The Marvel Multiverse Role-Playing Game isn't the first (or second, etc.) Marvel universe RPG or even the first one designed in-house. Yet reading the playtest rulebook I can't help feeling like the expectations for this version is higher.
Marvel's household name quality has always been a draw and thanks to the MCU, that name recognition doesn't just involve Spider-man or the X-Men but also deeper cuts Moonknight, Echo, Jessica Jones, etc. At the same time, Dungeons & Dragons is bigger than ever thanks to 5E's popularity, actual play videos like Critical Role, celebrities admitting that they still play D&D, etc. So Marvel (Disney) announcing that they hired Matt Forbeck to write and Forbeck, Mike Capps, and John Nee to design a new RPG was both a surprise and perfectly logical.
The new game, available as both an e-book and physical book ($9.99 MSRP), is actually a playtest version, but it's a substantial one – 120 pages. Considering the things the book references going into greater detail for in the final version, expect the actual core book coming in 2023 to be hefty.
However, a 1 on that different third die affects the results. If you roll three 1's it's a botch, meaning an automatic failure, plus something bad happens. Roll a one on the different die and don't have a pair of 1's on the other two, it's a fantastic roll, meaning that the one on the different die counts as a 6 when totaling the dice result. If you roll a one on the different die and 6's on both of the other two dice, a.k.a. 616, it's an ultimate fantastic roll (18). If the roll meets or beats the TN it's a fantastic success and a fantastic failure if less.
The playtest allows you to make new characters, as well as providing some characters. Each character is one of six archetypes: blaster, bruiser, genius, polymath, protector, and striker. These describe the character's focus and manner of behaving. So Peter Parker's Spider-man is a polymath, meaning he's a well-rounded character who is more flexible than a specialist like strikers Wolverine or Elektra. Protectors defend, support, and assist their team, like Invisible Woman or Professor X.
Powers are broken into power sets such as battlesuit, blades, cybernetics, firearms, energy control, martial arts, plasticity, shield bearer, spider powers, super strength, tactical mastery, weather control, and utility powers. Some powers are part of power trees, so you have to take, for example, Energy Beam to a rank of 5 before you can take Energy Wave.
I was able to play the enclosed adventure, “Enter: Hydra” before writing this review. It's straightforward and gives a good sense of the MMRPG. It's a solid game that plays well.
I did scratch my head at a few things, though. Thor has the powers Blow Away, Blow Back, and Blow Down, all of which seem to be single-target attacks. In fact, I only found a few powers with descriptions indicating group attacks. I don't think that's just a phrasing oversight because if it could affect multiple opponents there should be some sort of range or indicator for how many people can be affected or an area of effect. But it's a playtest so that could be adjusted in the future.
The basic layout is good and clear. The artwork is excellent and effective, of course, but who thought making yellow the background for white lettering was a good idea? I get that they're trying to be colorful and “four color” like comic books, but readability should always be a factor.
However, designing for the range of abilities in a superhero game is a tricky endeavor in general, and doubly so for existing properties like Marvel because you have to account for characters as apart in power as The Punisher and Phoenix. More lightweight superhero RPGs often omit galactic-powered characters or lean more on the narrative than mechanics.
That said, I don't consider the MMRPG to be incredibly crunchy, but rather midweight. However, Champions was the second RPG I ever played so your mileage may vary. Regardless of where you'd put MMRPG the on the scale of crunchy rule sets, anyone with basic RPG experience should be able to play the MMRPG fairly easily because Forbeck does a good job of laying everything out clearly and logically.
But one of my concerns is for people without any RPG experience. Reading the book, that's clearly part of the target audience for the final game, and with patience and good marketing the MCU could bring new players into TTRPGs that would never try D&D. Personally, I'm for expanding the base of gamers so MMRPG's potential excites me.
Yet I'm a little concerned that it could be daunting to newcomers. For that matter, I'm also concerned that people not currently playing RPGs won't even try the playtest, thereby skewing results in favor of established players so its newbie friendliness isn't addressed at all. Once the actual game is out marketing such as actual play videos with celebrities could help draw in interest and demonstrate play, but by then the core rules will be set.
The Marvel Multiverse Role-Playing Game is well-crafted for experienced players with a lot of potential to broaden the player base. At the same time, I hope the development team specifically seeks out newcomers for playtesting, too, to ensure that the MMRPG can live up to its fullest potential.
Marvel's household name quality has always been a draw and thanks to the MCU, that name recognition doesn't just involve Spider-man or the X-Men but also deeper cuts Moonknight, Echo, Jessica Jones, etc. At the same time, Dungeons & Dragons is bigger than ever thanks to 5E's popularity, actual play videos like Critical Role, celebrities admitting that they still play D&D, etc. So Marvel (Disney) announcing that they hired Matt Forbeck to write and Forbeck, Mike Capps, and John Nee to design a new RPG was both a surprise and perfectly logical.
The new game, available as both an e-book and physical book ($9.99 MSRP), is actually a playtest version, but it's a substantial one – 120 pages. Considering the things the book references going into greater detail for in the final version, expect the actual core book coming in 2023 to be hefty.
Rolling the Dice
The new rules are called the D616 System, a reference to the multiverse designation for the Marvel we know and to signify how the dice work. Players roll 3d6, one of which is physically different from the other two. When taking an action, roll the dice, add them together, apply modifiers and compare the result to the target number (TN) to determine success.However, a 1 on that different third die affects the results. If you roll three 1's it's a botch, meaning an automatic failure, plus something bad happens. Roll a one on the different die and don't have a pair of 1's on the other two, it's a fantastic roll, meaning that the one on the different die counts as a 6 when totaling the dice result. If you roll a one on the different die and 6's on both of the other two dice, a.k.a. 616, it's an ultimate fantastic roll (18). If the roll meets or beats the TN it's a fantastic success and a fantastic failure if less.
Creating Your Hero
Character attributes spell out “MARVEL” for easy remembrance: Might, Agility, Resilience, Vigilance, Ego, and Logic. Each attribute gets a score, a modifier, and a defense. Characters also have a rank to represent their power level and experience. Ranks can improve over time, but generally have a cap because characters in the Marvel universe are of various power levels. Daredevil is cited as a rank 5, Black Panther a rank 15, Thor 20, and Captain Marvel 25.The playtest allows you to make new characters, as well as providing some characters. Each character is one of six archetypes: blaster, bruiser, genius, polymath, protector, and striker. These describe the character's focus and manner of behaving. So Peter Parker's Spider-man is a polymath, meaning he's a well-rounded character who is more flexible than a specialist like strikers Wolverine or Elektra. Protectors defend, support, and assist their team, like Invisible Woman or Professor X.
Powers are broken into power sets such as battlesuit, blades, cybernetics, firearms, energy control, martial arts, plasticity, shield bearer, spider powers, super strength, tactical mastery, weather control, and utility powers. Some powers are part of power trees, so you have to take, for example, Energy Beam to a rank of 5 before you can take Energy Wave.
I was able to play the enclosed adventure, “Enter: Hydra” before writing this review. It's straightforward and gives a good sense of the MMRPG. It's a solid game that plays well.
I did scratch my head at a few things, though. Thor has the powers Blow Away, Blow Back, and Blow Down, all of which seem to be single-target attacks. In fact, I only found a few powers with descriptions indicating group attacks. I don't think that's just a phrasing oversight because if it could affect multiple opponents there should be some sort of range or indicator for how many people can be affected or an area of effect. But it's a playtest so that could be adjusted in the future.
The basic layout is good and clear. The artwork is excellent and effective, of course, but who thought making yellow the background for white lettering was a good idea? I get that they're trying to be colorful and “four color” like comic books, but readability should always be a factor.
Quibbles & Concerns
While I enjoyed playing the demo and think that the MMRPG is a well-crafted game, I have a few quibbles and concerns: I'm not fond of power trees or ranks. They work here but will never be my design preference.However, designing for the range of abilities in a superhero game is a tricky endeavor in general, and doubly so for existing properties like Marvel because you have to account for characters as apart in power as The Punisher and Phoenix. More lightweight superhero RPGs often omit galactic-powered characters or lean more on the narrative than mechanics.
That said, I don't consider the MMRPG to be incredibly crunchy, but rather midweight. However, Champions was the second RPG I ever played so your mileage may vary. Regardless of where you'd put MMRPG the on the scale of crunchy rule sets, anyone with basic RPG experience should be able to play the MMRPG fairly easily because Forbeck does a good job of laying everything out clearly and logically.
But one of my concerns is for people without any RPG experience. Reading the book, that's clearly part of the target audience for the final game, and with patience and good marketing the MCU could bring new players into TTRPGs that would never try D&D. Personally, I'm for expanding the base of gamers so MMRPG's potential excites me.
Yet I'm a little concerned that it could be daunting to newcomers. For that matter, I'm also concerned that people not currently playing RPGs won't even try the playtest, thereby skewing results in favor of established players so its newbie friendliness isn't addressed at all. Once the actual game is out marketing such as actual play videos with celebrities could help draw in interest and demonstrate play, but by then the core rules will be set.
The Marvel Multiverse Role-Playing Game is well-crafted for experienced players with a lot of potential to broaden the player base. At the same time, I hope the development team specifically seeks out newcomers for playtesting, too, to ensure that the MMRPG can live up to its fullest potential.