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Speak to me of the Marvel game
edited May 2008
I heard that it (the one with the stones) has some b0rked parts but is otherwise really cool. Anyone here with teh wisdom of it?
I haven't played the newer one, but the older version was pretty damn neat.
It has Lines of Experience, where you get XP for writing down actual things that actually happened to your character. That's pretty cool.
I found the stone manipulation mechanics to be needlessly and confusingly complicated. There might be something there, but it would be hard to tell without playing it a lot. It's sorta a bizarre cross between
, and Nathan Paoletta's new game
The rules for superpowers sucked.
edited May 2008
Bite your tongue! That game was damn cool!
I'll go into it more thoroughly soon, but:
Here is the campaign website I ran with it
Here are the house rules
Here is my illustrated example of play.
I use the stone manipulation for Secrets and Lies, so I'm biased about that.
But I think that matching the numerical values to what a character could do was ill-defined. It seemed like both the player and the GM had to read the comic to be on the same page - so to speak - about a hero's capabilities. Of course, that's what a licensed title should do - it should let you step into a character or setting with a pre-made emotional hook. But for a hero you make yourself, I see a lot of arguments.
It's one of the few games I still own. I've never played it. It always seemed to fall into that category of: it seems to be almost pure genius, but just fell short so ends up being more confusing.
But no matter what happens, you're sure they were on the edge of something.
It was Dan Gelber design (at root; there were several other people in the company that developed it for Marvel). It worked for me -- though while it was very elegant at the core (and as mentioned, the add-a-line experience system was pretty darned neat, particularly since until you turned them in, you could use the lines as excuses to argue for bonus stones), there were two and a half systems that kinda broke the basic energy/two actions mechanic (specifically, power suits, invention, and weapons).
I played it a bit with one of the core groups; it was pretty fun, though if I were to run it, I'd certainly houserule it to death.
You forgot the "." in your Project Tenebrous URL. Just so you know.
Thanks, fixed now.
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