swirler Wrote:
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> I want to start running Marvel for them off and on
> as a change of pace. Any Suggestions? Like what
> resources should I really get into first?
I just went through this recently. Since a friend was defintely going to run a 4-color campaign I started looking for a 'non-4-color' superhero campaign.
Being a lazy sod I wanted to do as little preparation work as possible, so I found a couple of sources.
1. Dark Champions-The Animated Series. Lots of material, lots of adventures. Street-level justice.
2. Legion of Super Heroes - Mayfair made enough Legion modules to get a good campaign out of them.
3. Brave New World - Terribly rules but a terrific paranoid near future background. Combine it with MSH "Days Past" material and it would make a great campaign
All suitable "change of pace" campaigns (I decided to do Dark Champions in MSH).
> What house rules would everyone recommend?
Here is my current list of house rules (keep in mind that I'm going for #1 above).
Marvel House Rules
The following House Rule are in use for a Dark Champions game:
Build Point System - MSH Characters can be built with Character Points. [
www.classicmarvel.com]. Beginning characters will start at 200 Character Points (CP). Subsequent characters after the character are built on 10 CP less for each additional character, down to a minimum of 50 CP.
Ultimate Powers - All of the Ultimate Powers (and Ultimate Power Addenda's) are allowed to be used. The Ultimate Powers Book (http://www.marvelrpg.net/ma/ma.html), Dragon Magazine Issue #122 - The Ultimate Addenda to the UPB, Dragon Magazine Issue #134 - The Ultimate Addenda's Addenda, Dragon Magazine Issue #150 - Death Effects on Superheroes (http://www.marvelrpg.net/mp/)
Blue Feats - aka Fumbles. Are part of every roll. [
www.strw.leidenuniv.nl], [
www.strw.leidenuniv.nl], [
www.strw.leidenuniv.nl]
Quirks - They can be purchased with points at 5 CP (10 CP for *) each. They do not have to be balanced against each other. It's possible to have only positive or only negative quirks. [
www.classicmarvel.com]
Ultimate Talents - All of these talents can be purchased for 5 CP (10 CP for *) each (including the Martial Arts). The talents from Realms of Magic are also allowed in additional to talents from the MSH Advanced Set. [
www.classicmarvel.com]
Ultimate Martial Arts - All of the on-line Martial Arts talents and powers are perfectly acceptable, purchased at 5 CP (10 CP for *) for both Talents and Styles. See also the Ultimate Talents document for more Martial Arts. [
www.classicmarvel.com], [
rivendell.fortunecity.com]
Resource Points - I'm going back to using Resources Points that are the same as the Resource Rank number given per week and worth $50-$75 each. [
www.classicmarvel.com]
Crippling and Bone Breaking - When over half the target's total Health is hit in one attack, there is risk of serious injury. [
www.classicmarvel.com], [
www.classicmarvel.com]
Combat Rules - The Turn. [
www.classicmarvel.com].
Combat Rules - Roll with the Blow. [
www.classicmarvel.com].
Combat Rules - Critical Attack. [
www.classicmarvel.com].
Combat Rules - Critical Blow. [
www.classicmarvel.com].
Combat Rules - Devastating Blow. [
www.classicmarvel.com].
Combat Rules - Flailing Attack. [
www.classicmarvel.com].
Combat Rules - Expanded Number of Combat Actions. [
www.classicmarvel.com].
Combat Rules - Cover and Concealment. [
www.classicmarvel.com].
> I havent
> decided if I'm doing Marvel universe for it or
> just make up something kinda like Astro City,
> Planetary or Authority kinda thing.
There *is* an Authority RPG out there. I haven't bought it because I've never read the comic, but if you like the comic it might provide some source material.
Keep us posted on what you decide!