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A Look Inside The Marvel Multiverse RPG Playtest Edition
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<blockquote data-quote="Jer" data-source="post: 8610117" data-attributes="member: 19857"><p>It's interesting that he mentions "Brave New World" which was the first thing I thought of when I heard he was on board designing the Marvel game. The thing I worry is that he took away the wrong lessons from BNW - it was definitely the wrong game mechanically for 1999, it might not be the wrong game mechanically for 2022. "The market likes crunch" is a lesson from the early 00's - "the market likes D&D 5e" where we are in 2022, and D&D 5e is only moderately crunchy.</p><p></p><p>However - looking over the game on my lunch break, it's certainly interesting. It's not quite as crunchy as it feels at first glance and my previous feeling that it feels like a mash-up of D&D and FASERIP feels more solid, even before him indicating that they pulled inspiration from it in the interview I was sure he had. The power write-ups especially feel a bit like a mix of the power lists in FASERIP and the spell write-ups of D&D - where folks were seeing "feat chains" before what it actually seems to be is a way of describing how "casting a spell with a higher slot" works when you don't have spell slots or casting - you end up with powers escalating across "tiers" of power levels.</p><p></p><p>I think it needs some presentation tweaks - it's good to see Forbeck indicate that these rules are written not for a general audience but for folks who are already gamers because there are some things in the book that could be simpler. I may actually run a few sessions with a few of my regulars and see how it plays - there are some interesting ideas in there. (For example, I like the idea of the Marvel die having the 1 count as a 6 unless it's a critical failure - it adds some swinginess to the bell curve distribution that I like to see personally. I'd like to see how it actually plays).</p></blockquote><p></p>
[QUOTE="Jer, post: 8610117, member: 19857"] It's interesting that he mentions "Brave New World" which was the first thing I thought of when I heard he was on board designing the Marvel game. The thing I worry is that he took away the wrong lessons from BNW - it was definitely the wrong game mechanically for 1999, it might not be the wrong game mechanically for 2022. "The market likes crunch" is a lesson from the early 00's - "the market likes D&D 5e" where we are in 2022, and D&D 5e is only moderately crunchy. However - looking over the game on my lunch break, it's certainly interesting. It's not quite as crunchy as it feels at first glance and my previous feeling that it feels like a mash-up of D&D and FASERIP feels more solid, even before him indicating that they pulled inspiration from it in the interview I was sure he had. The power write-ups especially feel a bit like a mix of the power lists in FASERIP and the spell write-ups of D&D - where folks were seeing "feat chains" before what it actually seems to be is a way of describing how "casting a spell with a higher slot" works when you don't have spell slots or casting - you end up with powers escalating across "tiers" of power levels. I think it needs some presentation tweaks - it's good to see Forbeck indicate that these rules are written not for a general audience but for folks who are already gamers because there are some things in the book that could be simpler. I may actually run a few sessions with a few of my regulars and see how it plays - there are some interesting ideas in there. (For example, I like the idea of the Marvel die having the 1 count as a 6 unless it's a critical failure - it adds some swinginess to the bell curve distribution that I like to see personally. I'd like to see how it actually plays). [/QUOTE]
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