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May 28, 2003

The Newest Diceless Game

Well, if the general RPG market isn't ready for diceless, we're about to find out through a high-profile failure.

It's fairly easy to figure out that I lean toward the side of diceless RPGs. After all, there's links to the AmberCons website here on the Staircase, including AmberCon North for which I currently serve as Treasurer after three years as Con Chair. I'm by no means a purist, though, as anyone looking at my list of current game plans or active games will see (and I did just run a diced Amber game at The Black Road). I think dicelessness works well when the assumption of success (baring active resistance) is justified, which means, in my actuarially-biased view, it fits well for high-powered characters (Amber or Nobilis, for example) and less well at more realistic ability levels (where random factors matter about as much as character ability, if not more).

So, this leads me to some comments on the new Marvel Universe Roleplaying Game...

Superheroes fit into my above-made category of "high-powered characters", so by that standard, a diceless mechanic could fit for superhero gaming. But, traditionally, super-hero RPGs have been dice-heavy, with highly random (high variance) mechanics trying to capture the "cinematic" nature of super-hero tales. So here's a new game that flies in the face of that convention, using the ultimate in low variance game mechanics - one with no random factor at all - to simulate the highly cinematic (as can be seen from the success of recent movie translations, such as Spider-Man and X-Men) Marvel Comics universe.

Confusing high variance dice mechanics with "cinematic" mechanics is a common mistake in the RPG world. By making the dice range huge, game designers and players seem to think, you can allow for the extremes of astounding success common in cinematic genre, and that is somewhat true. However, to get a cinematic genre feel you need to encourage the players to take risks, to ignore obvious dangers in favor of the flashier solution, and only then to succeed despite the odds. And, of course, this is exactly backwards of how reality shows people react to riskiness; in a highly uncertain situation, the best course of action is to hedge your bets, to take a conservative tack, and get a more reliable if mediocre result. Instead, the way to encourage cinematic action by players is to make success more likely and to make the price of doing things the showier way negligible or even negative (that is, it's easier to succeed if you swashbuckle). Feng Shui does this, and that's a large part of why it works so well as a cinematic RPG. Games that go the high-variance route tend to end up patching with some form of "hero points" to smooth over the times when high variance results in excessively bad results (which, with most die mechanics, it will do with exactly the same frequency as it does excessively good results).

Well, with a few missteps, Marvel Universe takes the "reduce randomness to increase cinematic feel" to its logical extreme, "eliminate randomness and perhaps maximize cinematic feel". If I know that Daredevil can always survive a leap off a 10-story building thanks to his Acrobatics skill, then as player I won't even consider the elevator. And if I know the thug's pistol isn't ever going to hurt the Hulk, then as player I'd just have ol' greenskin stomp forward ignoring the bullets.

But Marvel Universe isn't quite as simple as that. Every character has their skills and powers, but in each "panel" of the story (the game uses comic-book terms for game time, so round of actions by one character is a "panel", the full round of all active characters is a "page") every player needs to allocate energy/attention among their options (attack, defense, skill use, etc.); the rating a character has in any one power or skill tells us the maximum they can allocate to it. Allocation is done by moving small glass stones around on your character sheet. It's all pretty mechanical, feeling more like I'm playing Star Fleet Battles than an RPG, but once you get the hang of it, the idea isn't an inherently bad one. Almost all characters can use up energy far more quickly than they can recover it (usually you recover only half or one-third of your maximum reserves after every panel), so there's even some strategy to the game (lots of trying to second-guess opponents and allocate lots to attack the same round they under-allocated defense).

From a bit of toying with the system, it's very clear that standard powers (called "Actions") are nice, but powers bought up to what the game calls "Modifiers" are far better. You see, modifiers don't take any energy to use, they just kick in whenever they apply. So, for example, the Hulk gets several "stones" worth of defense because he's pretty much made of armor. Bullseye gets a handful of "stones" as a bonus to any ranged attack he makes, because he's deadly with anything. This means someone playing the Hulk only needs to allocate energy to defense against very strong attacks, and if you're fighting against Bullseye, you'd best keep a half-dozen or more points in defense every panel or you're going to get badly hurt. And if the Hulk faces off against Bullseye, the two effects pretty much cancel and we're back to the normal rules (so Bullseye best watch out, because that's really his best trick and the Hulk has several others, including the highest Strength in the game by quite a margin).

Tons of special cases and odd effects exist, making the comparison of action value to resisting value more complicated, and usually those are good things (such as Spider-Man's ability to re-arrange his allocations after seeing everyone elses', simulating his "spidey-sense", or the Black Cat's bad luck power that makes any success by less than a given point margin into a failure). With proper expansion (the base game is only barely adequate in the range of special effects it describes), this could make for a very strategically rich conflict resolution system.

Shortcomings? Well, the game has a few. The small size of the book (128 pages) requires them to under-detail many of the rules, leading to some very confusing table entries with little or no explanation. Examples are also in short supply; there are plenty of sample characters at nearly 40 (though they aren't given with their point costs, so you can't use them as ready examples of character creation), but far too few clear examples of play. And some of the game's mechanical concepts are subtle, the sort that good examples are by far the best tool to explain. Some rules also seem to contradict the general feel of the game. For example, there's a penalty for "showing off" with your action, which seems counter to the whole cinematic feel I went on about above. But, I think, the difference here is that the game encourages the player to show off, but tries to discourage (via increased chance of failure) the character showboating. A little self-defeating, perhaps, but not hard to patch up. And the transformation rules (for characters who have two or more forms) discourage slight transformation (some changes in abilities, but most skills remain unaffected) in favor of the extremes (Hulk or Thor-like models, where the transformed form lacks almost all skills of the base self).

Also, the game is a bit pricey for its size ($25 for 128 pages of a comic-book-sized hardcover volume). But don't fall for appearances... This is a fairly meaty game, and one that, with a little GM work and time spent figuring out its workings, will probably reward you with fun play. The highly mechanical play may frustrate some people, there's some subtle strategies to point allocation that may discourage some folk who like things simpler, and the dicelessness will upset the pro-dice partisans, but I think the game stands on its own reasonably well against the strong range of super-hero games already on the market, and against the earlier attempts at a Marvel RPG. For more information, examples of play, some sample pages, and the official FAQ, check out the official MURPG page.

I know I'm working on a simple scenario to try to tempt friends into playing so we can check the whole thing out for real.

Posted by ghoul at May 28, 2003 01:15 PM

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Comments

I'll admit that I was very curious about the new Marvel game, and even more so when I found out that it would be diceless. I was pleased (in general) with what I read in the INQUEST preview, but I couldn't help but think that all the damned stone stuff would slow the game down more than dice would. Based on your description, it sounds as though I was right.

Sigh.

Posted by: James at May 29, 2003 11:47 AM

I'm not sure I'd go quite that far. The stones are quicker than some dice mechanics (any that require many rolls of multiple dice, for example). The big delays come in making the more strategic decisions of allocation, which can be VERY difficult to make, since a small mistake (putting one stone on attack that should have been on defense) can be the difference between glorious victory and ignomious defeat. People who hum and haw over every Settlers of Catan play need not apply.

Posted by: Ghoul at May 29, 2003 01:42 PM

There is an on-going discussion about the game, which includes one of the designers, over at X-Fan. If you're interested, check it out here:

http://x-mencomics.com/xfan/forums/showthread.php?s=2e45bdbb69c5bce31e3672cf877fe934&threadid=16029

Thought I ought to mention this, since I brought up this review there.

Posted by: Cwylric at May 31, 2003 02:16 PM

Thanks for the link... I'm new here, and so it's good to get read at all. (Okay, I'm not exactly new to writing RPG reviews... I edited an RPG review 'zine on Compuserve for several years back in the 90s. But this blog is less than a week old!)

And yes, in response to your comments in that thread, you have my problem IDed correctly. Had they included point costs (and, even better, Challenges... who decided to leave off the sample characters' Challenges?) in with the sample characters, we'd have a better idea just what a 40-stone character is (my math says Black Cat is ~40... don't want to guess at what Thor or the Hulk price out to, though) and just how to play with the system for our own characters.

Likewise, some examples of, say, chase scenes (complete with mixed running, flying, and perhaps tossing/catching heavy things and having to pay more to move due to the weight) would have helped to make that Difficulty and Resistance chart less cryptic.

I understand space restrictions, and many of the examples we get are excellent (I particularly like the combat example that goes back and re-plays events with different energy allocations), but the game could be much enhanced by there being a few more (and using the sample heroes as examples of character creation would have been all but "free" if they'd just included the point costs).

Posted by: Ghoul at May 31, 2003 02:52 PM

Here are a couple of more related links for you, that were just pointed out to me:

http://groups.yahoo.com/group/marveluniverseroleplayinggame/?yguid=143437326

http://groups.yahoo.com/group/MURPGLIST/?yguid=143437326

I haven't actually had much of a chance to look at them, yet, though.

As far as the costs go for existing characters... Frankly, you might not *want* to know, after all. I worked out a few and, in a couple of cases, ended up ROTFL. And I don't just mean that they were shockingly tough -- many were just the opposite, i.e. really pathetic. Cyclops is the real loser: he is worth only 27 White and 2 Red. In other words, you could make him as a beginning character and still have 12 White and 1 Red stones to spare. Jean Grey, on the other hand, is worth over 80 (I can't remember the exact number, in her case, but I'll work it out thoroughly later). Does this comparison seem right? Anyway, I'll be posting a bit more about the Cyclops saga at XFan when I get some time.

Posted by: Cwylric at June 2, 2003 11:55 AM

Thanks for the review! I was pretty impressed with the Inquest preview, despite the fact that teh stones seemed like they could give it that "Star Fleet Battles" feel. I've been planning on buying MURPG anyway, to support a major company who took a gamble on a diceless game, but I've really been wondering what to expect with the completed product.

Posted by: Nuadha at June 3, 2003 02:19 PM

You might want to check out XFan, again, at the address I noted above, as I just posted something rather useful there: the complete cost breakdown of every one of the 42 characters in the book. Phew!

Posted by: Cwylric at June 4, 2003 04:44 PM

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