So, I have been thinking about what I could do with a MHRP game if I could sign up some players. As ideas fermented in my brain, the following elements blended: the super villain Arcade (see also here) (and various Murderworld stories, as well as the old MSH module of the same name); several Justice League Unlimited episodes ("The Cat and the Canary", "Grudge Match"), and episode of Wolverine and the X-Men ("Hunting Grounds") and throw in The Hunger Games and what do I come up with?
Welcome to The Murder Games!
The premise:
Arcade, with a cross-dimensional distribution and syndication deal brokered with Mojo, has set up a new environment for the amusement of the masses and the murder of superheroes. This 21st Century Arcade is all about blending the time honored entertainment of built environments designed to kill you with the hot new trend of reality TV. Add to that, the hottest literary property about a dystopian future (now a major motion picture) and you have the ingredients for a show to hit #1 on the Mojo network and be terrifically amusing for the master of deathtraps.
And may the odds be always in HIS favor.
But wait, wouldn't people object to Acade trespessing on this intellectual property? Of course they would, so of course he has thought of that. And that's why he has the author and the main cast of the film detained and awaiting certain death, unless the heroes put on a VERY GOOD SHOW. Heck, he might also even have a few of the books biggest fans on hand, just in case there is one or two of the heroes who get stubborn.
So, what might be the initial set up?
The environment is going to be very manipulable, with Arcade's stats often providing the dice pools, and in other cases provided by the Doom Pool. Of course there are cameras everywhere and trackers on the heroes. Of course, clever heroes may figure out how to fool the cameras, lose the trackers, or turn the technology against the villains.
Of course, maybe Arcade has, for round 1, a set of villains, perhaps some who broke out of the Raft, to compete against the heroes. Whilte the heroes may have no moral problem beating the paste out of the escapees, at some point, Arcade is going to do something like put a gun to the head of a hostage and insist that the hero finish the job.
Now, to really mess with things, some of the hostages and some of the villains are probably Life Model Doubles, Androids, reprogrammed Doombots, or something. However, as soon as a hero feels like it is safe to kill an opponent or to allow a hostage to die, well then that is likely going to be a real person.
Of course the environment will also produce deadly challenges. Arcade has probably, inspired by the movie (he might not do much reading) recreated the Tracker jackers (cause, ya know, they're fun), as well as having things like velociraptors and maybe a T-rex or whatever seems fun to try to mess with the heroes. And Arcade can probably do things to help them on the fly, like make the T-Rex firebreathing or whatnot.
Round 2 may be not against villains, but instead against captured heroes (with a little Mojo brainwashing perhaps), and maybe or maybe not there are some androids, robots, whatnot interspersed, but heroes are going to have to worry not only about surviving and taking out the opposition, but also figuring out if they are fighting a person or a copy. And what to do with the real heroes, and what to do when Arcade demands a death ("or else the sequel won't get made with this actress . . . ")
WIth these first two rounds, heroes may be able to win freedom for hostages or other concessions by winning challenges (arbitrarily made up by Arcade) or perhaps be appealing to sponsors or the audience ("text interdimensional 662 if you want Captain America to get to choose a hostage to free").
Round 3, then is the single elimination round. Time for the heroes to fight each other (or the Girl Scout troop gets it, or some such thing). There the rubber really meets the road. Will Arcade demand death? Will Mojo insist that a contestant needs to be able to return for next season? Can the heroes phone a freind? Lots of possibilities.
Of course, what the players will be trying to figure out is how to get to where Arcade is, so they can beat the paste out of him. They may also want to try inflicting emotional trauma on him by facing him down, acting in a way that thwarts him, but wins audience approval. Etc. This is still unformed, but I would expect the arena is in a bubble in some controlled pocket of a dangerous environment (the deep sea, space, under the earth, in Antarctica, etc.) Breaking out is going to be hard and dangerous and possible fruitless unless the heroes can carefully manage things.
I am opposed to the idea of having the control room right next to the arena, cause that is just to easy. However, there might need to be interdimensional or teleportation portals, and there may by some physical conduit. I would be flexible in letting the heroes try to come up with a way to manage things without it being too silly.
I see this events milestones as something like as follows:
Welcome to the Murder Games
1 xp Inflict trauma on an opponent.
3 xp inflict d12 trauma on an opponent
10 xp agree to kill an opponent or refuse to kill an opponent allowing a hostage to be killed
This is a pretty dark scenario idea (really, I'm a very nice guy), but given the trend in Marvel (Secret Avengers, Dark X-Men, X-Force, etc.) it fits into a corner of that multiverse. The main thing that Arcade and Mojo want is a "good show." While Arcade would love to wipe out some heroes (and may have side contracts to do so), he is not above have subbed in a LMD or clone, or something to torture the heroes into thinking they have killed someone or allowed someone to die, but then, it was all just part of the twisted "fun house" that Arcade loves to create. After all, you have to bring people back to see next season!
Also, further plot hooks would involve tracking down Arcades ties, customers, and bases. Further, doing some dimension hopping after Mojo, his minions and "entertainment" holdings. It is likely that the heroes are but one of many teams being put through this hell. Maybe there are more people or heroes, or even villains to rescue? Maybe Arcade and Mojo are really diversifying. Heck with Sauron gone, maybe it's "And this week on Murder Games - The Savage Land, we have a mutate versus SHIELD grudge match. Who will emerge victorious?" or, "We've always wanted to know, who would win, Iron Fist or 500 Hand Ninjas? Well, this week, we find out on Murdergames, The Amazing Chase!"
Just a few ideas. Hopefully, I get to form them up and run with them. However, I throw them out because I'd be happy if someone beat me to it and got some play in with these ideas as well.
May the odds be ever in your favor.
The Sage Welcomes You
So, here you find a blog about life in general, but with a focus on family, games, books and creativity. Other "stuff" will creep in from timt to time.
Tuesday, March 27, 2012
Thursday, March 15, 2012
Punisher #9: Quick Review
I picked up Greg Rucka's Punisher issue #9 today. It is a great issue. It went very fast. In a good way. The pacing was breakneck, the plot twisted, the "big event" was set up for next month, and we saw some great little character pieces from Frank Castle and Rachel Cole Alves. If you thought you knew what was going to happen next at the end of Issue #8, guess again. Of course, after the 22 pages flew by, I wanted to shout "RUCKAAAAAAAA!" because it is very hard to read a breakneck page turner like this and have to wait weeks to months to TURN THE NEXT PAGE!
In any case, I highly recommend the issue, though it is not an issue to begin with. The story is building from a slow boil to a raging one, and now, with the three book crossover next month (Avenging Spider-Man, The Punisher & Daredevil) things are really starting to pop. Of course, if you really want to be ready for next month, it also helps to read at least the first six issues of Daredevil's latest run (which I just have (also recommended)) because a lot of the set up is in those books for the "event."
For me, Rucka continues to reliably deliver in a complex and very satisfying way. The Punisher has never been so interesting and compelling for me, and his little corner of the Marvel Universe may be the best place to be for solid characters and action at this time.
And here is what some others have to say:
IGN (8.5/10) "Greg Rucka's take on the Punisher continues to reveal new interesting layers to the character, and that's saying a lot considering he's often deemed a one trick pony. If you haven't been reading this series, it's in your best interest to pick it up from the beginning to see what all the fuss is about. The Punisher still remains one of Marvel's best books."
(more reviews to be added as they come out)
St. Patrick's day update (3/17/2012)
CBR (3.5/5) " As part of the ongoing "The Punisher" series, this issue is good; as a lead-in to that crossover, though, I'm not as impressed."
ScienceFictiondotcom (Verdict: Buy) "This book just kicks all kinds of ass! It’s incredibly well-written. The characters just ooze reality! Frank Castle himself is a cypher, but everyone else has layers and layers of depth that is being peeled away ever so slowly. Sure, it’s very gritty and violent, so if you are averse to that, this isn’t the book for you. But honestly, I myself don’t typically like violence or the mafia genre, but this book is so impressive, I can’t help loving it."
The Outhouse "Another very strong issue of Punisher, and one that does a good job of organically setting up the Omega Effect crossover."
Punisher Central (B-) "This issue does give readers some action and some interesting plot points."
iFanboy [review by Andrew Gaboury] (Story: 5/5 - Excellent, Art: 3/5 - Good) " This book is just consistently good and it should be excellent with the return of Checetto."
March 20, 2012 update
Henchmen-4-Hire (1/5) "Holy crap this is a terrible comic book."
Weekly Comic Book Review (B) "This isn’t a bad issue by any means and it’s competent in both art and script. But it’s not anything more than that. It felt as though Rucka was running in place here. This is the first stumble this series has had but, given that this issues entire problem was a lack of significance or real meat on the bones, I imagine it’ll be quickly forgotten."
Weekly Crisis (Verdict-Buy It) "This series continues to deliver and it doesn't look like it'll be slowing down anytime soon."
In any case, I highly recommend the issue, though it is not an issue to begin with. The story is building from a slow boil to a raging one, and now, with the three book crossover next month (Avenging Spider-Man, The Punisher & Daredevil) things are really starting to pop. Of course, if you really want to be ready for next month, it also helps to read at least the first six issues of Daredevil's latest run (which I just have (also recommended)) because a lot of the set up is in those books for the "event."
For me, Rucka continues to reliably deliver in a complex and very satisfying way. The Punisher has never been so interesting and compelling for me, and his little corner of the Marvel Universe may be the best place to be for solid characters and action at this time.
And here is what some others have to say:
IGN (8.5/10) "Greg Rucka's take on the Punisher continues to reveal new interesting layers to the character, and that's saying a lot considering he's often deemed a one trick pony. If you haven't been reading this series, it's in your best interest to pick it up from the beginning to see what all the fuss is about. The Punisher still remains one of Marvel's best books."
(more reviews to be added as they come out)
St. Patrick's day update (3/17/2012)
CBR (3.5/5) " As part of the ongoing "The Punisher" series, this issue is good; as a lead-in to that crossover, though, I'm not as impressed."
ScienceFictiondotcom (Verdict: Buy) "This book just kicks all kinds of ass! It’s incredibly well-written. The characters just ooze reality! Frank Castle himself is a cypher, but everyone else has layers and layers of depth that is being peeled away ever so slowly. Sure, it’s very gritty and violent, so if you are averse to that, this isn’t the book for you. But honestly, I myself don’t typically like violence or the mafia genre, but this book is so impressive, I can’t help loving it."
The Outhouse "Another very strong issue of Punisher, and one that does a good job of organically setting up the Omega Effect crossover."
Punisher Central (B-) "This issue does give readers some action and some interesting plot points."
iFanboy [review by Andrew Gaboury] (Story: 5/5 - Excellent, Art: 3/5 - Good) " This book is just consistently good and it should be excellent with the return of Checetto."
March 20, 2012 update
Henchmen-4-Hire (1/5) "Holy crap this is a terrible comic book."
Weekly Comic Book Review (B) "This isn’t a bad issue by any means and it’s competent in both art and script. But it’s not anything more than that. It felt as though Rucka was running in place here. This is the first stumble this series has had but, given that this issues entire problem was a lack of significance or real meat on the bones, I imagine it’ll be quickly forgotten."
Weekly Crisis (Verdict-Buy It) "This series continues to deliver and it doesn't look like it'll be slowing down anytime soon."
Wednesday, March 7, 2012
Great advanced review for "Alpha"
Greg Rucka has the first book in a new series coming out in May, "Alpha." Library Journal has published an advanced review and gives it a starred review to boot. The reviewer says "Highly Recommended."
I can't wait.
Oh, and Punisher #9 is out next Wednesday.
I can't wait.
Oh, and Punisher #9 is out next Wednesday.
Tuesday, March 6, 2012
Marvel Heroic Role Playing actual play fron "A Taste of Marvel"
Sunday my son, Ian, and I had a great time at the launch party at Labyrinth Games for Margaret Weis Productions new Marvel Heroic Roleplaying Basic Game. As with Labyrinth's other demo events, this was termed a "Taste of" and it certainly was a lot of fun, even though it definitely left us wanting more.
I am not going to try to recount our experiences moment by moment as I lack the time to do it justice, but I hope that I can give an overview of the thing we experienced and convey why we had such a good time.
Ian and I drove down to Labyrinth yesterday and arrived in the area 10 minutes early. Unfortunately, it took another 15 minutes to find a parking place and another 10 or so to get back to the store. Labyrinth has a great location in Eastern Market on Capitol Hill, but parking is a challenge.
So, there were two filled tables (being run by Rob Donoghue and Nate) and our two reserved spots left at Dave Chalker's (aka Dave the Game) table. We had somewhat missed the preliminaries and did not manage to really properly introduce ourselves or catch the names of everyone at the table, though Tom Cadorette was playing Iron Man; I am sorry to say I did not catch and retain (typical for me I'm afraid) the names of our fellow players who had Ms. Marvel and Daredevil). Ian got the hero he hoped for, Captain America. I had planned to take Daredevil, but he was taken, so I grabbed Spider-Man.
Dave quickly outlined the basics of taking actions, how to build a dice pool from various character attributes and how to roll and read the dice, and then we were off and running. The game "event" was the adventure that comes with the basic book, and it, in turn, is based on the storyline of "New Avengers 1-6", a story arc called "Breakout."
The heroes had to start in different places when the breakout started. DD, in his civilian role as Matt Murdock, defense attorney, was with Ms. Marvel at a supervillain prison called The Raft. He was going to see some guy who claimed he was a former hero called The Sentry who wanted to be locked up because he believed that he killed his wife. Captain Americal was on a helicopter, returning from addressing the Joint Chiefs of Staff in Washington, DC. Tony Stark/Iron Man was addressing a corporate gathering, and I, Spider-Man, was just about to cuddle up to my wife, Mary Jane, on the couch for a romantic comedy and our first quiet night at home in forever.
Having sketched out these beginning scense, Dave, as The Watcher (the term for the game master in MHRP), quickly launched into the central problem of our first act. Lightning seemed to strike The Raft, and to go on to overload the entire power grid, backups and black out not just the prison, but all of New York! Captain America was able to observe that a bolt of lightning also seemed to leave The Raft and head away. The residual energy fried the helicopter flight controls and it was going down!
Inside The Raft, Matt Murdock, his law partner Foggy Nelson (NPC) and Ms. Marvel suddenly found themselves in the middle of a maximum security block where all the cells were suddenly open!
Tony Stark (played hilariously by Tom, who channeled a lot of Robert Downey, Jr. for his portrayal) found his meeting suddenly cancelled by the blackout, realized that this was a huge outage that might be the result of some kind of attack and went Iron Man (while posting on Twitter, checking Stark Industries stock numbers overseas and making sure that 1000 lawyers were on retainer if this was somehow tied at all to Stark Tech).
I, as Spider-Man had to profusely apologize to MJ, put on the Wall-Crawler tights and zip off.
I quickly spotted the helicopter in trouble and swung onboard. Cap was able to take care of himself, but I rolled well to grab the SHIELD pilot and get us down safely to The Raft. This gave me an "asset" of being able to call on the pilot for help in a later roll which was a cool game effect.
Down below, Ms. Marvel was throwing thugs back into cells as much as possible, while DD as Matt Murdock did his "helpless" blind man deal while knocking around, tripping and "running into" the mob of woud-be escapees.
Up top, enter the first Super Villain. Just as Ian, as Captain America, looked into the smoking elevator shaft, he spotted the evil Count Nefaria rising out of the prison. His reaction was what any red-blooded American hero would do in his place. He jumped into the elevator shaft shield first to take out the evil-doer (and he would figure out how to survive the rest of the fall later).
Let me just say a little about how action flows in the game. There is an "action order" system, which basically has The Watcher pick someone to go first (often with input from the table), and that person finishes the character's action and picks someone else, friend or enemy, to go next, until everyone has had a turn. Last person to go, hero or villain, decides who starts the next order. This is fun, allows for fluid, yet tactical play, and really feels like the organic flow of action in comic book panels. As we played, I could visualize the action leaping off the page. It was pretty impressive.
So, for any attack, you build out a dice pool based on various attributes (see my earlier posts to describe the attributes), and then roll to try to produce a high base number and pick a leftover die, as large as possible, for an effect. Once again, simple, once you are doing it, fun (picking from the menu of what your character can do), creative, imaginative, evocative and relatively fast.
So, Cap rolled his action (attack), and Count Nefaria rolled his reaction. One thing is that the reactor knows the number to beat, so it pushes the actor to try to do as well as possible to put success out of the reactor's reach. Anyway, that was not how it worked out. Nefaria blasted Cap to the side, and suddenly he had to come up with how to survive the fall down the elevator shaft.
Fortunately, this allowed him then to choose your friendly neighborhood Spider-Man to act next. I told the SHIELD pilot "cover me" made some dumb joke about Count Nefaria breaking out for good Italian food, and started shooting webbing like crazy. I managed to create a web-trampoline under Cap to save him, and it gave him a bonus on his next action as he sprang up from behind Nefaria. Second, I completely webbed Nefaria's face, so he was blinded.
I think we bounced back to Ms. Marvel and DD, and they were holding their own against the mob, but Foggy got taken away.
Then, in comes Iron Man and Tom played him just as overconfident as possible. He tried to fly into the shaft and basically put Nefaria through the back wall. Instead, Nefaria managed to beat his roll and get the opportunity to activate a counter attack. So, basically, Iron Man flew in, and there was a huge explosion and Iron Man flew out, not under his own power, after almost being taken out. Tom and Dave did a great job of describing how the suit's alarms were all going off and the heads-up display was filled with error messages and everything was reading "offline." Again, I could totally see it both on a comic book page, and on screen.
So, it was just me and Cap against Nefaria. I had my doubts, but while distracted Nefaria who failed to blast me, Cap completely clocked him by surprise with a shield blow to the temple. Moments later, we had him safely webbed up and had rebooted enough of Iron Man's systems to go down into The Raft to join up with DD and Ms. Marvel in the hunt for Foggy and to try to reactivate the systems onboard.
I need to metion, that during this whole action sequence, the main game currencies were flowing freely. These are Plot Points, which players receive for voluntarily taking penalties in their dice pools (rolling d4s), based on their personal foibles which are sometimes advantages and sometimes not, and also for rolling 1s, which add to The Watcher's source of currency, The Doom Pool. Players speend Plot Points to get bonuses, activate special effects and opportunities, take counter attacks, change the way dice get counted or to create stunts, among other things. The Watcher uses the Doom Pool in a similar fashion for the antagonists, but can also sometimes just roll the Doom Pool as the difficulty in a situation that calls for an challenging roll, but there is no opposing force, except for how dire the situation is.
This gives the game lots of tactile and visual goodness. When building a dice pool, you get to pick up the dice that represent the powers/skills you use. You see the Doom Pool growing or shrinking based on your actions. You can count Plot Points with hash marks, but more often (and more fun) with poker chips, counters, or some other thing you can gather in piles to see how ready you are to take on the opposition. If you are out of Plot Points, you need to start adding in some disadvantageous dice or accepting other limits to bank those for when things really count. On the other hand, there is no sense in hoarding the points. If you need to KO Count Nefaria, you need to spend and spend big (go big or go home) so you either force The Watcher to deplete the Doom Pool to save the villain early, or to allow him to go down to conserve the Doom for what else is in store. It makes the game fun and fiddly in a good way.
So, to go with my promise of not going blow by blow, after our first battles, things just continued to be fun and awesome. While Cap and I rappelled down into The Raft, Iron Man, of course, just flew underneath and punched in through the bottom to get to the control room, kinda because he could.
We played through searching for Foggy, found Foggy, got attacked by Carnage, who apparently just has a "totally disable Spider-Man" power, which got used on me. We found out that Captain America is REALLY COOL and he basically was two for two in taking out Super Villains. DD held his own and rescued Foggy. I learned about "trauma" and that is is not a fun thing for your hero to have.
Iron Man and Ms. Marvel ended up fighting Graviton. This was not Graviton's day however. For one thing, Dave's d12 kept rolling 1s, which made Graviton less of a threat. Iron Man and Ms. Marvel totally capitalized and took him out. Then Iron Man convinced him to help us, and he told us who engineered the escape and for whom (Electro for Sauron (not the big flaming eye from Middle Earth, but instead a mutant energy vampiry guy who can turn into a fire breathing Pteradactyl; go figure). We also talked to Sentry who seemed pretty crazy, but said he could help us if we called on him.
Then we went to talk to Electro. We had learned that much of the hit first and then talk had not worked so well the first time around. However, when Cap tried to talk to Electro, DD decided instead to try and take him out. I said something like, "wait, we're going with the punch first plan?" Iron Man rescued Electro's ex-girlfriend from the scene and flew off, lightning bolts started shooting around, Ms. Marvel ended up charging up Electro, and just when it seemed to be all going south, Iron Man flies back and hits Electro like a ton of, well, iron, taking him out.
We had fun interrogating him, and I told him he was going down with the Bad SHIELD guys, not the ones that worked with Captain America. They guys that did waterboarding. He said he'd spill it all if we promised minimum security Club Fed. We made the deal and off we were to find Sauron in The Savage Land.
There was a lot more fighting (I helped KO a T-Rex) and merriment (Ms. Marvel chose SHIELD over the rest of us and tried to take Iron Man out) and the game went really well.
I will spare you the details and just say, it was a heck of a good time, so I can get this posted.
Excelsior!
I am not going to try to recount our experiences moment by moment as I lack the time to do it justice, but I hope that I can give an overview of the thing we experienced and convey why we had such a good time.
Ian and I drove down to Labyrinth yesterday and arrived in the area 10 minutes early. Unfortunately, it took another 15 minutes to find a parking place and another 10 or so to get back to the store. Labyrinth has a great location in Eastern Market on Capitol Hill, but parking is a challenge.
So, there were two filled tables (being run by Rob Donoghue and Nate) and our two reserved spots left at Dave Chalker's (aka Dave the Game) table. We had somewhat missed the preliminaries and did not manage to really properly introduce ourselves or catch the names of everyone at the table, though Tom Cadorette was playing Iron Man; I am sorry to say I did not catch and retain (typical for me I'm afraid) the names of our fellow players who had Ms. Marvel and Daredevil). Ian got the hero he hoped for, Captain America. I had planned to take Daredevil, but he was taken, so I grabbed Spider-Man.
Dave quickly outlined the basics of taking actions, how to build a dice pool from various character attributes and how to roll and read the dice, and then we were off and running. The game "event" was the adventure that comes with the basic book, and it, in turn, is based on the storyline of "New Avengers 1-6", a story arc called "Breakout."
The heroes had to start in different places when the breakout started. DD, in his civilian role as Matt Murdock, defense attorney, was with Ms. Marvel at a supervillain prison called The Raft. He was going to see some guy who claimed he was a former hero called The Sentry who wanted to be locked up because he believed that he killed his wife. Captain Americal was on a helicopter, returning from addressing the Joint Chiefs of Staff in Washington, DC. Tony Stark/Iron Man was addressing a corporate gathering, and I, Spider-Man, was just about to cuddle up to my wife, Mary Jane, on the couch for a romantic comedy and our first quiet night at home in forever.
Having sketched out these beginning scense, Dave, as The Watcher (the term for the game master in MHRP), quickly launched into the central problem of our first act. Lightning seemed to strike The Raft, and to go on to overload the entire power grid, backups and black out not just the prison, but all of New York! Captain America was able to observe that a bolt of lightning also seemed to leave The Raft and head away. The residual energy fried the helicopter flight controls and it was going down!
Inside The Raft, Matt Murdock, his law partner Foggy Nelson (NPC) and Ms. Marvel suddenly found themselves in the middle of a maximum security block where all the cells were suddenly open!
Tony Stark (played hilariously by Tom, who channeled a lot of Robert Downey, Jr. for his portrayal) found his meeting suddenly cancelled by the blackout, realized that this was a huge outage that might be the result of some kind of attack and went Iron Man (while posting on Twitter, checking Stark Industries stock numbers overseas and making sure that 1000 lawyers were on retainer if this was somehow tied at all to Stark Tech).
I, as Spider-Man had to profusely apologize to MJ, put on the Wall-Crawler tights and zip off.
I quickly spotted the helicopter in trouble and swung onboard. Cap was able to take care of himself, but I rolled well to grab the SHIELD pilot and get us down safely to The Raft. This gave me an "asset" of being able to call on the pilot for help in a later roll which was a cool game effect.
Down below, Ms. Marvel was throwing thugs back into cells as much as possible, while DD as Matt Murdock did his "helpless" blind man deal while knocking around, tripping and "running into" the mob of woud-be escapees.
Up top, enter the first Super Villain. Just as Ian, as Captain America, looked into the smoking elevator shaft, he spotted the evil Count Nefaria rising out of the prison. His reaction was what any red-blooded American hero would do in his place. He jumped into the elevator shaft shield first to take out the evil-doer (and he would figure out how to survive the rest of the fall later).
Let me just say a little about how action flows in the game. There is an "action order" system, which basically has The Watcher pick someone to go first (often with input from the table), and that person finishes the character's action and picks someone else, friend or enemy, to go next, until everyone has had a turn. Last person to go, hero or villain, decides who starts the next order. This is fun, allows for fluid, yet tactical play, and really feels like the organic flow of action in comic book panels. As we played, I could visualize the action leaping off the page. It was pretty impressive.
So, for any attack, you build out a dice pool based on various attributes (see my earlier posts to describe the attributes), and then roll to try to produce a high base number and pick a leftover die, as large as possible, for an effect. Once again, simple, once you are doing it, fun (picking from the menu of what your character can do), creative, imaginative, evocative and relatively fast.
So, Cap rolled his action (attack), and Count Nefaria rolled his reaction. One thing is that the reactor knows the number to beat, so it pushes the actor to try to do as well as possible to put success out of the reactor's reach. Anyway, that was not how it worked out. Nefaria blasted Cap to the side, and suddenly he had to come up with how to survive the fall down the elevator shaft.
Fortunately, this allowed him then to choose your friendly neighborhood Spider-Man to act next. I told the SHIELD pilot "cover me" made some dumb joke about Count Nefaria breaking out for good Italian food, and started shooting webbing like crazy. I managed to create a web-trampoline under Cap to save him, and it gave him a bonus on his next action as he sprang up from behind Nefaria. Second, I completely webbed Nefaria's face, so he was blinded.
I think we bounced back to Ms. Marvel and DD, and they were holding their own against the mob, but Foggy got taken away.
Then, in comes Iron Man and Tom played him just as overconfident as possible. He tried to fly into the shaft and basically put Nefaria through the back wall. Instead, Nefaria managed to beat his roll and get the opportunity to activate a counter attack. So, basically, Iron Man flew in, and there was a huge explosion and Iron Man flew out, not under his own power, after almost being taken out. Tom and Dave did a great job of describing how the suit's alarms were all going off and the heads-up display was filled with error messages and everything was reading "offline." Again, I could totally see it both on a comic book page, and on screen.
So, it was just me and Cap against Nefaria. I had my doubts, but while distracted Nefaria who failed to blast me, Cap completely clocked him by surprise with a shield blow to the temple. Moments later, we had him safely webbed up and had rebooted enough of Iron Man's systems to go down into The Raft to join up with DD and Ms. Marvel in the hunt for Foggy and to try to reactivate the systems onboard.
I need to metion, that during this whole action sequence, the main game currencies were flowing freely. These are Plot Points, which players receive for voluntarily taking penalties in their dice pools (rolling d4s), based on their personal foibles which are sometimes advantages and sometimes not, and also for rolling 1s, which add to The Watcher's source of currency, The Doom Pool. Players speend Plot Points to get bonuses, activate special effects and opportunities, take counter attacks, change the way dice get counted or to create stunts, among other things. The Watcher uses the Doom Pool in a similar fashion for the antagonists, but can also sometimes just roll the Doom Pool as the difficulty in a situation that calls for an challenging roll, but there is no opposing force, except for how dire the situation is.
This gives the game lots of tactile and visual goodness. When building a dice pool, you get to pick up the dice that represent the powers/skills you use. You see the Doom Pool growing or shrinking based on your actions. You can count Plot Points with hash marks, but more often (and more fun) with poker chips, counters, or some other thing you can gather in piles to see how ready you are to take on the opposition. If you are out of Plot Points, you need to start adding in some disadvantageous dice or accepting other limits to bank those for when things really count. On the other hand, there is no sense in hoarding the points. If you need to KO Count Nefaria, you need to spend and spend big (go big or go home) so you either force The Watcher to deplete the Doom Pool to save the villain early, or to allow him to go down to conserve the Doom for what else is in store. It makes the game fun and fiddly in a good way.
So, to go with my promise of not going blow by blow, after our first battles, things just continued to be fun and awesome. While Cap and I rappelled down into The Raft, Iron Man, of course, just flew underneath and punched in through the bottom to get to the control room, kinda because he could.
We played through searching for Foggy, found Foggy, got attacked by Carnage, who apparently just has a "totally disable Spider-Man" power, which got used on me. We found out that Captain America is REALLY COOL and he basically was two for two in taking out Super Villains. DD held his own and rescued Foggy. I learned about "trauma" and that is is not a fun thing for your hero to have.
Iron Man and Ms. Marvel ended up fighting Graviton. This was not Graviton's day however. For one thing, Dave's d12 kept rolling 1s, which made Graviton less of a threat. Iron Man and Ms. Marvel totally capitalized and took him out. Then Iron Man convinced him to help us, and he told us who engineered the escape and for whom (Electro for Sauron (not the big flaming eye from Middle Earth, but instead a mutant energy vampiry guy who can turn into a fire breathing Pteradactyl; go figure). We also talked to Sentry who seemed pretty crazy, but said he could help us if we called on him.
Then we went to talk to Electro. We had learned that much of the hit first and then talk had not worked so well the first time around. However, when Cap tried to talk to Electro, DD decided instead to try and take him out. I said something like, "wait, we're going with the punch first plan?" Iron Man rescued Electro's ex-girlfriend from the scene and flew off, lightning bolts started shooting around, Ms. Marvel ended up charging up Electro, and just when it seemed to be all going south, Iron Man flies back and hits Electro like a ton of, well, iron, taking him out.
We had fun interrogating him, and I told him he was going down with the Bad SHIELD guys, not the ones that worked with Captain America. They guys that did waterboarding. He said he'd spill it all if we promised minimum security Club Fed. We made the deal and off we were to find Sauron in The Savage Land.
There was a lot more fighting (I helped KO a T-Rex) and merriment (Ms. Marvel chose SHIELD over the rest of us and tried to take Iron Man out) and the game went really well.
I will spare you the details and just say, it was a heck of a good time, so I can get this posted.
Excelsior!
Tuesday, February 28, 2012
A few more words about the Marvel Heroic Role Playing game
So, I am continuing to speak about the new Marvel RPG from a first impressions point of view. I will get a good playtest run this weekend when I attend the launch party at Labyrinth Games on Sunday. But, since I have the PDF I have wanted to give my pre-play impressions of the game.
Sequentially, the book does not talk about character creation right at the beginning. There are a lot of basic concepts in the game discussed first as well as detailed explorations of how various game mechanics work, how the game is played through action scenes and transition scenes (the game really gives the feel of creating a comic book story) and how to take actions in those scenes.
However, the way I flip through things is different than going to cover to cover. I keep a bookmark slowly progressing through the book, but I'm constantly jumping around to see other interesting things. So, as I mentioned yesterday, I jumped to the end to see the 23 Marvel heroes statted out in the basic book.
While that is a solid and representative sample, and plenty to play through the "Event" included with the book (perhaps I can post later on how the "adventure/module" structure for the game is structured around these "events"), everyone is going to be missing one or more of their favorite heroes. Also, plenty of people will want to create their own heroes and strike off in quite unofficial/"What If" directions.
The game well provides for both contingencies. On the one hand, Margaret Weis Productions has a fairly aggressive production schedule for their "Events" planing to bring out Civil War, Annihilation, and Age of Apocalypse. Each of those are likely to be packed with character write ups. In part this is because the game aims to satisfy those individuals who always wanted to play their favorite hero. So, if you want to be Hawkeye, or Nightcrawler, or The Silver Surfer, all of those official write ups are coming this year.
On the other hand, the game makes it reasonably easy to create your own character, or to come up with a playable version of your favorite, but unreleased, character following the rules and models provided. Hero characters are defined by five key traits: Affiliations, Distinctions, Power Sets, Specialties, and Milestones. Combined, these build a character that is complex, versitile, and very role play ready.
In brief, these traits act in the following manner:
Affiliations tell you if the person works best alone, as a buddy, or in a team. Then, based on how the hero is acting in a scene he or she has a better or worse die to roll in their dice pool (a set of dice you build out of your traits to accomplish actions or to react to things in scenes). These are not immutable traits and can change and shift over time. So, for example, Captain America, at the start of the Avenger's Disassembled Arc, operates best as part of a team and lest well on his own. His peak performance has been trained to operate working with the Avengers, and when they disband, he has a real game incentive to try and get them, or some team, back together. On the other hand, heroes like Wolverine and Daredevil have their peak performace solo, and operate less well as a member of a team. Marvel Team Up veteran Spiderman is best as a buddy. So, by ordering your affiliations, you already know a lot about your hero and it has a very Marvel feel.
Distinctions are pieces of information, catch phrases, titles, or other words or phrases that describe the essence of the hero. Depending on a given situation, they may count for or against the hero. When they are a positive influence, they add a "good" die (d8 in a system that goes from d4 to d12) to the dice pool, when they have a potentially negative influence, they add a d4, but also give the hero a Plot Point (which is the action currency of the game that allows heroes to really shine when it counts). For example, Captain America has as his three distinctions "Lead by Example", "Man Out of Time", and "Sentinel of Liberty." These traits add flavor to the hero and give flexible and interesting in-game mechanics that help shape play and allow character rewards for making in-character choices that a player would avoid if merely playing the "game."
Power Sets are the heart of the super hero identity as they represent inherent powers, technological or magical equipment, or whatever else (training, alien physiology, etc.) that makes the hero powerful. The game suggests that you should be able to stat out a hero with no more than two Power Sets. As I have thought through various Marvel heroes and seen how they did the 23 for the basic game, I have to say they seem to have done a good job with their rule of thumb. Within a power set can be a number of individual powers that are somehow linked (using Captain America again, he has Super-Soldier Program as one set, and his Vibranium-Alloy Shield as his other). The powers that make up the Power Set are each rated at a die level from d6 (ho hum, but allowing something a regular person can't do) to d12 (Godlike). Generally, for any action, only one die from any given Power Set can go in the dice pool. So, if you have two sets, you can general apply more powers in a roll. On the other hand, each power set also includes one or more special effects that help customize the powers, and also limits which may interrupt or prevent the use of the power (e.g. Cap can lose his shield) until some condition is met. The game gives good guidelines for describing and using powers that would appear to easily handle anything you have ever seen in the Marvel Universe, and if it not there, there are clear guidelines for developing new things to go in Power Sets.
On the one hand, the power curve seems a bit flat, with only 4 levels of powers possible (ho hum, Enhanced, Superhuman, Godlike). However, the combinations, addition of special effects, and combination with other traits really allows this simple spread of power levels to describe a very diverse set of heroes without the need to have every possible attribute statted out in dozens or hundreds of gradiated levels. The point is not to try to figure out the physics of superheroes and model that, but to model the way that things work in comic book stories. The play reports I have seen and my own impression of the simple elegance of the system support that MHRP does just that.
After Power Sets are Specialties. Theses are the "skills" of the game. They are few in number and broadly defined. You get a die if you are an Expert (d8) or a Master (d10) at something important. There are, at my count, 13 skill Specialties offered in the game. The focus is on things that come up in comic books, things like Crime, Science, Combat, Tech, Medical, etc. The focus is on relevant playability, not modeling a complex real world inventory of what people can do. It is possible that some other specialties could come into play at some point, but really, these do the job of handling your Marvel character. They also allow for interesting interactions with powers and other traits to flexibly deal with challenges in the game.
Finally, there are Milestones, which are triggering events that provide the hero with experience. This is one of the more innovative parts of the character description. These are not unique, as they have appeared in earlier games (the one that I am familiar with is the Lady Blackbird steampunk scenario where experience "keys" are similarly described). However, using these milestones to describe possible story arcs and rewards for characters is new as far as the Marvel Universe. Each Milestone is described by a 1xp, 3xp and 10xp level. The 1xp level could be a thing that can happen often and the character can gain xp frequently by meeting the terms of that level. Cap has two milestones (again, a hero may have one or two) and his first one is, for the included scenario, "Mentor the Hero." If he chooses to aid a speficic hero he gets 1xp the first time he does it. But there are lots of heroes to help, so he can pick up a fair amount of xp by being helpful. The 3 xp is a once per scene trigger. It is a bigger, scene defining moment. One of Caps is to earn 3 xp when he ais a stressed-out (i.e. out of commission due to physical, emotional or mental stress) hero in recovery. The 10xp is a defining decision by the hero and may be hit only once per Act. For Cap, one of his is to get 10xp when he either gives leadership of th team to your chose hero or to force your chosen hero to resign or step down from the team.
For me, these Milestones are really powerful role playing tools. The xp rewards allow for purchase of advantages along the arc of an Event, so they have real game implications for success or failure, and they shape the character's behavior to deal with certain issues along the path of the overall story. While all of the heroes in the book come with predefined Milestones, it is clear that each new important stage of a game/campaign, should be marked with the GM (called The Watcher) and the players coming up with Milestones for all the characters that make sense to the story they plan to tell together.
Taken together, I see the character system as innovative, comprehensive, flexible and fun. It is also demanding on a certain level, in that it requires real thought and collaboration between the players and The Watcher to make things like the Milestones and Distinctions work. However, I think the collaboration it demands builds a better, more trusting and richer play experience.
If I have time, more tomorrow.
Sequentially, the book does not talk about character creation right at the beginning. There are a lot of basic concepts in the game discussed first as well as detailed explorations of how various game mechanics work, how the game is played through action scenes and transition scenes (the game really gives the feel of creating a comic book story) and how to take actions in those scenes.
However, the way I flip through things is different than going to cover to cover. I keep a bookmark slowly progressing through the book, but I'm constantly jumping around to see other interesting things. So, as I mentioned yesterday, I jumped to the end to see the 23 Marvel heroes statted out in the basic book.
While that is a solid and representative sample, and plenty to play through the "Event" included with the book (perhaps I can post later on how the "adventure/module" structure for the game is structured around these "events"), everyone is going to be missing one or more of their favorite heroes. Also, plenty of people will want to create their own heroes and strike off in quite unofficial/"What If" directions.
The game well provides for both contingencies. On the one hand, Margaret Weis Productions has a fairly aggressive production schedule for their "Events" planing to bring out Civil War, Annihilation, and Age of Apocalypse. Each of those are likely to be packed with character write ups. In part this is because the game aims to satisfy those individuals who always wanted to play their favorite hero. So, if you want to be Hawkeye, or Nightcrawler, or The Silver Surfer, all of those official write ups are coming this year.
On the other hand, the game makes it reasonably easy to create your own character, or to come up with a playable version of your favorite, but unreleased, character following the rules and models provided. Hero characters are defined by five key traits: Affiliations, Distinctions, Power Sets, Specialties, and Milestones. Combined, these build a character that is complex, versitile, and very role play ready.
In brief, these traits act in the following manner:
Affiliations tell you if the person works best alone, as a buddy, or in a team. Then, based on how the hero is acting in a scene he or she has a better or worse die to roll in their dice pool (a set of dice you build out of your traits to accomplish actions or to react to things in scenes). These are not immutable traits and can change and shift over time. So, for example, Captain America, at the start of the Avenger's Disassembled Arc, operates best as part of a team and lest well on his own. His peak performance has been trained to operate working with the Avengers, and when they disband, he has a real game incentive to try and get them, or some team, back together. On the other hand, heroes like Wolverine and Daredevil have their peak performace solo, and operate less well as a member of a team. Marvel Team Up veteran Spiderman is best as a buddy. So, by ordering your affiliations, you already know a lot about your hero and it has a very Marvel feel.
Distinctions are pieces of information, catch phrases, titles, or other words or phrases that describe the essence of the hero. Depending on a given situation, they may count for or against the hero. When they are a positive influence, they add a "good" die (d8 in a system that goes from d4 to d12) to the dice pool, when they have a potentially negative influence, they add a d4, but also give the hero a Plot Point (which is the action currency of the game that allows heroes to really shine when it counts). For example, Captain America has as his three distinctions "Lead by Example", "Man Out of Time", and "Sentinel of Liberty." These traits add flavor to the hero and give flexible and interesting in-game mechanics that help shape play and allow character rewards for making in-character choices that a player would avoid if merely playing the "game."
Power Sets are the heart of the super hero identity as they represent inherent powers, technological or magical equipment, or whatever else (training, alien physiology, etc.) that makes the hero powerful. The game suggests that you should be able to stat out a hero with no more than two Power Sets. As I have thought through various Marvel heroes and seen how they did the 23 for the basic game, I have to say they seem to have done a good job with their rule of thumb. Within a power set can be a number of individual powers that are somehow linked (using Captain America again, he has Super-Soldier Program as one set, and his Vibranium-Alloy Shield as his other). The powers that make up the Power Set are each rated at a die level from d6 (ho hum, but allowing something a regular person can't do) to d12 (Godlike). Generally, for any action, only one die from any given Power Set can go in the dice pool. So, if you have two sets, you can general apply more powers in a roll. On the other hand, each power set also includes one or more special effects that help customize the powers, and also limits which may interrupt or prevent the use of the power (e.g. Cap can lose his shield) until some condition is met. The game gives good guidelines for describing and using powers that would appear to easily handle anything you have ever seen in the Marvel Universe, and if it not there, there are clear guidelines for developing new things to go in Power Sets.
On the one hand, the power curve seems a bit flat, with only 4 levels of powers possible (ho hum, Enhanced, Superhuman, Godlike). However, the combinations, addition of special effects, and combination with other traits really allows this simple spread of power levels to describe a very diverse set of heroes without the need to have every possible attribute statted out in dozens or hundreds of gradiated levels. The point is not to try to figure out the physics of superheroes and model that, but to model the way that things work in comic book stories. The play reports I have seen and my own impression of the simple elegance of the system support that MHRP does just that.
After Power Sets are Specialties. Theses are the "skills" of the game. They are few in number and broadly defined. You get a die if you are an Expert (d8) or a Master (d10) at something important. There are, at my count, 13 skill Specialties offered in the game. The focus is on things that come up in comic books, things like Crime, Science, Combat, Tech, Medical, etc. The focus is on relevant playability, not modeling a complex real world inventory of what people can do. It is possible that some other specialties could come into play at some point, but really, these do the job of handling your Marvel character. They also allow for interesting interactions with powers and other traits to flexibly deal with challenges in the game.
Finally, there are Milestones, which are triggering events that provide the hero with experience. This is one of the more innovative parts of the character description. These are not unique, as they have appeared in earlier games (the one that I am familiar with is the Lady Blackbird steampunk scenario where experience "keys" are similarly described). However, using these milestones to describe possible story arcs and rewards for characters is new as far as the Marvel Universe. Each Milestone is described by a 1xp, 3xp and 10xp level. The 1xp level could be a thing that can happen often and the character can gain xp frequently by meeting the terms of that level. Cap has two milestones (again, a hero may have one or two) and his first one is, for the included scenario, "Mentor the Hero." If he chooses to aid a speficic hero he gets 1xp the first time he does it. But there are lots of heroes to help, so he can pick up a fair amount of xp by being helpful. The 3 xp is a once per scene trigger. It is a bigger, scene defining moment. One of Caps is to earn 3 xp when he ais a stressed-out (i.e. out of commission due to physical, emotional or mental stress) hero in recovery. The 10xp is a defining decision by the hero and may be hit only once per Act. For Cap, one of his is to get 10xp when he either gives leadership of th team to your chose hero or to force your chosen hero to resign or step down from the team.
For me, these Milestones are really powerful role playing tools. The xp rewards allow for purchase of advantages along the arc of an Event, so they have real game implications for success or failure, and they shape the character's behavior to deal with certain issues along the path of the overall story. While all of the heroes in the book come with predefined Milestones, it is clear that each new important stage of a game/campaign, should be marked with the GM (called The Watcher) and the players coming up with Milestones for all the characters that make sense to the story they plan to tell together.
Taken together, I see the character system as innovative, comprehensive, flexible and fun. It is also demanding on a certain level, in that it requires real thought and collaboration between the players and The Watcher to make things like the Milestones and Distinctions work. However, I think the collaboration it demands builds a better, more trusting and richer play experience.
If I have time, more tomorrow.
Monday, February 27, 2012
A Few Words on the Marvel Heroic Role Playing game
There is a lot to say about this great game and the company that produced it, and I can only speak to a fraction of it at the moment. However, I wanted to get some thoughts down before I get to actually play the game (which will happen at the previously mentioned Taste of Marvel at the wonderful Labyrinth Games) and then give some more impressions after I get to experience it in play.
So, I am actually buying the hard copy book from Labyrinth and picking it up at the event this weekend. However, since I prepaid, I received a prompt and efficient e-mailed link and coupon code for a free download of the PDF so that I could start looking at the game last week. MWP was prompt and the download on Drive ThruRPG was easy. This is the second game I have bought from MWP (I pre-ordered Leverage for a friend), and this interaction confirms my initial impression, that they do good work and are very competent with their customer care.
I have not read the game itself cover to cover yet. As is my usual, I have done a combination of flipping through, looking things up (good index and TOC) and then started slowly moving the bookmark (so to speak with a PDF) through the volume.
Everything that I have seen so far impresses me.
First, they have a foreward by Jeff Grubb who helped bring us the original Marvel Super Heroes game from TSR. It is a nice piece, and it is classy to have him, in effect, hand the torch to the new game. Despite many criticisms I have written here about the old MSH game, I have a great fondness for and terrific memories of playing it. From the first pages, I get the feeling that MHRP will similarly gain a solid place in my RPG repetoir.
The look of the book is great. The layout is clean and clear. The art is well selected from a back catelogue probably hundreds of thousands of images in the Marvel library. But the selected art fits with the themes of the sections they adorn and are not just randomly assigned. The feel is very professional, very comfortable and it communicates well as the system is described bit by bit. Right up front they have a breakdown of what things make up a character and a summary of what they mean, using Captain America's sheet as an example. Then you can dive into the details of the rules immediately following.
Of course, before digesting all the nitty gritty of the rules, the first thing to do is to flip to the back and check out the official stats for the included heroes!
There are 23 super heroes fully statted out and ready to play in the "Mini Event" included in the book. They include a good representative group from Mavel's popular teams: all of the Fantasitc Four, important members of the Avengers and X-Men, and of course a number of popular "unaffiliated" (at least before the Avengers Disassembled story arc) heroes like Spiderman and Daredevil. I have no complaints about the initial group of heroes, though I do have some observations.
The group is very representative of the marvel Universe and should satisfy most Marvel fans as a first round of official stats.
What is disatisfying for me, which is not the game's fault, is the lack of representativeness of the Marvel Universe.
In this group of heroes, we have 8 women heroes and 15 men. Marvel suffers from a lack of solid and interesting female heroes, and has never developed any female hero iconic as DC has in Wonder Woman (and even if she is constantly treated as a distant third behind Batman and Superman, no matter what DC does, it has been unable to not have her in that big three). Here we have Armor, Black Widow, Emma Frost, Invisible Woman, Ms. Marvel, Shadowcat, Spider-Woman and Storm. These are all solid heroes, but given the almost 2 to 1 ratio of male heroes to female, I hope that somehow the game can overcome the inherent gender issues in the Marvel Universe to get girls and women to the gaming table with the game. Because I like it a lot.
Looking through the vector of race/ethnicity, there is a starker contrast. 19 of the heroes are white/caucasian background, with other racial/ethnic groups represented by two black Africans, an African American and an Asian (Japanese) character.
Gaming should know no boundaries, and imagination should admit everyone. Marvel, along with mainstream comics everywhere, has definitely got some major gaps in how representative its heroes are. While Marvel has established an imaginary world where there are 9000 significant characters, many from all over the world and from all kinds of backgrounds, the most popular, the most promoted, and the most famous tend to be white and tend to be guys. This game is not going to fix the industry. However, going into the game and making the Marvel Universe your own to game in, one has to understand that the way things play out in character selection for the write-ups is pretty reflective of the Official Universe.
The nice thing about it is that, if you don't like it, in the game, you can change it.
Hopefully, MWP can find some way to tap into those players who maybe don't see themselves in the "top tier" of Marvel heroes and nonetheless get them interested in the game. With luck, that may bring in some more readers who may be able to exert some market forces for change in the official universe to balance out its cast.
As it is the rules make creation of heroes or statting up of your favorite (but as yet not officially released) hero fairly easy.
I'll have to talk about that tomorrow, as I am out of time to write today.
So, I am actually buying the hard copy book from Labyrinth and picking it up at the event this weekend. However, since I prepaid, I received a prompt and efficient e-mailed link and coupon code for a free download of the PDF so that I could start looking at the game last week. MWP was prompt and the download on Drive ThruRPG was easy. This is the second game I have bought from MWP (I pre-ordered Leverage for a friend), and this interaction confirms my initial impression, that they do good work and are very competent with their customer care.
I have not read the game itself cover to cover yet. As is my usual, I have done a combination of flipping through, looking things up (good index and TOC) and then started slowly moving the bookmark (so to speak with a PDF) through the volume.
Everything that I have seen so far impresses me.
First, they have a foreward by Jeff Grubb who helped bring us the original Marvel Super Heroes game from TSR. It is a nice piece, and it is classy to have him, in effect, hand the torch to the new game. Despite many criticisms I have written here about the old MSH game, I have a great fondness for and terrific memories of playing it. From the first pages, I get the feeling that MHRP will similarly gain a solid place in my RPG repetoir.
The look of the book is great. The layout is clean and clear. The art is well selected from a back catelogue probably hundreds of thousands of images in the Marvel library. But the selected art fits with the themes of the sections they adorn and are not just randomly assigned. The feel is very professional, very comfortable and it communicates well as the system is described bit by bit. Right up front they have a breakdown of what things make up a character and a summary of what they mean, using Captain America's sheet as an example. Then you can dive into the details of the rules immediately following.
Of course, before digesting all the nitty gritty of the rules, the first thing to do is to flip to the back and check out the official stats for the included heroes!
There are 23 super heroes fully statted out and ready to play in the "Mini Event" included in the book. They include a good representative group from Mavel's popular teams: all of the Fantasitc Four, important members of the Avengers and X-Men, and of course a number of popular "unaffiliated" (at least before the Avengers Disassembled story arc) heroes like Spiderman and Daredevil. I have no complaints about the initial group of heroes, though I do have some observations.
The group is very representative of the marvel Universe and should satisfy most Marvel fans as a first round of official stats.
What is disatisfying for me, which is not the game's fault, is the lack of representativeness of the Marvel Universe.
In this group of heroes, we have 8 women heroes and 15 men. Marvel suffers from a lack of solid and interesting female heroes, and has never developed any female hero iconic as DC has in Wonder Woman (and even if she is constantly treated as a distant third behind Batman and Superman, no matter what DC does, it has been unable to not have her in that big three). Here we have Armor, Black Widow, Emma Frost, Invisible Woman, Ms. Marvel, Shadowcat, Spider-Woman and Storm. These are all solid heroes, but given the almost 2 to 1 ratio of male heroes to female, I hope that somehow the game can overcome the inherent gender issues in the Marvel Universe to get girls and women to the gaming table with the game. Because I like it a lot.
Looking through the vector of race/ethnicity, there is a starker contrast. 19 of the heroes are white/caucasian background, with other racial/ethnic groups represented by two black Africans, an African American and an Asian (Japanese) character.
Gaming should know no boundaries, and imagination should admit everyone. Marvel, along with mainstream comics everywhere, has definitely got some major gaps in how representative its heroes are. While Marvel has established an imaginary world where there are 9000 significant characters, many from all over the world and from all kinds of backgrounds, the most popular, the most promoted, and the most famous tend to be white and tend to be guys. This game is not going to fix the industry. However, going into the game and making the Marvel Universe your own to game in, one has to understand that the way things play out in character selection for the write-ups is pretty reflective of the Official Universe.
The nice thing about it is that, if you don't like it, in the game, you can change it.
Hopefully, MWP can find some way to tap into those players who maybe don't see themselves in the "top tier" of Marvel heroes and nonetheless get them interested in the game. With luck, that may bring in some more readers who may be able to exert some market forces for change in the official universe to balance out its cast.
As it is the rules make creation of heroes or statting up of your favorite (but as yet not officially released) hero fairly easy.
I'll have to talk about that tomorrow, as I am out of time to write today.
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Wednesday, February 22, 2012
Rucka on The Punisher
Greg writes up on how and why he took on writing The Punisher. Short and interesting: http://www.mulhollandbooks.com/2012/02/14/on-the-punisher/
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