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Latest ReviewsSpy! | | Reviewed by: Tom Vasel |
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The Marvel Universe Roleplaying Game
The Marvel Universe Roleplaying Game
From: Marvel Entertainment Group
Reviewed by: Bill Perman
The Marvel Universe Roleplaying Game is a new RPG from Marvel Entertainment Group.
There seems to be an unspoken rule when it comes to Superhero Roleplaying. Generic universes a la GURPS, Champions and Heroes Unlimited tend to be very sound, both in game play and rules, despite its unfamiliar surroundings. Familiar universes, like Marvel and DC, have a long and rich universe complimented by a horrible game system, conflicting and/or disorganized rules. The latest Marvel game, the Marvel Universe Roleplaying Game is no exception.
From the back cover
“
Spider-Man, The X-Men, Daredevil, The Hulk and the rest of the Marvel Universe comes to life in this revolutionary new roleplaying game from Marvel Comics.
”
Be forewarned: The line “revolutionary new roleplaying game” is simply a code for dice-less roleplaying. Now, Dice-less games do exist in the RPG community, but obviously are not a favored version of gaming if the top selling RPGs like the World of Darkness or the D20 system would indicate. What further complicates this game is that it wasn’t licensed to any reputable gaming company. Rather, Marvel decided to throw its hat into the gaming ring with virtually no experience on how to make and market a good RPG.
With that said, the rules are organized well, and easy to catch on. Play consists of shifting red and white “stones” (stones not included) around on the character sheet. Rather than using the familiar randomness of die-rolling, actions and defense are determined through your characters resource of stones and how they are allocated. The game boasts that by eliminating dice it actually keeps the action fast and easy. This is untrue. For a combat round, rather than simply rolling die vs. die, GMs must track not only the NPC’s stone allocations, but must track the player’s allocations as well. This lends to a lot of extra note taking each round, or “panel” to determine the outcome. Combat continues to be slowed down as each new panel, stones have to get moved around again.
The plus side to this game is for the true Marvel Universe fans. The book is printed in full color, with breathtaking illustrations of many of Marvels signature characters as well as current write-ups. It’s also in hardback, which will cause it to endure wear and tear for years to come.
page #3
“
Example of Play: GM: Okay, so here’s where you stand. Storm, Wolverine and Beast, after the floor slid away, you fell about 20 feet and landed on the floor. Now that’s 2 stones of falling damage each, but Beast, your Acrobatics nullify that. And Wolverine, your Agility saves you 1 stone, so you only take 1 stone, which you’ll heal back in 2 panels. Storm, you take 2 red stones, though, so you lose a white stone of health.
”
Sounds exciting huh? In truth, it isn’t a horrible system per se, but it seems like they’ve done a lot of hard work to replace a simple and enjoyable aspect of gaming like die rolling, with something that just slows down play.
In conclusion,
For illustrations, write-ups, and sample adventures, the Marvel Universe Roleplaying Game is worth it. For simple and easy game mechanics, search Ebay for the OOP TSR Marvel Superheroes Deluxe Set.
For more details on Marvel Entertainment Group and their new RPG “The Marvel Universe Roleplaying Game” check them out at their website http://www.marvel.com/murpg, and at all of your local game stores.
(Product Summary)
The Marvel Universe Roleplaying Game
From: Marvel Entertainment Group
Type of Game: RPG
Written by: Jeffrey Simons, Dan Gelber, Evan Jones and Jim Graham
Game Design by: Dan Gelber, Jeffrey Simons and Evan Jones
Developed by: Q.E.D. Games, Inc
Cover Art by: Jeffery Suter
Additional Art by: Christophe Bardot, Scott Friedlander, Lori Walls
Number of Pages: 126
Retail Price: $ 24.99 (US)
Retail Price: $ 40.00 (Can)
Number of Players: 2 or more
IBSN: 0-7851-1028-3
Website: http://www.marvel.com/murpg
Reviewed by: Bill Perman
Added: May 28th 2004 Reviewer: Bill Perman Score: Related Link: marvel.com Hits: 268 Language: eng |
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The Marvel Universe Roleplaying Game Posted by Anonymous on 2004-06-22 13:03:49 My score:
Ive played MURPG a coupole of times. I didnt like it as much as the original TSR version. I believe the reviewer was spot on in his assesment of the rules. Easy to understand, but not in practice. Ill also back his statement about dice rolling. When I started playing rpgs back in 1980 that was one of the draws. Its a great way to determine the action. Im not saying that die rolls are the only way to go, just waht I prefer.
Its like in football. It doesnt mater what the shape or color of the ball is, but taking it out of the game would change the game completely.
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The Marvel Universe Roleplaying Game Posted by Anonymous on 2004-06-20 07:30:29 My score:
First, a disclaimer followed by a couple of quibbles about your review.
I have played MURPG a number of times and am quite familiar with its strengths and drawbacks as both a book and a system. I like MURPG. I have found it to be quite fun, but I wouldn''t call myself a fan of the game. In fact, if I could, I would beat the designers of the game into a heaping mass of flesh for starting out with a good idea and then systematically mutilating it with poor design, poor organization and poor editing.
So, whether or not I''m biased in either direction I leave up to the reader. One thing is true, however, I have read the MURPG corebook 2-3 times and played a short (one month) campaign with the rules with no fewer than two different groups. I think this gives me a relatively well-informed opinion of the game. There are a couple of things that the reviewer states, however, that leads me to believe that:
- he hasn''t read the game he reviewed
- he hasn''t played the game he reviewed
First the following quote from the review:
"With that said, the rules are organized well, and easy to catch on. "
The best I can say about this is that it is complete bollocks. The core rules for MURPG are split up into no less than two separate sections. To understand this, you would have to read the whole book front-to-back as there is no index and the table of contents provided is entirely inadequate. Also there are a number of little rules peppered throughout the Powers listings that really should''ve been condensed into one section for ease of understanding and reference. Suffice to say, the brief outline of "how to play" in the beginning of the book does not actually show you how to play as described in the rest of the book, although, from my experience, one would do well to ignore as much of the crunchy details outlined elsewhere and really stick as closely to the lighter front-end description as possible.
To make a long story short, if the reviewer has a copy of MURPG in which the rules are "organized well, and easy to catch on" then he obviously has an advance copy of a second revised printing which, subsequently, does not exist as the line has (already) been cancelled.
I don''t know what the reviewer is reading, but it''s not MURPG.
Next comes this quote from the review.
"Sounds exciting huh? In truth, it isn’t a horrible system per se, but it seems like they’ve done a lot of hard work to replace a simple and enjoyable aspect of gaming like die rolling, with something that just slows down play. "
Okay, beyond the obvious bias towards die-rolling in this statement, it''s obvious that the reviewer has never played MURPG. For the reviewer, die rolling is fun. For other players, like my wife (for instance), die rolling is a total turn-off. It''s okay that this reviewer likes die-rolling. But to fault a system for not meeting one''s personal preference is really petty. Did the reviewer take off a star because MURPG didn''t have dice? That would be tantamount to someone faulting GURPS for using d6s when there are so many other, more interesting dice out there to use. (d30s anyone?)
The reviewer is correct in stating that MURPG is an enjoyable system. In my experience, it is enjoyable despite the poor editing, poor writing and abominable rules omissions and loopholes in the system presented in the book. But the reviewer is incorrect in trying to re-state his bias by saying that stone allocation "slows down" play. In my playtests, that simply isn''t true. Stone allocation doesn''t speed up play any but, in my experience, we were able to get through more play in MURPG than we were in Shadowrun 3rd edition or the various incarnations of D&D.; Stone allocation is different and has a different feel than dice-based resolution. But MURPG is not slower because of it. To its credit, in my playtests, it ran rather smoothly and players new to the system caught on rather quickly. As mentioned before, we finished adventures that would have taken 3 or more sessions in Mutants & Masterminds in 2 sessions with MURPG. How that relates to stone allocation "slowing down" play is, I think, obvious.
Beyond that, I wouldn''t give MURPG much of a higher rating than that given by the reviewer. As a system, it''s a good idea but the execution is terrible.
I would recommend this game to those seeking a "crunchy" diceless mechanic. It would make a fairly decent "generic" mechanic for everything except horror roleplaying. The reviewer''s myths that it is well-written or slows down in play are just that: myths. But the game has its flaws and some great big glaring ones at that (Power Armor rules, recovery of INT-based energy when wounded, rules for grappling, rules for throwing things, the supremacy of Telepaths, etc.) . The reviewer, obviously, missed those in his skimming over the book at his FLGS.
Really, shouldn''t actually reading the book and playing the game be pre-requisites for an informed review?
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