Page 1 of 2 12 LastLast
Results 1 to 15 of 28

Thread: Marvel Universe...

  1. #1
    Join Date
    Mar 2003
    Location
    Spokane
    Age
    42
    Posts
    247
    Rep Power
    126

    Marvel Universe...

    To keep the off topic chatter off here....

    http://MURPG.proboards19.com/
    i3ullseye
    ~"You're pretty good, but me? I'm
    magic!"

  2. #2
    Join Date
    Feb 2003
    Location
    Salt Lake City, UT
    Age
    44
    Posts
    491
    Rep Power
    4123
    This is General Roleplaying forum, talking about the new Marvel Universe RPG is ok.

    Has anyone checked out MURPG yet? I have looked at it some and all I can say is "Pretty Art". I still not sure about this "diceless" stone system they use. I would have to see a game played before I judge it too much.

    Mike
    Last edited by TechnoViking; Jul 14th, '03 at 12:19 PM.
    Web: Mike's Planet | G-Mail:mike.basinger@gmail.com
    Fantasy Football is Dungeons & Dragons for guys that use to beat up people who played Dungeons & Dragons.

  3. #3
    Join Date
    Feb 2003
    Location
    Cary NC USA
    Age
    50
    Posts
    2,091
    Rep Power
    12240
    I picked it up expecting an Ok system and cool wiriting and presentation wrapped around primarily a really neat depiction and background of my most favorite and nostalgic comic universe. I was fairly anxious because i like diceless. My minimum expectation was to see a mediocre system that would result in me buying the sourcebooks for their own info sake and ignoring the game

    Overall, I was far less pleased than even that. The art is nice. The system is i think a good example of many anti-diceless people's view of what diceless should be. The writing styke makes me yearn for reading HERO5 rulebook... for flavor.

    The simplest way i can describe the disconnect i got all thru the book was that they seemed to take on "different for different's sake" as a design credo and to emphasize their differentedness all through the book while hardly ever showing a benefit for thatdifferentedness. The use of jargon like panel and page for round and turn is as a concept cool but in practice thrown in with the dry lifeless text merely means that every time they refer to the "end of the page" i have to stop and think about what they just said... did they mean to look down for a footnote?

    Some good things were evident...

    I like the rather simple notion that if you start a round out of range for your chosen attack option, then your initiative drops to "end of panel" (or so forth) to reflect the delay it takes you to close.

    I also liked how they presented two detailed sample combats, showing each one twice with different decisions being made by the characters to show the results differing. (Unfortunately the two combats were ones that immediately caused me to think "man, that was a bad scenario" as they came out both very lopsided and equally unfortunately neither resembled combats i recalled from these character in the comics.)

    i am sure this system and style will appeal to some but not to me. I will stick with my Marvel Saga sourcebooks.
    Points (equal points or even very precisely calculated points) do not make balance happen in play. Instead, balance in play is what shows the points and costs were appropriate.

  4. #4
    Join Date
    Feb 2003
    Location
    Holley, NY
    Age
    32
    Posts
    622
    Rep Power
    373185
    Originally posted by tesuji
    Overall, I was far less pleased than even that. The art is nice. The system is i think a good example of many anti-diceless people's view of what diceless should be. The writing styke makes me yearn for reading HERO5 rulebook... for flavor.
    I haven't read the actual rules, but I've read other peoples comments and some articles.
    Is the task resolution system actually set up so that as long as you spend less stones than you regenerate each panel you will eventually succeed at a task, no matter how difficult it is?
    Or is there a mechanic for eventually failing that I haven't seen?
    e.g. picking a lock requires 30 stones of success and you regenerate 3 per panel. So regardless of skill level at lockpicking, as long as nothing interrupts you can expend 3 stones per panel and will succeed in 10 panels, no mystery or random chance involved.

  5. #5
    Join Date
    Feb 2003
    Location
    Cary NC USA
    Age
    50
    Posts
    2,091
    Rep Power
    12240
    each task has a difficulty (how hard) and resistance (how much work)

    if your total action number for a task, the measure of how good you are) is less than the difficulty, you cannot succeed.

    If you are at least as good as needed, then your stones applied (work) accumulate and eventually you will succeed.
    Points (equal points or even very precisely calculated points) do not make balance happen in play. Instead, balance in play is what shows the points and costs were appropriate.

  6. #6
    Join Date
    Feb 2003
    Location
    Chino, CA
    Posts
    373
    Rep Power
    2099
    I'd rather save the money and go buy 15 Marvel comic books.

  7. #7
    Join Date
    Mar 2003
    Location
    Spokane
    Age
    42
    Posts
    247
    Rep Power
    126
    Wow, i couldn't disagree more....

    I HATED Diceless systems. I saw no point in them. this one really flies, and captures the feel of a comic very well. Admittedly the book needed soem reorganizing, but the production is great. the X-Men guide is crammed more full of cool stuff than ANY book i have seen yet.

    And no, not 15 comics instead... more like 10... these books are really inexpensive for the quality you get.

    But again, not for everyones tastes.
    i3ullseye
    ~"You're pretty good, but me? I'm
    magic!"

  8. #8
    Join Date
    Feb 2003
    Location
    Triad, NC
    Age
    49
    Posts
    277
    Rep Power
    4009
    Yep, this is one of the FEW Supers RPGs that I am NOT going to be buying. I'll be able to pick it up in a year or so on Ebay for half off anyway. I predict that this game will go the way of all the other Marvel RPGs, into RPG oblivion....
    Playing Pulp Hero and blogging about gaming at-
    http://thereport.wordpress.com/

    Easy for you to say, up in your mansion full of hookers and blow, living off the kickbacks you get from package courier services!
    www.tclynch.blogspot.com

  9. #9
    Join Date
    Mar 2003
    Location
    SF Bay Area
    Age
    47
    Posts
    88
    Rep Power
    366

    I hate to jump on the bandwagon...

    The game is of an average complexity for RPGers. The change of terms and phrasology that one of our previous posters commented on will actually make the game more accessable to non gamers. (They don't want gamers per say, they want Marvel Fans to buy it, gamers being a tiny subsection of that larger market).

    The mechanics and the game works fairly well. It is the only diceless system that does not leave the players to the mercy of the GM, as the difficulty chart gives concrete examples. It is easy to play, easy to build characters (with rules that make it near impossible to painfully min-max and so simple that a first timer can build a character in about 5 minutes), and easy to run a marvel feeling campaign (unhindered by powers that can't be easily simulated).

    Is the game too simple for most standard gamers, nearly. If you are a hero fan, you are pretested to like crunchy games and this one is not very crunchy. I can get my D20 friends to play this game, whereas I could never get them to play champions even with pregened characters.

    Is the game perfect? No. (But name any game that is. Hero comes the closest.) Too many player characters will bulk up on the "endurance" stat, so they can do more things a turn. The flaw system is simplistic and seems almost an afterthought (which is strange considering Marvel Storytelling is based on less than perfect heroes). I know you will have to buy the splat books for the various teams to play the game properly (saw the X-men book. It has a ton of new powers, in addition to all those write ups). I am sure you could play it without them, but we all know better.

    Just some thoughts
    MoonHunter
    Sage, Gamer, Mystic, Wlt
    "The road less traveled is less traveled for a reason."
    Now posting 1100+ RPG Tips @ www.openroleplaying.org

  10. #10
    Join Date
    Apr 2003
    Location
    Miami, FL
    Age
    31
    Posts
    81
    Rep Power
    213
    I may be wrong, but a lot of people seem to be knocking on MURPG before actually trying it. I had my doubts, too, but I was really anxious to see what a diceless RPG was like (and the whole concept of Amber really didn't appeal to me). I've read through MURPG, and I (and my friends) have created characters and ran sample combats. I was surprised on how much they like the mechanics of the game. They're pretty much hardcore d20 fans and not really gaming veterans (you konw, the 20+ year gamers). The sample combat we did was basically a 2nd round using the same characters from their previous Danger Room fight using M&M. My friend actually told me, "Wow, I like this better than M&M." I was like, "holy sh--!" I like M&M a lot, and I like HERO, too (even though I'm not as familiar with it). The thing about HERO, though, is that it's too much number crunching not only during character creation, but also during combat. I know that this can be rectified with practice and continued gaming, but they're not really up to that task and the big, black book just intimidates them (and is daunting, as well). I don't have another gaming group around, and I don't like the unpredictability of dice. "Now for the final blow....oh no, I rolled a 1!" Even though Hero Points can help out with that, I like the whole concept of effort better than probability. And I think that it makes sense that if you're skilled enough to succeed at a task and it takes time, eventually you'll succeed (the whole Difficulty and Resistance deal). Also, since there's no random generator, that'll force the players to seek out those situational modifiers even more rather than having them whisper, "I hope I get a critical, I hope I get a critical."

    MURPG is a simple game and it's fun. It's not meant to be universal or whatever, but I can make it work for other games and settings as well. HERO may be the champion of all RPGs, but it's just too time consuming for me. Great source material, though, and a top-notch gamer's toolkit.
    "Est Sularus oth Mithas." My honor is my life.

  11. #11
    Agent X's Avatar
    Agent X is offline Quintuple Millennial Master Senior Member
    Join Date
    Feb 2003
    Location
    Oklahoma
    Posts
    5,001
    Rep Power
    8955
    Originally posted by bushido11
    I may be wrong, but a lot of people seem to be knocking on MURPG before actually trying it. I had my doubts, too, but I was really anxious to see what a diceless RPG was like (and the whole concept of Amber really didn't appeal to me). I've read through MURPG, and I (and my friends) have created characters and ran sample combats. I was surprised on how much they like the mechanics of the game. They're pretty much hardcore d20 fans and not really gaming veterans (you konw, the 20+ year gamers). The sample combat we did was basically a 2nd round using the same characters from their previous Danger Room fight using M&M. My friend actually told me, "Wow, I like this better than M&M." I was like, "holy sh--!" I like M&M a lot, and I like HERO, too (even though I'm not as familiar with it). The thing about HERO, though, is that it's too much number crunching not only during character creation, but also during combat. I know that this can be rectified with practice and continued gaming, but they're not really up to that task and the big, black book just intimidates them (and is daunting, as well). I don't have another gaming group around, and I don't like the unpredictability of dice. "Now for the final blow....oh no, I rolled a 1!" Even though Hero Points can help out with that, I like the whole concept of effort better than probability. And I think that it makes sense that if you're skilled enough to succeed at a task and it takes time, eventually you'll succeed (the whole Difficulty and Resistance deal). Also, since there's no random generator, that'll force the players to seek out those situational modifiers even more rather than having them whisper, "I hope I get a critical, I hope I get a critical."

    MURPG is a simple game and it's fun. It's not meant to be universal or whatever, but I can make it work for other games and settings as well. HERO may be the champion of all RPGs, but it's just too time consuming for me. Great source material, though, and a top-notch gamer's toolkit.
    Huh? That's why buy game supplements for Hero and let someone else run the game.

    As far as MURPG, I can't imagine diceless gaming working for me, especially the way it has been described in this thread. I have also been burned by earlier Marvel games. They don't seem to have a good take on their own characters half the time, missing routine displays of capabilites that are usually underestimated. I would be guilty of assuming that MURPG does the same. The cost of it alone is keeping me out. I see no reason to spend that much on a little content and a lot of gloss.
    † The wicked watcheth the righteous, and seeketh to slay him. (Ps. 37:32) †

    "If we do not maintain Justice, Justice will not maintain us." Francis Bacon

    "Criticism may not be agreeable, but it is necessary. It fulfils the same function as pain in the human body. It calls attention to an unhealthy state of things." Winston Churchill

  12. #12
    Join Date
    Mar 2003
    Location
    SF Bay Area
    Age
    47
    Posts
    88
    Rep Power
    366

    It does a very good job.

    The only character I have noticed might be under powered in the main book is Cyclops. He is missing skills that are intergral to the character. I will wait to see if this edition stands or his sheet changes in the X-men book.

    Other than that, a friend of mine has been doing a serious review of characters and their effectiveness. He is very impressed with the write ups so far (except for Cyclops he noticed the same things). The Thing looked under powered until you factored in his melee skill. His ability to pick up huge objects and bat targets around with them is what makes him competitive with the hulk (for a few panels anyways). We believe that in play, the write ups should be fairly functional.

    One thing I do like about MURPS, that you can easily create your own characters.
    MoonHunter
    Sage, Gamer, Mystic, Wlt
    "The road less traveled is less traveled for a reason."
    Now posting 1100+ RPG Tips @ www.openroleplaying.org

  13. #13
    Join Date
    Mar 2003
    Location
    Missouri.
    Age
    40
    Posts
    5,683
    Blog Entries
    8
    Rep Power
    3558854
    I'm just going to assume, from what's said there, that the one game of this I played was being run by a DM who had no idea what the heck he was doing, then.

    1. Our statistics were irrelevant. My 10 Dex didn't matter for dodging, just how many stones I applied.
    2. Our powers didn't matter. My Light Mastery 7 didn't matter, just how many stones I applied.
    3. Combat is horribly one-sided. I used all my stones and took out Sabretooth in a single shot. I don't even think the DM applied any kind of 'counter-action' to it. He who shoots first wins.

    That was my experience ... the game was boring as watching paint dry on growing grass. But with what's been said here, I'm just going to blame it on the DM.
    "Of course it's a lost cause. That's why we're here."
    --Springer, Transformers: Stormbringer

    All of my questions are asked, and my answers provided, from the perspective of 5th Edition.

  14. #14
    Join Date
    Feb 2003
    Location
    San Diego
    Age
    37
    Posts
    12,185
    Blog Entries
    14
    Rep Power
    303727
    Ive been playing RPGs a long time now, and am something of a systems geek. Generally, I can glance at a book and figure out the basic idea behind the mechanix and get a feel for how the game plays out, what balances where, etc.

    I opened the Marvel RPG and felt really old. I couldnt figure out squat at a glance. I couldnt figure out how characters stacked up. I couldnt figure out what relevance power ratings had.

    I didnt read the book mind you, I just skimmed it. Thats usually enough, but I couldnt make heads or tails of this one at first glance.
    A complex system that works is invariably found to have evolved from a simple system that worked.
    - John Gall

    KillerShrike.com, wiki

  15. #15
    Join Date
    Mar 2003
    Location
    SF Bay Area
    Age
    47
    Posts
    88
    Rep Power
    366

    Funny...

    On the skim through, the rules made perfect sense to me.

    It was only upon deep reading of the rules and the attempt to make certain difficult to make characters that I had problems understanding certain things.

    However, those issues resolved upon a little bit of review.

    I think part of the problem with "Gamers" and this game is that it uses a vocabulary that we are not familiar with. It is translating these novel terms, which will make the game more accessible to first time gamers and comic book converts, that is giving us issues. Once you read through and absorb the material... it is almost too simple.
    MoonHunter
    Sage, Gamer, Mystic, Wlt
    "The road less traveled is less traveled for a reason."
    Now posting 1100+ RPG Tips @ www.openroleplaying.org

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Similar Threads

  1. A Champion Universe Update Suggestion
    By TechnoViking in forum Champions
    Replies: 8
    Last Post: Jun 17th, '03, 06:54 AM
  2. Marvel Universe to Champions conversion.
    By Irishman in forum Champions
    Replies: 18
    Last Post: Jun 2nd, '03, 06:58 AM
  3. Champions Universe question
    By Space Cadet in forum Champions
    Replies: 1
    Last Post: Apr 24th, '03, 03:26 AM

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •