Fate Core Kickstarter or How to Make $50,000 on a Free Product

I’m a fan of Evil Hat Productions. They do good work in RPGs and have expanded into fiction and board games. Last night, around 10pm central time, they launched a third Kickstarter campaign. This is for Fate Core, the newest edition of their RPG system Fate.

Their previous Kickstarter campaigns have been successful by all measures. Fred and Rob are savvy businessmen and have designed their Kickstarters specifically to help fund the end production of things they are already bringing to market. To that end, Kickstarter serves very particular functions for Evil Hat.

First, Kickstarter is essentially a pre-order system for their products. The design work is finished. The only thing left is print and distribution. The traditional reasons for accepting pre-orders of a product are to:

  1. generate buzz,
  2. gather information about demand, and
  3. take in sales revenue ahead of production.

Kickstarter campaigns by their very nature generate buzz. Crowdfunding largely relies on word of mouth advertising to be successful. There’s an element of social media to the process. Making a Kickstarter campaign and running it correctly will generate buzz about the product. (Running a Kickstarter correctly is a whole other issue I can’t get into right now.) A successful pre-order will also give you some idea about what the demand for your product will be after it is available. This is mostly guess work but, generally speaking, a strong pre-order indicates a strong demand.

I imagine the most important part for the Evil Hat guys is generating sales revenue prior to production. I’m not saying that the first two aren’t important but Fred and Rob have a very strong community already and they know how to communicate to their fans. They can make buzz and figure out demand. Fate Core would be a success without Kickstarter. Evil Hat can do that. So what makes Kickstarter important to them, the reason they turn to Kickstarter, is that they can pay for the print run of Fate Core without dipping into the company coffers. While there are some sunk costs involved with design and editing already, the big lump cost of a print production are a more serious one-time drain. All the profits they’ve made from the Dresden Files RPG can continue paying the bills (and the designers and editors) as Fate Core pays for itself right out of the box. Evil Hat ensures that their product is 100% economically viable from the outset. That’s a winning strategy for a business.

Setting the funding goals for Dinocalypse and Fate Core intentionally low reflects this strategy. While Evil Hat could reach a higher funding goal, having a lower goal practically guarantees they will be funded (and thus collect the money) and allows them to engage their customers for more stretch goals.

Secondly, and more interestingly, Kickstarter is a way to generate discussion about the product. This isn’t just buzz, as above. Specifically with Fate Core the Evil Hat guys are engaging the backers to make sure their product is as perfect as it can be when it gets printed. In essence, Evil Hat is crowdsourcing editing and playtesting for two months prior to publication. They are working directly with their core audience to give fans what they want. All backers get the current PDF (no art, page numbers not finalized) as soon as they back the project. The top tier of backers get to work with Evil Hat directly to create a Fate Core implementation for their home campaigns. Essentially, Evil Hat will help you build the game you want to play.

wpid-FateCore-2012-12-4-18-00.png
Screenshot of the Fate Core Kickstarter.

So what? It’s just a gangbusters RPG Kickstarter, right? We’ve seen plenty of those before. Well, not really. See, Evil Hat has some Kickstarter experience leveraging the popularity of their existing IP for adjacent markets. Both the Dinocalypse Trilogy and Race to Adventure! were successful forays into new territory – fiction and board games. Race to Adventure! took in more money ($52,000 vs. $42,000) but Dinocalypse had more backers (1,516 vs. 884). Both of those projects ran for 30 days.

In under 18 hours, Fate Core has racked up over $50,000 in pledges with more than 1,600 backers. It’s also set to run for nearly two months. And here’s the craziest thing: they’re giving away Fate Core after the Kickstarter. The PDF version will be released on a pay-what-you-want model after the book gets printed. That model includes a free download if you don’t want to pay anything. In the course of a day, Evil Hat has collected $50,000 in payments for a free product. Who else has done that? No one I can think of.

Why is this noteworthy? Because Evil Hat is now focusing on its core product: RPGs. Specifically the Fate system that put them on the map. We’ve seen them run strong, successful Kickstarter campaigns in the past. They’ve demonstrated the ability to reach out beyond their target market to grow interest in their company and their IP. Now they’re doing the same thing and more with their best offering. I’m interested to see how far this one goes. They have a strong fan base and word will spread beyond their existing fans over the next two months. All in all, it’s exciting to watch unfold.

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Heroes Fall: The Beastmaster

The second splat I’m going to talk about is the Beastmaster. This has been one of the biggest challenges for me to write. Bringing the Beastmaster into the drama and tying her to the other characters has been difficult. It’s the typical problem of the ranger or druid in a D&D campaign. What reason do they have to be there? Ties [1] help with this somewhat but there were other challenges.

The Beastmaster

So many people, all alone. They don’t realize we are all one. You do. You are the Beastmaster and have found a reflection of yourself in a creature of power. Together you are whole in ways no one else will ever be.

Continue reading

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Heroes Fall: The Barbarian

This is the first post in a series discussing the splats in Heroes Fall. Initially, the game started off as a thought experiment about the ways classic D&D classes could be expressed using the playbooks from Apocalypse World. It has since grown into its own thing. These posts will serve a dual-purpose. First, it will communicate more about Heroes Fall to the people interested in the game. Secondly, and perhaps more importantly, it will get me thinking about how to articulate the game and the cool things I have done.

The Barbarian

Many men are soldiers. They fight and kill and die. The Barbarian is nothing so simple as that. You are a living weapon. Death incarnate. Your weapon is a part of you. When you die, it will be with an enemy’s heart clutched in your fist as you grind your broken foes beneath you. Many men have tried to kill you. All have failed.

Continue reading

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Heroes Fall: Advancement

Advancement in RPGs is a difficult topic to discuss and a difficult mechanic to design. Players like advancement because it gives a sense of progress and provides a clear track of the journey the character has undergone. That progress also typically provides characters with more problem solving and conflict resolution options than were initially available at character creation. There is a thin line to walk with advancement: too much and the characters will become unbelievable or cease to function in the game; too little and the characters don’t change enough to provide an interesting change in circumstances throughout the story. Much of the tone of Heroes Fall is taken from the Conan the Barbarian stories. In them we see Conan grow and change from a wary, uncouth thief and savage into a learned, cultured, and even philosophical king. That’s quite an arc!

Heroes Fall has advancement in the vein of Apocalypse World and its various other hacks. Characters mark XP on a track and after a set number of XP has been marked, the track clears and an advance is selected. At this point, before any campaign-level playtesting, advances occur after every 5 XP.

Moves

As the characters of Heroes Fall progress, they learn new moves and improve the basic moves. The splats are deliberately made so that the players can never have all of the moves on the splat at once. Choices must be made. Even with advances characters will have to leave one or more splat moves untouched. By allowing some more moves to be taken from the splat as the character advances they can see how the character grows in their niche. The Chieftain starts with tribal leader (which allows him to roll+hard instead of roll+smooth to command his tribe) and one other move. Most of the available Chieftain moves all improve the tribe. So as the Chieftain advances and selects new moves, his tribe will improve as well. All of the splats have a core focus in this way.

Each splat also has one or two advances that reads, “Get a move from another splat.” This allows the characters to branch out and explore the cool things other splats can do.

Stats

Every splat has advances that improve the character’s stats. Improving the stats makes the characters better over all, improving the chances of succeeding with various moves. This also follows the idea of Conan growing in power, wisdom, and wit as he goes on. It’s also a very common and easy way to advance a character in RPGs.

Scale

A subsystem I am adding to the engine is one of scale. Scale measures the character’s ability to influence groups of people. A character may take any action he wishes but will be bound by his scale for the effect. That is, Temair the Keeper can make an impassioned speech in front of a huge throng of people but if her scale is only personal, at best only a few people will be swayed to action by her words. Scale ranges from personal (a handful of people) all the way up to global (everyone on earth). This is somewhat modeled on a similar system in Ron Edwards’ Trollbabe. There are six degrees of scale. Characters begin at personal scale and step up in scale at every third advance (3, 6, 9, 12, and 15). This gives a slow, steady progression up the ladder to gradually more epic scales.

Fans of Apocalypse World are probably familiar with the gangs in that game. Gang size has been tied to scale in Heroes Fall. Personal scale is a bodyguard or handful of followers while national scale is an army or barbarian horde. Many splats have advances or moves that give them a gang. Most of these are tied to the scale of the character, advancing as the character advances.

My hope with scale is to model the all sizes of conflicts and give the players agency to lead armies in war or rebellion. Scale allows them to do that but also requires them to work for it over time.

Color

Timo of the Jank Cast describes Apocalypse World as “color first gaming.” It’s an intriguing concept and certainly one of the reasons I enjoy the game. I wanted to build on the idea that the game encourages player-created fiction in a variety of ways. There are a number of moves in the game that incentivize adding color to the fiction. There are also advancement options that specifically add color to the game. Heroes Fall is pre-apocalyptic. The characters live in the last days of splendor that an ancient civilization has left to it. Throughout the game, there will be opportunities for the players to describe just what the fall of man will be. In essence, they are adding color specifically to build up tension for this apocalypse.

At the first two tiers of advancement, there is one option for the player to add color to the world. The Righteous, for example, has the option to, “Choose a virtue that will flourish after the fall.” This is a first-tier option so the Righteous could choose to take that with his first advance. What I find cool about that advance is that the Righteous gets to say something very real about the morals and virtues of society. It fits the character, as the staunch defender of the faith, and it reinforces the idea that the fall of man is coming.

In the second tier each splat has the option to, “Tell a legend that will survive the fall.” While this is generic it gives the players a moment in the game to talk about something cool. Remember that the characters are mythic figures. The legend that the player tells can be an embellished retelling of something that happened in the game – this establishes the character in the realm of myth and legend and also drives home the color of the fiction while giving the player a moment to bask in the glory of her character.

The third tier is made entirely from color-adding advances. Here it is in its entirety:

After ten advances, you can pick the top available item on the list below. Everyone checks it off; no one else can take it.

  • Tell a legend that will survive the fall.
  • Choose a place to rebuild after the fall.
  • Choose who will be blamed for the fall.
  • Give shape to the fall.
  • The fall occurs. Tell of the doom it brings.

This is a little different. The tier is shared amongst all of the players. Any one option can only be taken once in the entire game. I hope this actually creates a bit of a scramble to reach the fifth advance here, which is also the end-game trigger. Who doesn’t want to narrate how a terrible cataclysm befalls an entire civilization? Moreover, who doesn’t want to be the one to narrate that to your advantage? The scramble to the end-game may get very bloody and messy. Right now the best way to earn XP is by interfering with the other PCs.

Advancement Tiers

The tiers I discuss above have a little more to them. The first tier is the largest. It has eleven options and is focused on making the character more potent. This is where you have the options to boost stats, get more moves, and recruit followers. About half of the options are unique to each splat, with the other half consisting of improving stats, getting a new move, or getting a new move from another splat. The color adding advance is different for each splat and is phrased to encourage the fiction to be driven toward a character’s interests and abilities.

The second tier is more of the same but also very generic. This tier is unlocked once a character has taken five advances. You can advance any one stat, improve the basic moves, tell a legend, or make a second character to play. Each splat does have a unique advance in this tier that speaks to the heart of the splat. In Apocalypse World this is where the player has the option to retire a character to safety. Heroes Fall doesn’t have that option. It’s not in the cards. The fall is coming and no one is safe.

The top available option on the third tier can be taken by any character who has already taken ten or more advances. This tier is all color. Every option gives the player broad authority to declare things about the world. None of the options give mechanical weight to anything. To be honest, I don’t know if this will work. In my mind, I see players nervously circling around that pool of advances. No one is quite daring enough to take one, so they all continue building up their characters with tiers 1 and 2. Then someone, some foolhardy son of a bitch with nothing left to lose, takes the first option. The rest of the game is a series of bloody betrayals, violent upheavals and death driven by the petty hatreds the characters have for one another. Until one of them takes that last option and the fall of man comes to pass.

There you go. That’s what I’ve got. Let me know what you think!

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Heroes Fall Progress

So I took a bit of a hit on the employment front and got a rejection letter from the company I’d spent six weeks interviewing. They don’t need my services at this time. After a day of self-pity I got my ass in gear and opened up Scrivener again for the first time since August. I decided I wasn’t going to let depression get in the way of my creativity.

Boy, is that hard to do.

Diving into the guts of the game for the first time in months really surprised me. I was excited about what I had written. For the first time ever, coming back to a project revitalized me and got me going again. The notes I made after my GenCon playtests were dug up and put on my desktop as stickies. I’m proud to say that many of those stickies have been deleted because I’ve accomplished the goals they contained. There are still plenty more but I have made a sizable dent in the “Splat Changes” and “Mechanical” columns of my notes of changes. My mechanical list is a single item: “direct the Beastmaster more directly into the drama.” That’s a big task. We’ll see how it plays in upcoming tests. Splat Changes has just two options: “the Wizard needs some NPC love” and “write up the advanced options for patrons, companies, and guilds.”

The list of procedural changes is still pretty lengthy and involves writing a lot of lists. That’s going to take some brute force but it’s necessary to have that in place before I pass it off to anyone else to play the game.

I spoke on The Jank Cast this week about Apocalypse World and its hacks. Joe and Todd talked about how the behind-the-scenes rules can be hacked, tweaked, and altered. It crystallized what I’d been thinking about with Heroes Fall for a while but hadn’t consciously realized. The dark fantasy sword & sorcery genre is very different from post-apocalyptic, even weird post-apocalyptic. One of the best ways to adjust for that is by changing the GM guidelines. Change the agenda, principles, and moves of the GM and the game will play wildly different. That’s what I’ve been working on today. I wrote nearly 4,000 words setting the agendas, principles, GM moves, and guidelines for prep. They’re different from Apocalypse World fairly significantly though still clearly inspired by the original.

The splats themselves are coming along nicely. I only have a few scattered items to fill in across all of them. Most of those items didn’t make the lists since they’re outstanding from before GenCon. The endgame and XP has come a long way in the past few days. It’s actually shaping up to be a game that can stand on its own. Which is good because I’ll be running it again at Gameday Chicago 33 next Saturday. Onward!

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Supervillain Winner

Wow, was it really months ago that I ran the supervillain contest? That was rhetorical. Smart-ass answers can be kept in the peanut gallery. We voted on the submissions and this was the winning entry. The players in the game liked it because it had a lot of classic archvillain tropes. Max Ace’s player actually described it as, “Iron Monger meets Lex Luthor.”

Personally, as the Watcher who got to write up this villain, I had a fantastic time coming up with cool things for his powers.

The Chosen (Bruce Victor)

Who is your villain’s arch nemesis?

Max Ace

What is your villain’s origin story?

Bruce Victor was a brilliant young engineering student at Empire State University who built and raced high performance vehicles to pay for his tuition. His life took a tragic turn when Galactus attacked. The Fantastic Four defeated Galactus that day but the damage to the city was tremendous. A piece of Galactus’ ship fell to the earth and bounced through the crowd assembled along the Hudson to watch the titanic battle. The debris flashed when it landed on another young man ahead of Bruce, an image that was burned into his memory. The alien debris tumbled on and crushed Bruce’s legs, leaving him paralyzed from the waist down.

As Bruce sat in the hospital recovering from the accident news reports began circulating of a man with incredible powers. The face of the man crushed by the debris had haunted Bruce’s dreams for weeks and now that man was a superhero. Something in Bruce changed that day. His life of promise turned dark. Hatred infected his soul and warped his mind. The power that Max Ace now possessed had been meant for Bruce Victor, he was The Chosen. Lying broken in a hospital bed he vowed to have the power that was rightfully his even if he had to take it from Max Ace’s shattered body.

What powers, abilities, or technology does your villain have?

Using his vast intellect, The Chosen constructed an exosuit that not only allowed him to walk again but was also a mobile weapons platform of devastating power. It allows him to fly, fire beams of energy, absorb cosmic energy and provides him with superhuman strength. The suit itself is durable but more impressively it is outfitted with an energy shield that is nearly impervious to most damage.

The Chosen studied Max Ace and investigated the sites of his heroics. He discovered that Max Ace’s powers emitted a form of radiation previously unknown to science. His suit includes a number of devices to counter and drain this energy. He plans to drain the cosmic energy from Max Ace and leave him a crippled husk.

What is your villain’s greatest weakness?

The Chosen is fueled by his unreasoning hatred of Max Ace. He suffers the delusion that the cosmic powers belong to him and him alone. When faced with the object of his hatred he falls into blind rage and loses whatever calm he may possess. Hatred and arrogance have the potential to undermine everything he does.

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Unpredictable Dice

I’ve been thinking since my last post about the Star Wars RPG dice system. Shortly after I published that, I had a realization. Fantasy Flight’s custom dice do the same thing that Apocalypse World does with moves.

Dice have often been described as the source of randomness in games. Most systems only use dice to generate either binary results (i.e., success or failure) or numerical degrees of success (i.e., damage). Very few games use dice to generate results that offer prompts for the narrative. The games rely on the players to generate these lateral results. Certainly players can provide more varied and random responses than any pre-programmed system. The benefit to a pre-programmed system of prompts is that it promotes cohesion in the themes of the narrative by constraining choices to those appropriate for the game.

Apocalypse World uses dice as narrative prompts by outlining every roll of the dice along three degrees of success (failure, partial success, and substantial success) where each degree is a broad prompt for story progression. Aside from the specifics of each move, which outlines the success options, the MC has a list of universal prompts that guide the options for failure. All of this constrains the narrative to progression appropriate to the game.

Edge of the Empire is doing the same thing. The dice offer results lateral to success and failure through advantage, triumph, threat, and despair. Advantage and threat do not directly affect success or failure and both take effect regardless of the success of the action. They change the scene to make things more beneficial or difficult. Multiple advantages may be combined for a single large benefit and multiple despair can seriously put the characters at disadvantage. Triumph and despair count as success or failure respectively but also count as more powerful versions of advantage and threat, effects that require multiple of those only need a single triumph or despair. Similarly to Apocalypse World, the text of Edge of the Empire gives guidelines as to how the dice should be interpreted for every skill.

It occurs to me that using a tarot deck could accomplish the same thing. It contains built-in thematic cues.

That’s some powerful stuff right there, when it’s done well. Can’t wait to give Edge of the Empire a shot to see how well they’ve done with the design.

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Doc Savage – A Marvel Hero

It should come to no surprise of anyone that I am a huge fan of Doc Savage. My dad traveled a lot for his job when I was young so he would pick up books to read on his long trips. As a kid I would read the books he left behind. This meant I read a lot of stuff that I wasn’t ready for (Rogue Warrior by Richard Marcinko and Liege Killer by Christopher Hinz come to mind) but it also introduced me to fantasy and pulp fiction at a young age. Specifically dad brought home a number of Doc Savage omnibus collections and I was hooked.

One of the things that’s been troubling me about Marvel Heroic is that characters are all defined by their superhuman powers and abilities. Those powers and abilities can come from a variety of sources but at the end of the day, they are still powers. I’ve wanted to write a character who wasn’t superhuman for a long time. In many ways, that character’s “superpower” is to be really good at a lot of different skills. Doc Savage is pretty much the epitome of such a character. Many of the ideas on this datafile have been kicking around my head for a while. I’m really happy with how it came out. Let me know what you think.

Dr. Clark “Doc” Savage, Jr.

Affiliation
Solo D8 Buddy D6 Team D10

Distinctions
Man of Bronze
Learned Perfection
Scientist-Adventurer

ADVANCED TECHNOLOGY
Rapid-Firer D6
SFX: Human Paragon. When a dice pool includes a Master specialty, you may add another specialty to the pool at Expert level.
SFX: Unpredictable. When spending PP to create a stunt, you may split the stunt into 2d at -1 step.
SFX: Tremendous Resources. When spending PP to create resources, step up the resource by +1 step.
SFX: Specialty Ammo. Step up or double Rapid-Firer when inflicting sleep or fire complications. Step up the effect die on a success.
Limit: Impossible Standards. Earn 1 PP and step up emotional stress by +1 when caused by guilt over your failures.
Limit: Gear. Shutdown Rapid-Firer and all tech-based resources and gain 1 PP. Take an action vs. doom pool to recover.

Specialties
Acrobatic Expert, Business Master, Combat Master, Covert Expert, Crime Master, Medical Master, Psych Expert, Science Master, Tech Master, Vehicle Expert

Posted in Characters, Marvel Heroic RPG, Role Playing | 1 Comment

Star Wars RPG

At GenCon this year Fantasy Flight Games had the most exciting announcement for me: they released Edge of the Empire, the first of three Star Wars RPGs, in beta form. I’m a Star Wars fan and always have been. Star Wars is what drew me to RPGs. My uncle gave me a copy of Star Wars Adventure Journal Vol. 4 as a Christmas gift one year. I didn’t have the rule book, I didn’t even know what an RPG was at the time. But I read the cover off that book over the next few years. I still have that issue of Star Wars Adventure Journal. And I’ve since bought two more. And the WEG Star Wars RPG 2nd Edition Revised and Expanded. And a few source books. To date, I’ve never had a chance to play the West End Games Star Wars RPG. It remains my unicorn.

I’ve been reading the beta book here and there since Thursday. Today I want to talk about the dice system.

Custom Built, Custom Fit

Edge of the Empire uses a custom engine that I’m told is based on the Warhammer Fantasy RPG. The dice faces are covered with custom symbols instead of numbers. There are seven types of dice of different polyhedral sizes and colors: boost dice (blue D6), ability dice (green D8), proficiency (yellow D12), setback (black D6), difficulty (purple D8), challenge (red D12), and Force (white D12). Generally speaking, the larger the die the more potent that die is, giving more significant chance of changing the story.

Boost, ability, and proficiency dice represent the various advantages and benefits that a character will have for any given task. The basic mechanic is to identify the characteristic and skill appropriate to the task. Skills are rated between 0 and 5 and characteristics are rated between 1 and 6. The larger of your characteristic or skill determines how many ability dice (green D8) get added to the dice pool. The smaller of those two determines how many dice get upgraded to proficiency dice (yellow D12). Special abilities, equipment, and situational modifiers can add more dice to the pool. It’s important to note that nothing bad comes from these dice. The worst thing that can happen is a null result – each die has one or more blank faces.

The setback, difficulty, and challenge dice form the opposition. The interesting thing about opposed rolls, such as combat, is that the opposing character’s characteristic and skill add difficulty (purple D8) and challenge (red D12) dice in exactly the same way that the acting character adds in ability and proficiency dice. In this way only one player is rolling dice at a time.

Force dice are unique. They don’t help determine success, failure, or advantage/disadvantage. What Force dice do is generate resources in the form of Light side and Dark side points. The Force die is a D12 and has seven faces with Dark side points but only five faces with Light side points. Most of the Dark side faces give a single Dark side point while the Light side faces are mostly doubles. As a quick thematic point, I really like that the Dark side is easier and more reliable to get but the Light side has greater depths of power when you are able to touch upon it.

Rich Rolling

I’m Johnny-Come-Lately to Clyde Rhoer’s podcast Theory from the Closet and just listened to Episode 12: Interview with Fred Hicks in which Fred explains his idea of “rich rolling”. This is a concept where the dice give multiple data points in every roll. Fred’s example was from his own game “Don’t Rest Your Head”. Edge of the Empire accomplishes this through its custom dice. The biggest drawback to this system is that the symbols aren’t exactly intuitive. A small explosion is a Success, while triangles with concave sides are Failures and cancel successes. A Republic wreath is an Advantage and something that sort of looks like an Imperial gear is a Threat, which don’t cancel one another. The blazing sword icon is a Triumph and the Failure with a circle around it is a Despair. Triumph and Despair count as Success and Failure, respectively, but also trigger special effects and have the ability to change the story significantly.

Huh?

It takes a while to wrap your head around the symbols and their effects but it’s actually pretty elegant once you internalize them. The thing I really like about it is that the dice don’t just measure success and failure. Every dice system does that to some degree. What the symbols do is give the players success or failure, advantages, disadvantages, and more powerful story effects with Triumph and Despair. The dice have the potential to very quickly change the story with a very short seek and handling times. It’s a strange thing – the dice system has a steep learning curve before play for a shorter, punchier handling time at the table.

Final Thoughts

The custom nature of the dice is a divisive issue in the gaming community. A cursory glance at the forums on fantasyflightgames.com shows a lot of vitriol directed toward FFG for making this design choice. After getting an idea of how the dice work, though, I’m very impressed with what’s going on under the hood. I’d love to play the game. I just need to wait for the rest of my dice to arrive.

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Marvel Universe Changes

Running an RPG campaign in an established setting is fraught with peril. You can trip over canon, run into disputes over characters, or even accidentally rewrite the history of a cherished character. If not handled well these issues can ruin the campaign.

As previously posted here on the blog, I just started a campaign of the Marvel Heroic RPG. One of my biggest goals is avoiding the pitfalls outlined above. To that end, I set up a few guidelines out of the gate.

This is not the Marvel you know

The main Marvel Universe (Earth-616) has more than fifty years of continuity. It is incredibly rich with literally thousands of characters. It’s a veritable playground for anyone wanting to tell stories about superheroes. Our game is inspired by that universe but is not that universe. I set that out explicitly for the group when we started making characters. We can take elements from Earth-61, the Ultimates universe, and even the recent film continuity but we will be playing in our own universe. Any changes people want to make are fair game.

The first portion of the universe that we established was our own roster of heroes. My players, as a group, created their own supers. The idea is that those four heroes will function as this universe’s Avengers equivalent. The first story we are telling is where they come together as a team and realize that together they can face foes none of them could match alone.

I took it a bit further in establishing our universe. At our first play session, I had everyone at the table take turns saying definitively who is and is not in the universe. Anyone not mentioned may come up or may just never be mentioned. The lists below are definitive, though. This gives us a good place to begin for knowing what is going on in the universe as well as a quick excise of our most disliked characters.


We started with superheroes who are in:

  • The Fantastic Four (Mr. Fantastic, Invisible Woman, Human Torch, and Thing)
  • The X-Men (Prof. X, Cyclops, Ms. Marvel, Beast, Iceman, and Angel)
  • Wolverine
  • Silver Surfer

From there we moved to heroes who are not:

  • Iron Man
  • Cable
  • Gambit
  • Quicksilver/Scarlet Witch

Villains who are in:

  • Magneto
  • Galactus
  • Sabretooth
  • Doc Ock

;

Villains who are not:

  • The Symbiote (Venom/Carnage)
  • Apocalypse
  • Mephisto
  • Sandman
  • Rob Liefeld

What do you think? Who would be in your Marvel universe? Who would you cut out? Please leave a comment, I’d love to hear your thoughts.

Posted in Home Campaign, Role Playing | 7 Comments