My first love among super-hero RPGs was Villains and Vigilantes. It's one of my first RPGs, period, for that matter. It was only after V&V showed me what these games could deliver that I really got into Dungeons & Dragons. I still love V&V as a player. As a GM, though, stat-building for all those characters and taking all those combat formulas into account during play is a daunting task.
I used to play a lot of GURPS Supers once upon a time. We had a long-running campaign with all kinds of interlocking plots and conflicts. There were even a few spin-offs. If V&V stats are daunting, though, the prospect of slogging through GURPS again is terrifying.
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Mutants and Masterminds got more than a brief look. It's a well-constructed game, based on mechanics I'm familiar with, and I already own a copy. There might even be a GM screen somewhere in my house because Tom was going to run it one year for... I don't remember why. It seems like a very unTom-like thing to do. M&M is a little more fussy than I wanted, but it stayed in the running until the end. If you want satisfying comic book hero rules, after all, there's always going to be some complexity creeping in.
The original Marvel RPG from the 80's looked okay. I might have given it more consideration if I had ever owned a physical copy, and if I hadn't gotten really excited about something else before I got around to it. I had also picked up the more recent Marvel RPG by Margaret Weis Productions at Gen Con a couple of years ago. After a read-through, I didn't much like the look of the fidgety dice conventions and nothing else really grabbed me, but I admit I never gave the game a fair chance.
I toyed with the idea of making my own super-hero game out of Tom's TACK system, or finishing the one Michael was developing, but either of those would be a lot of work, and I've already got plenty to do. Finding another job for myself is not at all what I had in mind. Maybe someday.
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So that game got shelved. Life and gaming moved on and I didn't think much about it until this weekend. When I picked it up this time to check it out, I couldn't even remember how it worked, beyond, "cards." They pack a lot of different uses into those colorful cards, all on top of a simple and brilliantly flexible system that makes it really easy to deal with the kinds of surprises that are bound to come up in a wild super-hero action game. Every time I flipped through the book thinking, "I wonder how they handle..." I found myself smiling. Often the answer was what I was hoping it would be. Just as often, it was better.
So yeah, when my turn comes up to run something in our little get-together, I'm going to have them pick out characters from the books for a quick trial run, to get everyone (including me) more comfortable with the rules. After that, assuming all goes well, I figure I'll let them decide if they want to pick a character for the actual campaign or make one. I'd kind of prefer they make one, but it seems kind of scroogy to run Marvel Super Heroes and then tell people they can't play a Marvel character.
Okay, so, yeah. Done blogging. Ready to play now.