Lots of great info in this book, organized more helpfully than the other book I've read on Vim, Learning Vim (which was also a very useful book).
Regis...moreLots of great info in this book, organized more helpfully than the other book I've read on Vim, Learning Vim (which was also a very useful book).
Registers get a great treatment here, as do macros and general editing tips for speed and efficiency. Motions and text objects could've used a bit more coverage, but I still got practice with things I did infrequently that I will now use more often.
I also wish the author had covered using Pathogen.vim, simply because of its utility, but there's only so much space. He does reference a number of other great plugins, including surround.vim.(less)
The setting is sketchy, but that’s ok. Not a universal RPG – far from it! – but a flavorful multiverse along the lines of Everway or [and my knowledge...moreThe setting is sketchy, but that’s ok. Not a universal RPG – far from it! – but a flavorful multiverse along the lines of Everway or [and my knowledge of this is quite minimal, so forgive me if I'm wrong] Planescape. Once a whole grand realm called Grand Cornerstone, the world has been torn asunder by some mysterious catastrophe – the Great Calamity. Since then, the Aether – a mist that behaves something like antimatter to the “matter” that is Anima – has been closing in on the shattered remains of a once-great world. Anima is the “mana” of Empyrean, the 7 elemental forces that shape the world, guided by Great Spirits, totem animals of immense power on par with gods.
Throw in colossi, any level of technology or variety of magic, kinds of people (known as the Nascent) and varying levels of Balance of Anima and there’s a great deal of variety to be had. The book provides numerous tools for generating Realms, characters and so on.
Player characters are Eidelons: basically immortal demigods with strange and diverse powers and corresponding personality traits. Anima is what makes up their unique aspects. This is a core concept of characters in Mystic Empyrean – they “wear their souls as a skin”. In other words, their insides are reflected on their outsides. As characters change behavior, their appearances and even their powers change accordingly, whether they like it or not. The rotating GM-ship and voting on experience dole-out ensure this change happens regularly.
Rotating GM-ship? Yes. Troupe-style play, as I’ve heard it called before, is central to the system. What’s more, the “toy box” metaphor means individual players have ownership of specific elements in play. This is about as broad as you could imagine: owning NPCs, monster types, realms, even peculiarities of your game like divergences from standard physics and their impacts. Players take turns ruling on resolution and describing the surroundings, while their PC takes a back seat and basically acts as an NPC.
The central resolution system involves a custom deck of cards representing the levels of the 7 types of “flavored” Anima, as well as Pure Anima (from which the other types are derived, presumably) and Aether, the aforementioned “nothing” that eats away at the fabric of the universe, i.e. Anima. Players have balances of Personal Anima as well, each governing how generally well the character does at tasks ruled by the specific types of Anima. A player gets as many redraws from the deck as the rating of the element in question. I won’t get into more detail now, I probably wouldn’t remember it anyhow.
I would love to play this game at some point. It’s offbeat, I love collaborative play and shared world building.(less)
While certainly offbeat, at times off-putting and much of the time upsetting to read, this was an entertaining story with a few memorable characters a...moreWhile certainly offbeat, at times off-putting and much of the time upsetting to read, this was an entertaining story with a few memorable characters and plenty of witty repartee.
If only for the funny bits alone it's worth reading, so long as you can stomach the rest!(less)
while a good portion of this book is reference example monsters and such, the game mechanics and most of the character creation bits are great. I do t...morewhile a good portion of this book is reference example monsters and such, the game mechanics and most of the character creation bits are great. I do think it's silly to keep around the old school D&D attribute style (with both base attributes and modifiers you have to look up in a table) but this is one small flaw in an otherwise great product. The simple three-way toggle on dice rolls, as well as the explicitness of moves - both for players and GM - I think will facilitate quick and painless play. I've yet to run this through actual play.
I've never read Apocalypse World, so can't speak to how it compares.(less)
I'm a Marvel fanboy. Have been since I can remember. It's no surprise that I've got a bias for anythi...moreI was in love with this for almost the beginning.
I'm a Marvel fanboy. Have been since I can remember. It's no surprise that I've got a bias for anything that captures the flavor of the genre so well. The mechanics were all new to me when I read this.
I've since absorbed a good bit of Fate (via the amazing kickstarter for Fate Core) and I can say this system has a lot more in common with that than with vanilla Cortex. Aspects in Fate are Distinctions in MHR, and stress tracks are vaguely similar between the two. (in Fate they represent avoiding damage, in MHC they represent damage itself) Aspects are awesome. They are amazing.
We played a pickup game of this after hours of silent reading and absorbing and digesting the rules. Love rolling huge handfuls of dice and the Yahtzee die-manipulation that follows. After one or two rolls you really get the hang of it and it moves more quickly than you might expect.
The usage of Distinctions in MHC is absolutely what sold me on Aspects in Fate, so I don't consider this game a knockoff, it's sincerely flattering inspired-by material - and more importantly, it is custom-built for comics-style story play. The mechanics actually aid the development of the story in a real Marvel way, honest to Stan.
If you love Marvel (or superhero comics period) and innovative RPGs, you owe it to yourself to pick up a copy. Some of the organization of material leaves a bit to be desired, but the layouts are slick, the art selections are dead on, and once you wrap your head around the rules you will be amazed how smoothly it plays.
We've actually not played with homegrown characters, and I realize chargen is one of the weaker points in the book. But the more plot- and character-driven rules and physical gaminess of this game make it all too easy to have an amazing time.