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Marvels Multiverse RPG: Have You GM/Played It and Your Opinions
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<blockquote data-quote="damiller" data-source="post: 9227240" data-attributes="member: 10995"><p>Some of my players and I have test run the game in prep for an upcoming campaign.</p><p></p><p><strong>My quick review:</strong> It doesn't bring much innovative to the table (or superhero rpgs) and I am fine with that. if you've played 5e you aren't going to notice much difference in the feel of play (in terms of Action/Movement/Reaction, and the idea of action economy - though it seems in Marvel you wont' end up with MORE actions as you advance or through powers/traits).</p><p></p><p><strong>Longer Review: </strong>The game system is simple to implement in play, building a character is close in difficulty to 5e (but a breeze if you have either Roll20, Demiplane, or Foundry (?) ). The base mechanic works, but is not spectacular.</p><p></p><p>Ive found that when players get a success with a Marvel (a 1 on a d6, but read as a 6) it generates a nice "<a href="https://www.whatgamesare.com/fiero.html" target="_blank">fiero</a>" moment. I like that in games, and the only other one I've experienced that consistently in is Modiphius' 2d20 line.</p><p></p><p>As a GM I like not having to set Target Numbers. You can in this game, but the base difficulty is already figured and you just add modifiers if you want. The other system I know that does this is The One Ring 2e. It seems to me that the probabilities fall in line with the Target Numbers, but I don't play RPGs to do maths so I dont' really care, they feel good enough for me to eyeball.</p><p></p><p>Combat is swingy. With the use of things like Mighty a Rank 1 character can be hard to defeat. There are some guides to adjudicate building encounters, but again, not that useful since this game isn't about balancing numbers (or powers, or anything really). Again though, that isn't really my focus, I want a game that has a serviceable combat system for those times we get into combat. As the GM I am going to have to tailor the combats, in combat, to the players so that maximum fun is achieved.</p><p></p><p>In our combats using this <a href="https://makingrpgs.com/2023/11/10/encounter-design-for-marvel-multiverse-rpg/" target="_blank">combat matrix </a>it was easy (if pitted against characters below their rank) or it required the players to use their Karma/Focus/Powers in creative and interesting ways (characters their rank or higher), and nearly ran out of them.</p><p></p><p>I like the fact that they have both Health and Focus (Mental hit points) and that many of the powers require Focus to use (so they can't just be spammed).</p><p></p><p>Overall I give Marvel Multiverse a B. I've only found a Supers game that is better than this Champions Now, and it gets a C because of the <em>@</em>#!(# writing style chosen and just general rules assumptions made.</p><p></p><p><strong>Take away:</strong> If you want a well crafted tactical combat simulator (5e?), this aint it. If you want a baseline system that as a GM you have to interpret (OSR)*, this is more like it.</p><p></p><p>*okay, call it handwavium, but as a GM I am not that interested in a rule for everything, I like rules for anything Which I think this ruleset provides.</p></blockquote><p></p>
[QUOTE="damiller, post: 9227240, member: 10995"] Some of my players and I have test run the game in prep for an upcoming campaign. [B]My quick review:[/B] It doesn't bring much innovative to the table (or superhero rpgs) and I am fine with that. if you've played 5e you aren't going to notice much difference in the feel of play (in terms of Action/Movement/Reaction, and the idea of action economy - though it seems in Marvel you wont' end up with MORE actions as you advance or through powers/traits). [B]Longer Review: [/B]The game system is simple to implement in play, building a character is close in difficulty to 5e (but a breeze if you have either Roll20, Demiplane, or Foundry (?) ). The base mechanic works, but is not spectacular. Ive found that when players get a success with a Marvel (a 1 on a d6, but read as a 6) it generates a nice "[URL='https://www.whatgamesare.com/fiero.html']fiero[/URL]" moment. I like that in games, and the only other one I've experienced that consistently in is Modiphius' 2d20 line. As a GM I like not having to set Target Numbers. You can in this game, but the base difficulty is already figured and you just add modifiers if you want. The other system I know that does this is The One Ring 2e. It seems to me that the probabilities fall in line with the Target Numbers, but I don't play RPGs to do maths so I dont' really care, they feel good enough for me to eyeball. Combat is swingy. With the use of things like Mighty a Rank 1 character can be hard to defeat. There are some guides to adjudicate building encounters, but again, not that useful since this game isn't about balancing numbers (or powers, or anything really). Again though, that isn't really my focus, I want a game that has a serviceable combat system for those times we get into combat. As the GM I am going to have to tailor the combats, in combat, to the players so that maximum fun is achieved. In our combats using this [URL='https://makingrpgs.com/2023/11/10/encounter-design-for-marvel-multiverse-rpg/']combat matrix [/URL]it was easy (if pitted against characters below their rank) or it required the players to use their Karma/Focus/Powers in creative and interesting ways (characters their rank or higher), and nearly ran out of them. I like the fact that they have both Health and Focus (Mental hit points) and that many of the powers require Focus to use (so they can't just be spammed). Overall I give Marvel Multiverse a B. I've only found a Supers game that is better than this Champions Now, and it gets a C because of the [I]@[/I]#!(# writing style chosen and just general rules assumptions made. [B]Take away:[/B] If you want a well crafted tactical combat simulator (5e?), this aint it. If you want a baseline system that as a GM you have to interpret (OSR)*, this is more like it. *okay, call it handwavium, but as a GM I am not that interested in a rule for everything, I like rules for anything Which I think this ruleset provides. [/QUOTE]
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