Heads up: if you, like me, are looking at this as an alternative to something like Eclipse Phase, think again. It is far too vague to compete with theHeads up: if you, like me, are looking at this as an alternative to something like Eclipse Phase, think again. It is far too vague to compete with the rich setting of that game, and is much less crunchy, though still crunchier than I might like. (still haven't played the other game either, but am blown away by the setting)
I really like the cluster generation rules and some of the vague, hand-wavey schlock is quite inspired. (hand-wavey is the authors' own term)
I haven't actually read the rules for either of the combat mini-games in the book, mostly because the central Fate-derived rules are very hard to follow. There seem to be more examples than there are actual rules listings. And I didn't have the stomach for more of the same.
Some of my problems may extend from a poor conversion to epub, but nevertheless I have them.
I'll likely give this vague setting and those tasty cluster rules a try with the newer Fate Core rules, which are both simpler and much much clearer....more
Haven't finished this yet but both the writing and the art are top-notch. A look into a chemical- and- dream-fueled journey into the mind of an artistHaven't finished this yet but both the writing and the art are top-notch. A look into a chemical- and- dream-fueled journey into the mind of an artist and his entourage. Very surreal. ...more
after reading only half of this book (more on creativity and inspiration, the later chapters are on separating wheat from chaff and organizing your noafter reading only half of this book (more on creativity and inspiration, the later chapters are on separating wheat from chaff and organizing your notes) I was inspired to put together a sandbox for my players that I think would have run great. Unfortunately we had to move away and I only got to run one session using Everway and Mythic for very off the cuff creative play. I thought what little we played worked well.
Anything by the Gnome Stew guys is great, so if you know you like them, pick this up immediately!...more
I'm a Marvel fanboy. Have been since I can remember. It's no surprise that I've got a bias for anythiI 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.