DC Gameday: All Marvel All the Time

DC Gameday: All Marvel All the Time

Mar 28
DC Gameday: All Marvel All the Time

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.)

Session One

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.

Session Two

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).

Overall Thoughts

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:

  • The ease of picking up the system. By the end of the first turn, everyone had the table had a good handle on how to roll their dice.
  • The initiative system. Picking who goes next – even the baddies – makes plotting a team-wide “set ‘em up and knock ‘em down” plan easy and awesome.
  • The Doom Pool. Well, it’s called the Doom Pool and that’s awesome enough. But the interaction between the players, the environment, the bad guys, and the Doom Pool added some depth that I really enjoyed.
  • The Solo/Buddy/Team element. This is really a brilliant combination of game mechanics and character development. Are you good at working alone? Roll a d10. Terrible at working with a buddy? Roll a d6. But fleshing out WHY you work the way you work tells a lot about your character.

What didn’t work for me:

  • The initiative system. While I enjoyed it in my first session, when I was working in tandem with other heroes, working against each other in MODOK’s Eleven was difficult. There was at least once when I went a full 10 turns without taking an action. It killed some of the momentum for me and made it difficult for me to feel invested in the action.
  • The same dice. All the time. I felt pretty restricted in my available actions. During each session, every turn seemed the same. Rolling the same dice. Trying the same things. One of my favorite things in Mutants and Masterminds is the alternate power feature – expanding my talents temporarily by using a hero point. It keeps things interesting and, while I’m rolling a lot of the same dice, it feels like I’m doing something different at the same time.

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!

Liz, aka d20blonde, likes to talk. She also likes to play games. In the post above, she talked about the games she likes to play.

5 comments

  1. 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…)

    • d20Blonde

      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. :)

  2. Bill

    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?

  3. 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?

    • d20Blonde

      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. ;)

Trackbacks/Pingbacks

  1. Marvel Heroic Roleplaying: Collected Miscellanies | Exploring Infinity - [...] DC Gameday: All Marvel All the Time – by d20Blonde on The Illuminerdy (Added 3/28/12) [...]

Leave a Reply

Your email address will not be published. Required fields are marked *

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>