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Marvel Multiverse Role-Playing Game: Playtest Rulebook

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Play as an existing Marvel Super Hero, or create your own hero (or villain!) and build your own Marvel Multiverse saga with your friends. Characters will be built using stats such as Might, Agility, Resilience, Vigilance, Ego and Logic. Players: 2-6 (or more!) Three standard six-sided dice (3d6) needed for play. Gameplay will be governed by the all-new, all-different D616 system developed exclusively by Marvel! Hint: Rolling 6-1-6 will yield FANTASTIC results! The Playtest Rulebook contains an exciting adventure as well as everything you need to know in order to build a character. Once you've begun your campaign, there will be instructions to drop Marvel a line - Your feedback may be factored into the core rulebook and subsequent releases!

120 pages, Paperback

Published April 19, 2022

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39 people want to read

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Iban Coello

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Displaying 1 - 9 of 9 reviews
Profile Image for Jason Carter.
17 reviews
April 26, 2022
even after reading this game book i'm not quite sure i think the game would be enjoyable if played.
1,163 reviews7 followers
September 12, 2022
Disclaimer: I don't support paying for unfinished playtest products, and had no intention of buying this book myself. However, a friend bought it for me as a gift. (Which I have to admit was a clever workaround.) Still, this review should not be taken as an endorsement of paying to playtest.

We've been overdue for a new Marvel RPG, since Marvel has exploded in pop culture since the last short-lived attempt (Marvel Heroic Roleplaying). Unfortunately, this playtest product still needs a lot of work.

The core mechanic of the game is "d616". You roll three six-sided dice, with one being a "Marvel die". You're usually trying to add the results together to beat a "Target Number", but if you roll a 1 on the "Marvel die" it gives you even better results (with two 6s and a Marvel 1 - or 6-1-6 - being the best possible result). It's distinctive, but also very gimmicky and unintuitive.

Many of the remaining core mechanics feel like a hodgepodge of elements from other successful RPGs of the past, particularly market leader D&D 5th Edition. There are "edges" and "troubles", like D&D 5E's advantage/disadvantage. There are six ability scores, which clearly map to D&D's classic six, but are renamed so they spell out MARVEL (Might, Agility, Resilience, Vigilance, Ego, and Logic). "Karma" resembles modern RPG mechanics like 5E's inspiration (but might be a nod to the Karma mechanic in the 1980s Marvel Super Heroes RPG). However, there are a few core mechanics that don't seem to draw directly on other popular games, such as giving characters both "Health" and "Focus" (basically mental hit points). Focus can also be burned up to fuel certain actions.

Player characters have "ranks" - levels - which limit their access to a certain number of powers per rank. Most powers are also strictly available within fixed "power sets", which are structured sort of like video-game skill trees and can get weirdly specific (there's one just for "Spider-Powers"). You also choose rank-dependent "archetypes" - basically classes - that help determine your character's statistics. Characters further select a two-part "backstory", which includes comic-booky "origins" and more mundane "professions" - these are supposed to be customizable, but there's definitely more room for that in professions than origins. Backstory choices provide access to a limited list of "traits" - sort of like feats from older editions of D&D, although some are purely narrative instead of mechanical, like "Green Door" or "X-Gene".

Unfortunately, while the intent of this approach is clear - they want a highly structured character design experience that resembles D&D - it feels very limiting for a superhero game. It doesn't help that there's a dizzying number of traits and powers, and many also sound and work very similar to one another. The powers section of a superhero RPG should be exciting and inspiring, but their list instead comes off as a chore to search through. (The list of traits is a little better, admittedly, likely because they're simpler and stand alone.) The choice to lock most powers to specific sets, and limit the number of sets a character can choose from, also feels like a roadblock to some character concepts, even if they include some generic powers and special traits that allow for workarounds.

As for the combat mechanics, they also resemble D&D's, but seem to pull in some of the complexity from earlier editions, with more detail on conditions, sizes, movement, and other variables. They are also pretty thorough about addressing common superhero fight tropes, although some can be weirdly specific (such as rules for Spider-Man's webs). The result feels a bit too detailed for superhero gaming - something more flexible might have been better.

Once they're done covering the rules, the book includes some single-page sample hero profiles, which list so many unexplained traits and powers that it's kind of intimidating. (Seriously, you'd need a crib sheet for sure. The PC character sheet is a bit better, as it's two pages and has room for notes.) There's also some very limited gamemastering advice - which admits the book is aimed at veteran RPG players and didn't fuss over the topic too much - and a decently fun sample adventure, which cleverly pits the heroes against their evil twins.

All in all, this book is kind of a letdown. It feels very unfinished, more like someone's homebrew superhero rules assembled from other games than something ready for consumption. Granted, this is a playtest product, but it's still a published product, and you'd expect something closer to completion. If the final game doesn't make some significant changes - basically, streamlining character creation guidelines and gameplay - you'd probably be better off going back to an older Marvel or other superhero RPG, rather than using this new Marvel game. Hopefully the final release will be more impressive. (C+)
202 reviews1 follower
May 23, 2022

Ring Side Report-RPG Review of Marvel Multiverse Role-Playing Games





Originally posted at www.throatpunchgames.com, a new idea every day!





Product- Marvel Multiverse Role-Playing Games Playtest Rulebook





System- d616





Producer- Marvel





Price- $9.99 here https://www.amazon.com/Marvel-Multive...





TL; DR-A solid evolution of GURPS 93%





Basics- AVENGERS ASSEMBLE! The Multiverse Role-Playing Game is the newest version of Marvel role-playing game. Let’s look at the game play, theme, and execution in our break down of the Marvel Multiverse role-playing game.





Basic mechanics/d616 system- Like most other RPGs, this system is roll dice, add number, see if successful. What sets this system apart is the basic mechanic of 2d6 and a separate d6. The separate d6 is your Marvel die where the six is a six, but a one is used as a six. Thus you have two normal dice and a die with two sixes increasing the likelihood of higher rolls.





Edge, trouble and Karma- Like most other modern RPGs, this system has reroll abilities. If your character has advantages like equipment or special powers, you can reroll dice, taking the higher roll. Trouble is the opposite of edge where the game master, called the narrator, can make you reroll dice and take the lower value. Karma is a resource you can spend when you choose to reroll a single die on any check.





Character Generation- Character generation is relatively easy. Your group chooses a rank between 0, basic human, to 25, god-like power, a concept, archetype, basically a class, spend ability points, pick backstory elements that function as traits, choose powers,and calculate final scores. This is a very class-based system, so you choose a class and that's what you do. Right now you can’t blend classes, but this is a playtest. The archetype you choose determines how your different character attributes change as you level up and spend points to advance. Interestingly, each attribute also has a corresponding defense value similar to DnD 5e for saving throws.





Powers- Powers are the equivalent of feats in DnD. Your backstory, rank and concept affect what powers you have access too. Also interestingly, there are the equivalent of feat trees as you can become more powerful in a particular area.





Combat-Combat is similar to most other RPGs. You start with initiative and on your turn you can take different actions like easy actions, actions like talking quickly, standard actions, attacking or doing something complicated, movement, and off turn actions like reactions. Attacks are against specific defenses, and success means you do damage according to your archetype. Damage is reduced by specific damage resistances which give a specific value.





Ok, let’s see our thoughts on it.





Mechanics or Crunch- This system feels like an interesting evolution of the GURPS system mixed with modern ideas. The system works decently well, but the system makes a few strange steps to make the d616 system happen. The idea of a die having two sixes is interesting but it's done because the basic universe for the Marvel comics is the 616 universe ( for reference we live in the universe 1218). That said, the basic ideas are things most RPG players will know and love and pick up quickly. 4.5/5





Theme or Fluff- There isn’t much to say except this is done well. You have the Marvel comics people doing the Marvel Comics RPG. They know their characters so what you see here feels like the Marvel comics. 5/5





Execution- I love everything I see here with one exception. The book has a great layout, solid writing, and good pictures. It has several premade characters and a whole adventure all for under 10 bucks! What I don’t like is I can’t just buy a PDF. I can buy digital via roll20, but I can’t just go to drive thru RPG and buy a PDF. This is good for the comic shops, but I want to read this via my tablet or phone via PDF. This is strange as I can buy via Kindle, so why not the usual places? 4.5/5





Summary- Marvel Multiverse Role-Playing Games is a good evolution of game design and production. The system is good despite the quaint use of the die that breaks down to two sixes on it. The story is solid as solid stories and theme is what Marvel does. The execution is great, but I am annoyed that I can’t buy this where I get most of my RPGs. Overall, this is a solid game that, if you or your fellow true believers want a comic book adventure oneshot, is well worth picking up. 93%


Profile Image for Barry.
496 reviews32 followers
October 5, 2022
I picked up these playtest rules because I thought it would be fun to spin up a little Marvel RPG with the kids. It's been gathering dust for a while but since I paid for it, have delved into it over the last few days.

First of all, having read the rules I am pretty sure I won't be running this. It doesn't inspire me from a rules or Marvel or superhero perspective. The system feels really clunky and it's way to similar to how D&D games run which I don't think is a good way to run supers games. I suppose if you like mid-level crunch you may like it.

Also more fool me. The playtest rules were cheap and I thought there would be enough to engage a game with the kids with. Not really and a reminder not to pay for playtest rules.

Sadly this will sell well because it's an official Marvel rpg but there is nothing special here.

Also, the 'sample adventure' isn't a sample adventure. It's 'run a fight' which it is okay for playtest but don't sell a product with an 'adventure' if it doesn't have one.

Some may get something out of this but not for me.
Profile Image for Beth.
358 reviews1 follower
May 4, 2022
A solid rule set for those who have played superhero RPGs before but it's clear they also want to attract newcomers and 1) I'm concerned they could be intimidated and 2) I'm also concerned that news about this public playtest, for which you have to buy the book, is going to get enough newcomers into the playtest to give the designers sufficient feedback, hurting the final product's ability to draw newcomers to tabletop RPGs.
Profile Image for Max.
153 reviews
September 18, 2022
An overcomplicated but enthusiastic and stylish approach to a superhero RPG. Current play-testing looks very promising, with substantial changes and streamlining happening. Very interested in seeing what the final product looks like.
Profile Image for Timothy Pitkin.
1,997 reviews8 followers
January 16, 2023
Not a bad start with some nice idea, loved the idea of the 616 roles but my only real problem is that I am not really sure about the idea of classes in a superhero RPG or how certain powers are locked behind certain origins but I would love to see the finished product.
Profile Image for John Smith.
344 reviews2 followers
October 1, 2022
It is what it says on The cover a bare bones playtest booklet. But has the the beginnings of what could possibly be a great game. I can't wait to see what they full rule book it's like.
Displaying 1 - 9 of 9 reviews

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