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<blockquote data-quote="AFGNCAAP" data-source="post: 1106649" data-attributes="member: 871"><p>I do.</p><p></p><p>It's been a very long time since I last posted here (at all), but I've been dropping by to view the messageboards from time to time. And, I've had a bit of experience with previous incarnations of the Marvel RPGs, to boot.</p><p></p><p>The old TSR Marvel RPG (FASERIP), IMHO, was somewhat fun, but I never really got into it because of the possibility for generating both uber-powerful & uber-weak characters for a group. The most fun I had playing the game was in a friend's campaign based off a What If? where Capt. America wasn't found by the Avengers (and where the Red Skull & Dr. Doom vied for world domination, with the U.S. in tatters). I played that reality's version of the Puma (the Spider-Man character). Kinda cool.</p><p></p><p>At first, I had my doubts about the Marvel SAGA system, but I really got into it despite the fact that it used cards rather than dice. The <em>Reed Richards' Guide to Everything</em> sourcebook helped clarify rules & added rules that greatly improved gameplay, as well. Both my friend and I have run campaigns using the Marvel SAGA system, and it's proven to be a lot of fun. The only annoying thing about the game is the need the reshuffle the 96-100 card deck, esp. during a combat.</p><p></p><p>Despite the fact that there's a new Marvel game available, I'm still using the SAGA Marvel for my games. I think that it really captures the feel of comics, and it allows anyone, in the right circumstances, to pull off something superheroic. Character improvement is quick and easy. I'm so comfortable with the system that I can improvise while running (not an easy thing for me to do in most cases).</p><p></p><p>As for the new Marvel diceless game, I haven't played a game yet, but I have made a character for it for an upcoming campaign. It looks interesting, but IMHO, there is definitely room for improvement. There are a few consistency issues throughout the main book, as well as between the main book and the sourcebook (X-Men only--haven't seen the next one yet). It's quite free form, but I think it should have a bit more structure, esp. for someone who's new to the game, or gaming in general. There are also a few powers that only appear in character descriptions (such as a weaker Healing power and the Power Cosmic).</p><p></p><p>And, from someone who's going to the new Marvel game from the Marvel SAGA game, it seems to be a bit more complex, and a bit more limiting, to a degree. There are some elements in the new game that I wish were done in SAGA: for example, SAGA has both the Flight power & Wings power, while the new Marvel has Flight only--the method of propulsion may vary, but it's the same power. Also, the character creation is point-based: all of the players have the same resources for making a character. However, with the new Marvel game, I don't feel like there's any chance to do something truly superheroic--a character can spend all of his resources to perform a task and still fail. With Marvel SAGA, there's a chance that someone can pull of the most difficult of tasks, using the right cards, making a bit of a sacrifice, and/or keep getting a bunch of trump cards.</p><p></p><p>(In Marvel SAGA, if you play a trump card for an action, you get a bonus card from the deck. If the card from the deck has the same trump, you get another card--this continues until you get a non-trump card. It's sorta like rolling a natural 6 on the Wild Die in WEG's Star Wars game/d6 system--as long as you get a natural 6, you keep rolling the Wild Die, adding to your total.)</p><p></p><p>Also, in Marvel SAGA, you could gain certain powers as stunts off of a main power (like having the Flight power as a stunt for Telekinesis or Magnetic Control). In the new Marvel game, you have to purchase the power seperately (though at a slightly lower cost--and I do mean slightly).</p><p></p><p>Finally, creating a suit of Power Armor or a Magic Item in the new Marvle game looks like a pain. I'm a big Thor fan, but I wouldn't want to make up a magic item-using character for the new game at all (it was a bit rough in Marvel SAGA as well, until the blessing that is <em>Reed Richards' Guide to Everything</em> was released).</p><p></p><p>However, unless you're very lucky at a used book/games store, or unless you're willing to spend a pretty penny bidding for a set of rulebooks & cards on eBay, then you're out of luck on Marvel SAGA, since it's no longer in print. Also, the original deck has 96 cards--there was a special promotion w/ 4 additional cards for the deck. I was lucky enough to mail away for a few sets & actually get some from WotC, but otherwise, it's tough.</p><p></p><p>I will tell you one thing, though--whether you use the new Marvel system or the Marvel SAGA system, both of them are EXTREMELY better for superhero RPGs than Palladium's <em>Heroes Unlimited</em>, either edition (IMHO). I should know--I used to run that, too. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="AFGNCAAP, post: 1106649, member: 871"] I do. It's been a very long time since I last posted here (at all), but I've been dropping by to view the messageboards from time to time. And, I've had a bit of experience with previous incarnations of the Marvel RPGs, to boot. The old TSR Marvel RPG (FASERIP), IMHO, was somewhat fun, but I never really got into it because of the possibility for generating both uber-powerful & uber-weak characters for a group. The most fun I had playing the game was in a friend's campaign based off a What If? where Capt. America wasn't found by the Avengers (and where the Red Skull & Dr. Doom vied for world domination, with the U.S. in tatters). I played that reality's version of the Puma (the Spider-Man character). Kinda cool. At first, I had my doubts about the Marvel SAGA system, but I really got into it despite the fact that it used cards rather than dice. The [I]Reed Richards' Guide to Everything[/I] sourcebook helped clarify rules & added rules that greatly improved gameplay, as well. Both my friend and I have run campaigns using the Marvel SAGA system, and it's proven to be a lot of fun. The only annoying thing about the game is the need the reshuffle the 96-100 card deck, esp. during a combat. Despite the fact that there's a new Marvel game available, I'm still using the SAGA Marvel for my games. I think that it really captures the feel of comics, and it allows anyone, in the right circumstances, to pull off something superheroic. Character improvement is quick and easy. I'm so comfortable with the system that I can improvise while running (not an easy thing for me to do in most cases). As for the new Marvel diceless game, I haven't played a game yet, but I have made a character for it for an upcoming campaign. It looks interesting, but IMHO, there is definitely room for improvement. There are a few consistency issues throughout the main book, as well as between the main book and the sourcebook (X-Men only--haven't seen the next one yet). It's quite free form, but I think it should have a bit more structure, esp. for someone who's new to the game, or gaming in general. There are also a few powers that only appear in character descriptions (such as a weaker Healing power and the Power Cosmic). And, from someone who's going to the new Marvel game from the Marvel SAGA game, it seems to be a bit more complex, and a bit more limiting, to a degree. There are some elements in the new game that I wish were done in SAGA: for example, SAGA has both the Flight power & Wings power, while the new Marvel has Flight only--the method of propulsion may vary, but it's the same power. Also, the character creation is point-based: all of the players have the same resources for making a character. However, with the new Marvel game, I don't feel like there's any chance to do something truly superheroic--a character can spend all of his resources to perform a task and still fail. With Marvel SAGA, there's a chance that someone can pull of the most difficult of tasks, using the right cards, making a bit of a sacrifice, and/or keep getting a bunch of trump cards. (In Marvel SAGA, if you play a trump card for an action, you get a bonus card from the deck. If the card from the deck has the same trump, you get another card--this continues until you get a non-trump card. It's sorta like rolling a natural 6 on the Wild Die in WEG's Star Wars game/d6 system--as long as you get a natural 6, you keep rolling the Wild Die, adding to your total.) Also, in Marvel SAGA, you could gain certain powers as stunts off of a main power (like having the Flight power as a stunt for Telekinesis or Magnetic Control). In the new Marvel game, you have to purchase the power seperately (though at a slightly lower cost--and I do mean slightly). Finally, creating a suit of Power Armor or a Magic Item in the new Marvle game looks like a pain. I'm a big Thor fan, but I wouldn't want to make up a magic item-using character for the new game at all (it was a bit rough in Marvel SAGA as well, until the blessing that is [I]Reed Richards' Guide to Everything[/I] was released). However, unless you're very lucky at a used book/games store, or unless you're willing to spend a pretty penny bidding for a set of rulebooks & cards on eBay, then you're out of luck on Marvel SAGA, since it's no longer in print. Also, the original deck has 96 cards--there was a special promotion w/ 4 additional cards for the deck. I was lucky enough to mail away for a few sets & actually get some from WotC, but otherwise, it's tough. I will tell you one thing, though--whether you use the new Marvel system or the Marvel SAGA system, both of them are EXTREMELY better for superhero RPGs than Palladium's [I]Heroes Unlimited[/I], either edition (IMHO). I should know--I used to run that, too. :) [/QUOTE]
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