the world. Great people. Great games. Concentrated RPG awesomeness.
For me, the weekend was all about the Marvel RPG. I was avoiding spoilers because I love supers role playing so much. I didn’t want to go in with opinions fed by relentless Internet trolls.
I hadn’t played. I hadn’t read the book. (well, to be fair, I have played Leverage, so I knew what to expect a little.)
First session was Breakout and I snatched up Black Widow immediately. She’s totally my style and I loved stretching the limits of what she was capable of within the system, especially when it came to using the environment to kick the shit out of the bad guys. Swinging from pipes. Improvising ranged attacks with fire hoses. Smashing skulls with my stilettos.
Our Watcher, @Nullzone42, had this to say about my performance:
The highlight of the session may have been snapping off Razor Fists’ razor fists to make them into swords that I would use in the next encounter to menace some dinosaurs and another, younger Black Widow who had bested my test scores. Bitch didn’t stand a chance and I kicked her ass with nothing but my words.
My second session was Dave Chalker’s MODOK’s Eleven, an explosion of anti-hero betrayal and entertainment. The player characters
are all tasked to sneak into a giant ship and steal of pocket universe because MODOK WILLS IT (and for $5m in sweet cash money).
In addition to the clearly stated mission, each character had a randomly assigned secret mission within the mission (can I use the word mission a few more times in this sentence? CLEARLY I CAN).
I played the Spot, covertly employed by the Mandarin to deliver the pocket universe to him for quadruple what MODOK was offering. And I was all over it. From the second the adventure started, I had no qualms about working directly against the other characters. And it was really easy, given my teleportation powers.
Highlight was definitely blowing up the Living Laser, delivering the pocket universe to the Mandarin, and absconding with my money (which I promptly stuffed into my mattress back in my apartment).
On the whole, I liked the Marvel RPG. I have been in a monogamous relationship with Mutants and Masterminds for years, so it takes a lot for me to say I actually enjoyed another supers system. Just uttering the words aloud makes me feel like I should be looking over my shoulder for Ninja Steve Kenson, come to FINGFINGFING some throwing stars at my head.
What worked for me:
What didn’t work for me:
All that said, I am going to run an upcoming supers game using Marvel – 4-6 sessions tops – that will explore the origins of a new set of heroes (and anti-heroes?) in a world without supers. I will be stretching the existing (and barebones) character creation system, but I think it can be done elegantly and effectively.
I look forward to telling you about my game!
It was great having you in the game. I think you might find that there’s a few more things that help with the dice/plot points once you’ve read the book, I just didn’t explain enough of those rules.
Also, I wouldn’t worry about ninja Steve Kenson. He helped us with the game and has a special thanks credit! (Well, you might still worry about him for other reasons…)
Therein lies the problem with getting your first taste of a system during a gameday/one shot. It’s that pesky balance between rules and fun – and I always prefer to have fun.
I’m really looking forward to sinking my teeth into the fiddlier pieces of the rules.
So jealous here but hopefully I’ll be able to get in on your short game if possible. One thing that might help with your game, there was an update to the DriveThruRPG pdf today. They added in a supplemental random character generator.
Been reading the book and listening to some demo podcasts. Sounds like Stunts and Complications would help with the sameness factors… but I’m still reading and haven’t played.
Also, is the game as dice fetishy as it reads?
I confess I have a hard time imagining how it is that you went 10 full turns without having an action, since each turn is defined by everyone getting to take an action once. Were there 10 separate combat/action-order events that occurred where it was all over before the full first turn played out?
Okay, so I wasn’t actually counting, but during the game I was first in one round and last-ish in another. With 6 people at the table, it was a loooong time between actions.
Which, I suppose, can happen with any game – roll high for one round, low for another – but then I blame the dice and not the system.