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    Marvel Heroic Roleplaying: Basic Game
     

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    Average Rating:4.2 / 5
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    Marvel Heroic Roleplaying: Basic Game
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    Marvel Heroic Roleplaying: Basic Game
    Publisher: Margaret Weis Productions
    by David F. [Verified Purchaser]
    Date Added: 05/25/2012 12:24:42

    I love the idea of this game. The action is very story driven and there are a lot of great fan sites that just add to the basic game.

    THe only problem (and it is small) is that it is harder than most RPGs to create original characters. You almost have to pipck a Marvel character to base your original character on (now it is not so original). MWP has released a random character creator but it still gives you hints from other characters to use when bilding a character.



    Rating:
    [5 of 5 Stars!]
    Marvel Heroic Roleplaying: Basic Game
    Publisher: Margaret Weis Productions
    by Christopher L. [Verified Purchaser]
    Date Added: 05/12/2012 23:03:32

    Marvel Heroic Roleplaying Game by Margaret Weis Productions The Marvel Heroic Roleplaying Game is a new roleplaying game that departs significantly from the more typical style of games that have been released over the years. It uses a modification of the Cortex system designed by Margaret Weis Productions, but with some significant differences. The Cortex system is used with a number of other games, including Supernatural, Smallville, and Leverage. To play you need dice from d4 to d12, – preferably three to four of each. It would also help to have tokens or counters to keep track of plot points, and a notepad or post-its to keep track of advantages (assets) and disadvantages (complications) over the course of a session.

    Disclosure: I was given a review copy of the game by Margaret Weis Productions. MHRG is a flexible, open game system. Crafting a character is more about making the character you want to play, rather than being limited by a random creation system or a point-generated system. The game also does away with attributes and detailed skill lists, and removes a lot of the complication which would normally go into creating a hero. Instead of fixating on the more mundane aspects of a character sheet – things you would add to a character “just in case” or that would make sense but never be used – the game emphasizes only what stands out about your character. The first step in creating a character involves knowing how well the hero interacts with others. Is she a team player, does she work best with a partner or sidekick, or does she prefer to act by herself? These three traits are assigned a die value, which indicates where her strengths lie. Even if you choose solo as her greatest strength, she can still work with a team – it just means that from time to time you’ll want her to do her own things, separate from the group, but still helping the group overall. Teams do split up from time to time, and it is during these times your character will shine. The second step is to decide her distinctions. You must choose three traits which define who your character is. Distinctions are used to separate your character from other heroes, and act as a reminder about who she is. When you play to your character’s distinctions, you gain a die bonus when you roll. If you ignore your distinction, you don’t get the die – and you are also missing out on generating Plot Points which can be spent to help your character later. These distinctions may be a theme (with great power comes great responsibility), or an occupation (news reporter), or it may be a characteristic (stunning good looks, billionaire philanthropist playboy). It can even be a catch phrase that the character uses (It’s clobberin’ time!). The third step involves filling out one or two power sets. Each power set helps define a theme for your hero’s powers, and you can choose whether or not to use one or two sets. Each set is then filled with the powers that you think helps define that aspect of your hero’s abilities. For example, you may have a hero that has gone through a secret government program that has injected something into your system. The training provided, the powers provided by the serum, and any equipment which came with being an agent are all one “set”. If the hero also happened to be a mutant, this can provide a second “set”, defining her mutant abilities. The major difference between this game and other roleplaying games is that you can choose as many powers as it takes to make your “set”, and you can choose what level to have these powers at. There is no costs associated with your powers, and the only limit is what the game master sets. If the game master thinks your character is viable, then you’re good to go. This means that MHRG allows you to make characters from any level, from the street-tough hero who has no true powers and a handful of gadgets, to cosmic level heroes who surf between the stars. The power list is not too extensive, and you can theoretically adapt anything that is there into making the character you want to play. Once your powers are set, you should select some SFX for your hero. SFX are “mini powers” or adjustments to your existing powers. SFX can represent smaller powers or sub-abilities which are not significant enough to warrant being a full power, or can provide advantages or represent aspects of your powers which are not normally used. For example, your shield-bearing hero can normally deflect attacks with the shield, but might also throw it to take out people. Normally, only one person might be hit at a time, but as an SFX you can take down a group of opponents, and the SFX will provide the tools needed to make this possible. “Group Attack” is not enough to warrant being a power, but as an SFX it fits perfectly. Alternatively, going into a “Berserker Rage” is not really a power, but as an SFX it can provide bonuses to the hero’s attacks, making it a good SFX as well. With the SFX out of the way, the character should have two limits. Limits are flaws, but they work somewhat differently than in other games. Limits provide the character with Plot Points which allow her bonuses to use later on, or which can add something to the game, helping to set up for the big finish at a later point. For example, a character who’s powers “shut down” from exposure to a specific substance will get a Plot Point when this happens – and it is most likely that you will do this voluntarily, rather than waiting for the game master to do it – because being hampered makes the game interesting, and provides you with the edge later on. Limits can be triggered by the game master as well, and if he does it, you still get the benefits that the Limit supplies. The fourth step in character creation is choosing one or more specialties. These are similar to a skill list, but much more restricted. Instead of a huge list of skills, this provides a smaller list of things your hero may excel in. You are not expected to put a value to every specialty in the game – instead you’re expected to pick a handful that represents your hero’s greatest talents – the things she’s awesome at. When your specialty applies to your actions, you get to use the value of your specialty as a die. Finally, you need to create one or two milestones. A milestone represents a mini story arc that you feel is an important part of the hero’s identity. This is something she’s invested in as part of the game, and that you want to introduce to the story as a whole. Each milestone is divided into three steps – and milestones are what is used to get XP in the game. The game master does not hand out XP for the adventure – the milestones in the game are what is used to get you XP – the adventure is used to give you opportunities to spend it. This means, if you want XP, you need to try to get your milestones into the game. In addition, each adventure has one or two milestones as well, and you can adopt these adventure-specific milestones for XP as well. The lowest tier of a milestone is something pretty simple and straightforward. It almost acts as an introduction to who the character is, and the theme that you wish to pursue. If your hero is an android, and this is not immediately apparent, having someone find out you’re an android for the first time could be the trigger for this milestone. This trigger grants 1 XP each time it comes up, and can come up multiple times in a single scene. The second tier can be a point of contention with the character, something which adds a touch of drama or that can complicate either the hero’s life, or the life of those around her. For example, if there comes a huge debate about the rights of androids, and whether they should count as “people” or “property”, this can trigger the milestone. This trigger grants 3 XP, and can only come up once per scene. The third tier is the finisher of the milestone, and represents the outcome of the story arc. This is where the life of the hero changes, whether for better or worse, or changes the lives of those around her. The android may embrace her android nature, forsaking all that is human, or she may utterly deny what she is, and embrace humanity instead. This is worth 10 XP, and ends the milestone. Once a milestone has been concluded (whether in one adventure or over multiple adventures), it is removed from the character sheet, and another can take its place. If this was an adventure-specific milestone, it doesn’t carry over to other adventures normally – so if you want the 10 XP, you need to really push to get the conclusion of the milestone before the adventure is finished. A character can find herself in a whirlwind of drama and chaos, but walk out of the adventure with more than 40 XP under her belt from excellent roleplaying, while someone who isn’t invested in his hero or the adventure may walk out with a small handful of XP. An interesting thing about MHRG is that experience points are used in a different way than other games. Yes, you can use XP to improve your character, but that isn’t the point to XP. After all, as you just saw, you can build the character you want to play – if you wanted your character stronger, you’d probably have built them stronger in the first place. Of course, you may have wished your character to start weaker – or the game master may have asked for the players to make the characters at the start of their careers, in which case your XP can be used to advance over time. The more important aspect of XP is how it is used during a session. XP can be spent for Plot Points, which are then used to modify dice rolls and power SFX, but it is also used to invest in an adventure. XP is spent to create Events, which are dramatic outcomes which can be built into a scene by the heroes. Did the hero just defeat a villain during a scene? For 5 XP, that villain can be convinced by the hero to change his ways, allowing you to use the villain as a hero in a later adventure. The villain is “unlocked” as an additional character, usable by the players as a PC. For 10 XP, in a later scene in the same adventure, the villain can be called to aid the heroes in a time of need. The villain comes in, saves the heroes or provides assistance (played by the game master), and then leaves shortly afterwards. A hero may have a hidden base, and for 5 XP, just happens to have a gadget from the base which can be used right now. This provides a quick advantage (asset) that the hero can use – a die bonus for the next little while, so nothing that will break the game. XP can also be used to remove powers and replace them, buy new power sets, or make adjustments to your character as she evolves over time.

    So, how does MHR play? Admittedly, I’ve only ran two sessions. I’ve made a cheat sheet for the players, to help them get used to the game engine, but as a whole I’ll have to say, “very well”. It will take a little getting used to, but overall, I’m satisfied with how the game runs. Your heroes are just that ... heroes... and the game allows for any level of play. You have the means to evolve over time, refine your abilities, and grow as much as you feel is proper, but you also have the means to do other things, to add personal touches to the game. The system overall is very flexible, though it requires a little more work on the game master’s part than I am used to. I don’t tend to plan things ahead very far, but a good game master will need to set the milestones and distinctions for each adventure ahead of time, so that the players can make use of these. The other thing I am not used to is how open the game is. The game master is expected to roll openly, and the plot of each adventure is also expected to be open. The game master tells the players what the milestones are (which will provide some spoilers, most likely), and also is expected to describe openly what the outcome of any action done by the NPCs will be, so the players can decide whether to oppose it or not.

    “Health” is also a foreign concept in this game. You have stress and trauma, which is divided into physical, mental, and emotional levels. The stress meter builds up, and when it hits maximum, the character is incapacitated, and anything overflowing moves into trauma – which is long term damage. A hero can shift stress from one trait to another, thus allowing for a “buffer” to be in place before the character is knocked out. Stress can heal relatively quickly, while trauma is a long-term thing. The general goal of a hero is to “stress out” an opponent, to quickly rack up stress of one sort or another, specifically to incapacitate the enemy. The system is well designed to allow for heroes and villains to battle each other in a dramatic fashion, choosing different avenues to attack. And both you and your opponent can use your own stress and each other’s stress as modifiers to help improve your odds. Are you stressed? You can use your stress die as a bonus for your roll – but the stress die escalates when you do. Is your opponent stressed? Well, this gives you a bonus die to use against them! Health is not an “all or nothing” thing in this game, and is just another tool that can be used to help make the adventure exciting.

    Negatives While I do recommend this game, there are some flaws. First and foremost, the chapter divisions are awkward. The beginning chapter discussing how the game works was using terminology from later in the book – so it would address things I have not heard of. I had no idea what these terms are, or how the mechanics of them worked, and this proved to be a lesson in frustration. I had to jump back and forth between chapters as I worked through the opening section, so I could follow what was being said. This is a very strong negative for such a good game, because it will very likely frustrate new players and prevent them from ever playing. For someone new to roleplaying games, this is a fatal flaw, because they will have no idea what to do, and will not understand what is being presented to them.

    I do recommend making a cheat sheet and going over the rules a few times. There are some concepts which take a bit of getting used to, and making a flowchart for how the dice system, plot point system, and XP system work will help everyone immensely. The cheat sheet I made took only one page, but covered everything I thought the players should know for any roll of the dice. Broken down this way, the system is fairly elegant, and its strengths are much more obvious. The system is good, you just need to be patient until you get the hang of it – and that was something I did with only two sessions. My second complaint is the lack of villains for the game master to use. There is a single adventure, with only a small handful of villains. Most of the villains are second-stringers, but there are a few specific first-line villains to be used. The number of heroes to draw upon is also limited, and it is somewhat expected that the players will use these pre-generated characters for the adventure in the back. My group is more inclined to making our own characters, however, and the small selection of heroes made it a little more difficult to draw examples from for making our milestones, SFX, and distinctions. A larger sample pool would have been great, for villains and for heroes. All in all, MHRG is a good game. The concepts behind it are strong, and the engine itself is also something I am particularly pleased with. The layout and lack of heroes and villains are a significant detraction from the game, but I think the game itself makes up for it.

    Base: 10 Layout: 7/10 Good use of space, good text size. Art: 7/10 Recycled from comics, but good choice of artwork. Coolness: 9/10 Cool concept, excellent ideas. Readability: 3/10 Problematic. Had to read two or three chapters at the same time to understand concepts.

    Base: 10 Content: 4/10 Everything needed for the players, not as much for the game master. Text: 6/10 Good font size, difficult to follow early in. Use of charts and examples were very helpful. Fun: 8/10 The game itself is very fun to play, but takes a little bit to get used to. Workmanship: 8/10 It is quite obvious that thought was put into this game, with an eye on the players. System: 9/10 A very solid system, able to handle quite a lot.

    Total: 81%



    Rating:
    [4 of 5 Stars!]
    Marvel Heroic Roleplaying: Basic Game
    Publisher: Margaret Weis Productions
    by Michael L. [Verified Purchaser]
    Date Added: 04/23/2012 21:00:20

    I am a big fan of superhero systems, and I was really looking forward to this game. My first impression was that it would be a quick and unique narrative experience, but after some playtesting I came away a bit disappointed. The rules are a bit clunky to read through but the actual gameplay is easy to understand and pick up. Just keep in mind this is a narrative style game meant for short term events, not long term campaigns with strong character growth and progression. Powers are just descriptive benchmarks and die codes, so don't expect extensive rules on how they work. At best it seems a short term beer and pretzel game. If you are looking for depth and crunch, look elsewhere.



    Rating:
    [3 of 5 Stars!]
    Marvel Heroic Roleplaying: Basic Game
    Publisher: Margaret Weis Productions
    by Allen S. [Verified Purchaser]
    Date Added: 04/21/2012 22:08:37

    I love this game, pure and simple. The mechanics took a bit of getting used to but I saw people I ran this for just come alive. Once you get used to making dice pools the rounds don't take too long. I LIKE the character creation rules. In this game it's ok to have Thor and Black Widow on the same team, because they will both be useful. Yes, Thor is not in the book. He was dead when Breakout was going on. he gets better though and he will show up...and it's not like it's tough to make your own :) I have enjoyed all 8 sessions of this I have run so far and I will enjoy more I am sure :)



    Rating:
    [5 of 5 Stars!]
    Marvel Heroic Roleplaying: Basic Game
    Publisher: Margaret Weis Productions
    by Timothy B. [Featured Reviewer]
    Date Added: 04/19/2012 16:57:23

    I have now had Marvel Heroic Roleplaying now for about a month. I have read it. Re-read it. Watched games, read reviews and even detailed some characters. Here are my thoughts.

    I have to be honest, I am still and probably always be a DC fan foremost. I "dabbled" in Marvel back in the 80's like others. I enjoyed the X-Men, loved Spider-Man, enjoyed Doctor Strange and Ghost Rider...and that was about it. I didn't have any dislike for Marvel, I just like DC better. I enjoyed the old TSR Marvel game, but I also liked DC Heroes from Mayfair and Villains and Vigilantes.

    Ok. So there are a lot of reviews out for this now, and there is really nothing new I can add to all of that. Here is though less of a review and more of a bunch of my opinions and insights on the game.

    The most notable feature of this game is there is nothing in the way of comparing ability to ability really. Yes there are things like "combat expert" and there levels of that, but nothing along the lines of Strength vs. Strength So there is no way to tell really who would win in an arm wrestling Thor or Thing. But the deal is that this not something that is likely to happen UNLESS it was part of the plot, then the winner is decided by other things.

    MHR is more of a game where the players are providing the framework. You need to create your character with the other characters and players in mind. Maybe not as much as Smallville or Leverage, but still. It is also a game where the main drama is about heroes, not really supers. It really is a "comic book" RPG, not a cartoon, supers or even super hero movie RPG. This game is about building characters, the relationships between them and the drama. Which, if you think about it, is kinda what Marvel Comics is about.

    The game moves well from what I have seen in play and after working with your character you get the hang of the game quickly.

    The book itself is great to look at, but I was expecting more to be honest. Compare to Green Ronin's DC book. The DCA is overflowing with art. Everywhere. MHR has art, but it seems to use it more sparingly. Plus I swear it was the same characters over and over. I could easily name dozens of character I didn't see, but that is not the point, I would have liked some others. I would have liked to Dr. Strange or some other magical/mystical types since that is my favorite part of any game and Marvel in particular. Strange at least is important enough that he should be included in the Basic rules.

    Will I play this game? That is really the only question right? Yes, I love to try it out with the right group. To me the right group would be people who are willing to invest in their characters and be able to "play the drama". So yes, with the right group of people.



    Rating:
    [4 of 5 Stars!]
    Marvel Heroic Roleplaying: Basic Game
    Publisher: Margaret Weis Productions
    by Rory H. [Verified Purchaser]
    Date Added: 04/18/2012 03:51:01

    There seems to be a tradition, from previous iterations of Marvel superhero RPGs, towards using funky, modern systems. The original TSR version had it's FEATS system and Universal Table; the mid-90s saw a card based SAGA system being used, and now we have a Indie style Cortex Plus system to digest.

    All these systems have the dubious distinction of confusing the hell out of me, but I can't deny they are innovative. What we get here is a pretty complete, full color package with A+ production standards that you'd expect from a major license. Lots of familiar Heroes and Villains are outlined in the rules, and I've no doubt more will be added. There are rules towards designing your own heroes (thankfully) but it doesn't seem to be a major drive in the game unlike other RPGs (like Champions, primarily). It'll no doubt be successful - with The Avengers movie just round the corner - and should compete well against DC Heroes for the forceable future. But then, looking at the sales already, you probably knew that already!



    Rating:
    [4 of 5 Stars!]
    Marvel Heroic Roleplaying: Basic Game
    Publisher: Margaret Weis Productions
    by Chuck C. [Verified Purchaser]
    Date Added: 03/31/2012 16:54:27

    This book delivers. Following in the footsteps of the classic Marvel game from TSR back in the day, written by much of the same team that produced the monumental Dresden Files game, and using lots of dice in fun and tactical ways, this game promises to deliver a wallop. Worth the price in interesting ideas alone.



    Rating:
    [5 of 5 Stars!]
    Marvel Heroic Roleplaying: Basic Game
    Publisher: Margaret Weis Productions
    by Tony G. [Verified Purchaser]
    Date Added: 03/31/2012 09:24:15

    I was counting down the minutes until this game came out! I had played The DC game, as well as many other "Hero" type games. I have to say this was a complete disapointment. Some of the heroes power levels make no sense. The "starter" mission is just a playthrough of a comic run? I don't know, they really dropped the ball. I just hope that another company buys the rights and makes a different game. I would love it if they had the DC/Mutants and mastermind system used- instaead of the modified- hahaha "Leverage" system... really people?



    Rating:
    [1 of 5 Stars!]
    Marvel Heroic Roleplaying: Basic Game
    Publisher: Margaret Weis Productions
    by Ian F. [Verified Purchaser]
    Date Added: 03/24/2012 17:37:03

    The game is solid. The rules help you mirror superheroic role-playing, and as basic rules without the Marvel content, they are fantastic. The book is easy to follow, looks great as an ebook and flows well. There are a few places where the information could be presented clearer (a basic chart showing the different outcomes of actions would work great), and the selection of Heroes in the book should have included more iconic Marvel Heroes (no Hulk? no Thor? really?).

    But I'm going to be playing this Marvel game for a long, long time. It has knocked every other super hero RPG off of my shelf, and it will be joined by the upcoming supplements that detail the major Marvel events. I have been reccomending it to all of my friends, and have found teaching it easy and straigtforward.

    Most importantly, it's tons of fun to play.



    Rating:
    [5 of 5 Stars!]
    Marvel Heroic Roleplaying: Basic Game
    Publisher: Margaret Weis Productions
    by Eric A. [Featured Reviewer]
    Date Added: 03/22/2012 14:41:22

    This game is okay if you want to inject some roleplay into your Marvel Heroes miniatures game, but as a stand alone system it is a bit too cumbersome. The dice mechanic is okay but not snappy like comic book action should be.

    Also, the lack of character gen rules is glaring. Playing the Avengers is cool and all, but without being able to inject your own ideas and characters into it, it just seems very masturbatory. I do not want to play a hero fan-fic.

    I am not a fan of established IP hero games and this one reenforces that.



    Rating:
    [3 of 5 Stars!]
    Marvel Heroic Roleplaying: Basic Game
    Publisher: Margaret Weis Productions
    by Mark M. [Verified Purchaser]
    Date Added: 03/20/2012 23:55:58

    The book is beautiful and looks and feels like a trade paperback. The game is extremely fun and fast. The rules are easy to read and easy to understand. The mechanics are not your usual fare and take some getting used to, but after working through a few scenes really becomes easy to play. It captures the "comic book" feel and running the game is pretty streamlined for the "Watcher". The dice pools work fantastic and it is really run to watch the odds escalate against the heroes as the "Doom Pool" grows. If you dont feel like being an established Marvel hero or villain, make up your own with an easy and simple character generation system.

    Its lots of fun and worth the price. So as for me....MAKE MINE MARVEL:)



    Rating:
    [5 of 5 Stars!]
    Marvel Heroic Roleplaying: Basic Game
    Publisher: Margaret Weis Productions
    by Antonio E. [Verified Purchaser]
    Date Added: 03/20/2012 11:21:02

    I had high expectations, but sadly this game did not satisfy me. For starters, I am not a Marvel comics expert, though I enjoy reading a comic every now and then, or watching a movie. But this game has absolutely zero background. I was also expecting something fast-moving and quick (as advertised), much like the old beloved Marvel TSR FASERIP game, instead we get tens of pages of rules just to solve conflicts. Between forming a dice pool, rolling the dice, sorting them, comparing with a reaction roll (which involves more or less the same steps as before) then adjudicating the effects; it takes a LONG time (literally minutes.) On the good side the character writeups are nice (though absolutely incomplete: no Thor, no Hulk just to name two ICONS of the Marvel universe,) and in general the game is very light on stats. If it weren't for the dice-rolling method, this could have been a blast. Then I compare this with my old Marvel RPG revised basic set, and frankly I feel ripped :(



    Rating:
    [1 of 5 Stars!]
    Marvel Heroic Roleplaying: Basic Game
    Publisher: Margaret Weis Productions
    by Gilles B. [Verified Purchaser]
    Date Added: 03/16/2012 13:49:16

    I got the pdf of this game while waiting for the paperback because i was curious what kind of mechanics they would use after playing Smallville, which was an interesting take on the genre.

    I'm not going to repeat what others have already said about the basics of this game, read the reviews and you will get the info you need.

    I gave it an average score basically because i feel the die pool mechanic central to the game can be too easily abused : create a character with initial die codes for stats, powers and specialties into the d10s, get 2 power sets (1 more die to roll each time), systematically use distinctions to get PPs early, use those PPs to keep extra die for your result, trying to get a +5 or +10 extraordinary success that will step up your effect die (which will more than probably be a d10 since its all you're rolling) or use another PP to activate an SFX that does just that, hopefully going over the d12 range, netting you an instant win over any opposition!! (and i'm not even talking about using your own stress die in your pool). Someone else commented that this game is far too in favour of the PCs, and i fear they might be quite right.

    This game demands mature gamers who will be more interested in the storyline being comicbook-like than winning or being the biggest badass around.

    My other letdown was the character creation. I don't mind so much having to piecemeal or reverse engineer powers, sfx and milestones (although no game should basically left you on your own in such a critical area), but i need to have more examples to work with if you're not going to give me exact rules on how to do it. Marvel Heroic Roleplaying has only around 65 characters to look up, many with the same SFX, and only 45 powers, including 25 SFX. By comparison, the old Basic Marvel Super Heroes had around 85 characters and 90 powers, while the Advanced MSH had about the same amount of characters (going up to 135 if you count the basic animals, aliens and ordinary foes also included - something also left out in MHR) and 120 powers.

    I understand that lots more are coming in the Events books scheduled for later, but i'm not too keen in the meantime on having to either copy/paste parts of other heroes or villains to come up with something that just resemble the hero/villain i have in mind, or spend over an hour trying to convert someone from another system without much guidelines in using SFX or creating Milestones (which are the two most difficult parts to get right IMHO, although in fairness i must say that, strangely, creating a hero or villain out of nowhere would probably be easier than an established one - for example, while making a hero who can become a shadow i had to "simulate" that power with Invisibility, Intangibility and Stretching - not exactly intuitive. There was also a question about the necessity of Flight for a hero with Gravity Control and Teleportation).

    I also feel that the 13 specialities in the book (vs 20 in the Basic MSH and 40 in the Advanced MSH) do not cover everything, or, like a lot of things in this game, must be either taken for granted/included in something else or plainly not important enough to note, which in turn leads to a feeling of "sameness" from lack of sufficiently distinctive details (and i'm not advocating using MnM or Champion here either).

    Nevertheless i'm hoping the gaming itself will prove fun after all, and we can finally reset our old Marvel/VnV campaign into high gear ;)



    Rating:
    [3 of 5 Stars!]
    Marvel Heroic Roleplaying: Basic Game
    Publisher: Margaret Weis Productions
    by Scott A. [Verified Purchaser]
    Date Added: 03/15/2012 10:46:25

    This is the most Fantastic comic book role playing game I've ever played. The Amazing mechanics allow players to really get into their characters and visualize playing in the comics. It's Unearthly how good this game is at depicting the Marvel Universe. It would be Monstrous not to check it out.

    Seriously go buy this game it is so much fun.



    Rating:
    [5 of 5 Stars!]
    Marvel Heroic Roleplaying: Basic Game
    Publisher: Margaret Weis Productions
    by Gary M. [Verified Purchaser]
    Date Added: 03/10/2012 14:24:22

    Well this product is one I have been waiting for with a lot of trepidation. Superheros and roleplaying? Whats not to like. Unfortunatly quite a bit in the Marvel Heroic Roleplaying game. MWP have a habit (or as we say in the uk, they have "Form") for acqquiring high profile IP, releasing in a glut of publicity a initial couple of books and then letting the product drop like a stone. They are also known for shoe horning any IP to fit the inhouse system. The issue with this is first its not really a roleplaying game in its fullest sense, as their are no charachter generation rules, reducing it to nothing more than a glorified super hero battle game. Ok there are guidlines for creating your own "Data files" but its really just info on converting existing charachters from existing comics. Not only that but there is absolutely no background info on the marvel universe, assuming that you have encyclopedic knowledge of the milieu, I mean you have the main universe, the ultimate and then the cinematic universe, where do you start And then there is the game system. I have no issues with the cortex system, I think it suited Serenity, Galactica and Supernatural very well. The version seen in Leverage is also well suited to the cinematic style of play required by its subject matter. However here it just does not seem to work and comes a across as needlesly complex when really it should be easy. Personally I feel a bit cheated. I have no doubt that a series of add ons will follow filling in the cracks or rather, gaping chasms, in the systems and (lack) of background. I feel a bit cheated. You would be better of downloading the free 4 Colour system, and any number of fan sites that still support it



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