Marvel Multiverse TTRPG


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Now though, I've been running exclusively D&D for decades and thinking about trying the new Marvel Multiverse when our current campaign ends, perhaps a one shot to start. I went over the free starter rules and it seems pretty straightforward.
I haven't played Marvel Multiverse, but you deserve XP for breaking out of the D&D mold.

There are so. Many. Good. Options.
 

Reading through it, it looks fun. And watching Glass Cannon play it makes it look easy and smooth to run.
The timing of this reply is Uncanny (15) for me. While I've been unimpressed with my read through of the MMRPG, I literally told a friend the other day that I feel like I need to watch a session to wrap my head around it. Thanks for the recommendation! :D
 

Reading through it, it looks fun. And watching Glass Cannon play it makes it look easy and smooth to run.
They are so much fun. I wish they would do more.

Here are some adventure synopsis from my current campaign: I am particularly proud of the one featuring Sun Wukong (This seemed like the good place to share it)

Mobster Fire: the team, consisting of Fury (greek inspired) Prism (telekenetic) Madrigal (daredevil/bullseyeish) and Alex Winslow (invibility/phasing). They show up because some local mobsters have come to collect on protection. The group lays into the mobsters quickly. Soon however, the Fantastic Frogman appears, he mistakes the PCs for villains, and proceeds to attack. He's more of a threat, especially with Reach 2 (skulking became more fun!! espcially as he used Reach and the small space of the alley to his advantage). However, the building exploded, and the groiup then focused on saving civilians, Frogman apologized, and the PCs went their ways.

Not far from the Nest: The team heard of a kidnapping in broad daylight at a local strip mall (they are currently based in the Upper West side, the territory of the Owl (the general backdrop of the game is the Gang War marvel event from a few months ago, or at least what i know if it without having read it) They proceed to the area, and search for clues, and follow social media accounts. This leads them to a warehouse by the water. There they find it full of henchmen. After initially scouting the area out via invisiblity/phasing, the group attacks. Again they start to make short work of the mobsters. However, they are confronted the by mystical madman The Hood. This version can phase, and Alex finds that a bit unsettling, and Fury (a brick) has trouble hitting him. Eventually they take them all out only to find out that the kidnapped girl is Owl's Daughter, Reyna. She was trying to lure her father's men (and potentially her father, the Owl) here, to get rid of them. She offers the group employement, they decline.

The secret of the stone monkey: More gang action takes place, with rival groups shooting up a crosswalk. The group intervenes, and cleans the map with little effort. However, a stone monkey appears, and starts giving them trouble. (I used Reach 2 to skulk, but after we played, we decided that this was not the way we wanted to use those rules) He knocked out Fury, but as he was doing a victory dance was Sniped by Madrigal. Blowing up into bits, all that was left was a single glowing hair. Alex Winslow touched it, and it became embedded in this finger. Unable to get rid of the hair (or shut it up) they contacted Dr. Strange, Disney's Hades, and Madrigals underworld connections, for help. Wong came to their aid. He advised them that they needed to find the Monkey King (whose hair it was) and he could only find one path, the 8 Fold Path. The PCs were dropped into a circular room with 8 doors. In each door they had to figure out what to do (here I leaned on the rules of the game, we had a room where we reviewed their actions and I gave them Karma; in another they had to use concentration powers, another they had to heal phsyically (health), in another mentally (focus), in another they got 2 advancements (we are using the xmen ranking up system) and finally they had to deal with a double bind.) After all that, the monkey king appeared in the center of the circular room, wanting Riyu jingu Bang back, but Alex couldn't get it off his right pointer finger.....tbc
 


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I've ran one-shots at 2 different local conventions and had great turns outs and even better player feedback from them. I also have a weekly game at one of my local game stores, we're almost at the end of Cataclysm of Kang. Afterwards I'm planning an X-Men student campaign.
And they just announced a free tie-in content with Marvel Rivals for a PvP/PvGM adventure model.
 

I ran it for a bit earlier this year.

On the plus side the action economy is similar enough to D&D that veterans of that game convert to it easily. The core rules are fairly pared down and easy to use. Powers sit atop those as a mass of exception rules.

It's very combat-heavy. If you like your sessions to take place on a gridded map, with a good dose of biff, bang, wallop, it delivers. However, that combat requires a bit of prep with regards to the bad guys. If you prefer a storytelling approach to your games, Marvel Multiverse RPG has some crunch, though nowhere near as crunchy as other supers RPGs like Superworld, Champions, or even Savage Worlds Supers.

The core dice mechanic works pretty well. I also think the game neatly solves the problem of power scaling that bedevils so many superhero games. It creates clear cellophane boundaries between the various power levels of hero and villain. I'm not sure how that works out at the upper band of heroism, but at our street-level game the differences were clear. However, it makes for a system with a lot less character progression than other games.

On the downside, character gen is fairly involved. If anything the game incentivises GMs to have players play with existing pre-genned heroes rather than go through the pain of creating original characters. Some of the powers writing could be more consistent and would benefit from clarity. In places the writing of the powers was if anything TOO terse.

The amount of prep I needed to do to run a game on Discord on Tabletop Simulator was a bit much for me and was a reason I dropped it. I think my preference is for storytelling systems, and so FATE's Venture City would be my preferred vehicle of choice for supers. (Perhaps QuestWorlds when that's out.) However, for true believers, and members of the Merry Marvel Marching Society, the Marvel Multiverse RPG has got a lot going for it.
 

I almost ran this game for my group, but decided to do FASERIP instead, because my group has been solely playing 5E they had zero imagination for creating a super hero so went with Marvel superheroes advanced since it has charts to randomly roll characters.
 

The X-Man Xavier School For Gifted Youngsters campaign is going great. I'm also slated to run one-shots at my local comic con this year. And my group got to play the free Marvel Rivals add on and it was a blast, doubly so for myself and two of my players who all play Rivals together so it neat see how they incorporated elements from the videogame to the RPG.
I have to say if you enjoy this game the X-Men and Spider-Verse expansions while not need to run the game or make characters, the added player options and tools for the GM are so very handy. The Getting Schooled advancement option is great for any game where you want to show the progression of the party between ranks, and the popularity sliders from both books is a great resource for determining the baseline for NPC reactions to the party.

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