Marvel Multiverse TTRPG

shadowoflameth

Adventurer
I GM'd the old Marvel game for years. One Universal Table and all and really liked it. Simple to play, easy to learn. I could get players in it and a new player would be in the swing in one session. I also loved Villains and Vigilantes in it's time. Now though, I've been running exclusively D&D for decades and thinking about trying the new Marvel Multiverse when our current campaign ends, perhaps a one shot to start. I went over the free starter rules and it seems pretty straightforward. Have my fellow GMs and players had good experiences with it? were there issues that I should know about? I have plenty of time at this point, just thinking ahead.
 

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Ive run the game for close to a year by now and it is my favorite game. I've tried many supers games: Icons, Marvel TSR, Mutants andMasterminds (all editions), Champions NOW, Supers.

What I dont like:

NPCs are created exactly like PCs, and that can get overwhelming. By the time characters are rank 3 they can have about 15 powers, and each of those do something different. And for me, and the way I game, that is too much for a one shot NPC to handle. Because the game relies on "synergy" of the powers, and remembering that you have powers that provide permanent effects. Maybe some GMs don't mind that, but for me it is too much, especially if I have to have more than one NPC foe. Its info overload.

What I like:

1.
Choices. Especially in combat. There are 3 choices Action, Movement, Reaction. First two are pretty standard, and rather boring by themselves. But Reaction for me, is exciting. There are powers that give players options to dodge incoming attacks or riposte. Even without powers, if you are standing withing reach (typically 1 square) of another person, you can use them as a shield. Or someone could step infront of the blast for you.

For me it has created a dynamic combat experience, and my players are not fond when I use "skulk" (the reaction to use another as a shield) But it keeps the combat from just being I hit and move.

2.
The powers are easy to understand, and pretty clearly explained. However, this is not Champions, they have not tied everyting down. You and your players are going to have to negotiate some things because the rules are not "balanced". For example. I just had an example of this:

As written a player may skulk behind another character and avoid being hit. They can only do this if the other character is "within reach". And reach is defined in the book as next to the character (1 square). Well there is a power called "extended reach" you can take it twice giving you something like 20 spaces of "reach". Well my villain did just that and my player agreed (after reading the rules) that this was allowed by the rules as written, but was "just not cool man". I agreed and i won't be using that trick again.

I think in any superhero game, though, you end up with those unintended effects. This one has not solved that problem, and I don't think it can be solved. You cannot account for all the ways a power might be coupled with another power and the effect they will produce.

3.
the glossary In the back of the book all the major terms are defined and a page number provided for further reading. I cannot think of another RPG book that has done this. I think it is only 3 pages long. Its fantastic. In fact, here is the exact text of reach "Reach The maximum distance a target can be away from a character to engage it in close combat. Usually 1 space."* You can also find that glossary here. So by those rules it even says "usually 1 space". Which means, we as a group were probably right, extended reach works the way I used it to skulk, BUT what is above that is my players, and one especially gave me a hard "nope".

What is difficult:
1.
challenging players. at rank 4 they just mowed through anything I could do. It was not fun for me as a GM. This is not a system problem this is a user problem. Which is why this campaign we are at Rank 2 and making slow progression to Rank 3. But I mentioned that above.

2.
It requires some judgement calls. With any RPG these have to be made, with a Superhero game moreso. The way powers are worded can get tricky, and I just do my best to rule in the favor of the players as much as possible. After all their only point of contact with the game is their character, and I dont' want to overrule that any more than I have to.

*i then looked up skulk, because i thought it might have said a character adjacent to the attacked character, but it says Skulk: Trigger: The character is a target of a ranged attack, and someone within their reach is not a target of that attack.
 
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GMed two sessions of it, and liking it so far. It is easier than Mutants and Masterminds, but crunchier than Icons or Masks, and it hits that sweet spot in between for me. Also, it seems to share a lot of DNA with DnD, which is the game I know best, so it comes really naturally for me to GM it.
 

I ran one playtest session with the final retail rules of the game and bounced off it so hard I lost a filling.

It's not good. Even with the updates they made after the alpha/beta release and feedback, it's clunky and overblown. Just about any other version of Marvel RPG would be preferable to this one, even SAGA.

The power structure is overly complicated. Power selection/creation is a nightmare of feat trees with prerequisites and rank (i.e. level restrictions). It approaches the complexity of Mutants & Mastermind's power creation but offers almost none of the flexibility.

The dice are fine but weird. You want to roll high, except rolling low on that one special d6 is good. The six on that die counts as a six...and so does the one...but the one is a super-duper six, giving you the best result possible. I know they're going for "fun synergy" with the 616 universe and couldn't come out with the d666 game system...so the d616 game system it is. It's a novel dice system and the novelty quickly wears off.

The GM advice is pretty good for modern games and superhero games specifically. Not great though and not much of it.

Combat is as involved as 5E combat with more maths. To hit is based on your d616 roll + ability modifier vs TN. You get dis/advantage on dice as per 5E, adding extra d6s and taking the lower/higher based on circumstances. The target number is based on the target's abilities. If you hit, damage is based on the "Marvel die"...that special d6. Again, the 1 counts as a 6...but so does the 6. You then multiply that by some number. You then add your ability modifier to that. The result of all that is your actual damage. Armor lowers the multiplier to your damage...so you need to know that before doing all the maths or you have to do it all again. Getting a crit, rolling a 1 on the special d6, doubles your damage. But this doubling comes at the end, after the first multiplication and the addition of your ability modifier. It's weirdly convoluted.

Most of the art is stellar.
 

I own the core book but haven't read or played it yet. But browsing it a few times my first impression was that the powers might be a problem. So, I'll agree with what others have said above. There are a lot of them and I can see them being difficult for players and GMs alike to keep them straight. I have a feeling that, at least with my group, they may get overloaded with options to choose from at PC creation and then remembering how to use them in play. This was the case for us with Green Ronin's ModernAGE stunt system.
 

Easily one of the worst designed RPGs I've ever encountered, both in final and beta form, and I genuinely don't understand how its designer continues to get work beyond simply having the right connections. If you took a shot evert time you needed to ignore a rule or result that didn't work you'd have alcohol poisoning by the end of the session. And that's only in the cases where entire power sets aren't completely handwaved in the first place. Nothing in the game helps you emulate the stories it's trying to tell.

But if you like the system behind #Rifts, this will be right up your alley.
 

Easily one of the worst designed RPGs I've ever encountered, both in final and beta form, and I genuinely don't understand how its designer continues to get work beyond simply having the right connections. If you took a shot evert time you needed to ignore a rule or result that didn't work you'd have alcohol poisoning by the end of the session. And that's only in the cases where entire power sets aren't completely handwaved in the first place. Nothing in the game helps you emulate the stories it's trying to tell.

But if you like the system behind #Rifts, this will be right up your alley.
I think you are being unnecessarily hyperbolic, and provide no data to back up your assertions. I hope no one pays attention to this tripe*

* apologizes to tripe, i hope someone likes you, I don't, but I am not going to say you are one of the worst designed foods just because I dont like you.
 

The dice are fine but weird. You want to roll high, except rolling low on that one special d6 is good. The six on that die counts as a six...and so does the one...but the one is a super-duper six, giving you the best result possible. I know they're going for "fun synergy" with the 616 universe and couldn't come out with the d666 game system...so the d616 game system it is. It's a novel dice system and the novelty quickly wears off.
616 has to do with a quirk of Marvel: it's the number of the cinematic Earth: Earth-616. Different Marvel continuities have different earth numbers.
 



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