FULL DISCLOSURE
Lets start with a little full disclosure. I was not a fan of the Cortex system when I first encountered it. My initial impressions were that the mechanics lacked flavor and innovation.
On the other hand, I am a huge fan of the Smallville flavor of Cortex (S-C). The Virtue-Relationships one-two punch is, in my opinion, somewhat revolutionary: having players roll based why they were doing something and for who they were doing it makes perfect sense for the narrative sort of game I typically like to play. So, when I discovered that Marvel Cortex (M-C) doesn’t use this combo, I was cautiously skeptical. (Though I will be looking at bringing some variation of Relationships and Virtues back as a hack to M-C for the right audience at some point.)
However, after reviewing the full core book, I think the proposed M-C structure is excellent for both the audience and for emulating the source material.
CHARACTER DEFINITION
The character sheet is broken into several sections: Affiliations, Distinctions, Power Sets, Specialties, and Milestones. Lets look at each one in order.
Affiliations / Solo-Buddy-Team: This is an overall simplification of the Relationships concept. But rather needing to have a specific person in the area (or inspiring your action), the die you use is based on an ancient concept: “One. Two. Or many.” Simply put, how many people are fighting on your side? The answer determines which die you use. This makes it easier to swap heroes in and out of the campaign and it models the comics well. Spider-Man does his best when teamed up with another hero, but doesn’t typically (or at least historically) do the team thing. You get a d6, a d8, or d10 depending on your distribution.
Distinctions / Tag-Lines: This is one of the many places where I see the influences of the Story Games movement, as this is very reminiscent of both Fred Hicks’ Fate system and Chad Underkoffen’s PDQ system. It is also an indication that Cam Banks and team have been employing mind-reading technology to extract my own thoughts on super hero game design. This could also be interpreted as a refinement of Virtues from S-C as the Distinctions describe Personality Traits (among other things). On any given roll, this will give you either a d8 or a d4 and a power point. (As a side note, this alone underlines the face that d4s should be viewed as a challenge.)
Power Sets: These are thematically defined collections of one or more powers, special effects (SFX) and limits. Each individual power is rated from d6 to d12. The Core Book provides some guidance on relative power levels to assist in character modelling (more on this later). Each character has one to two power sets.
Distinctions / Talents and Skills: Broadly and thematically defined, you don’t list all your character’s skills (distinctions) on your sheet – only those things at which you are very good or better (Expert or Master). The list provided in the Core Book is pretty complete, and it would easy to add more if you needed something specific to provide more flavor. They also represent a key tactical opportunity when you have one that applies. Expert Distinctions are normally d8 and Master Distinctions are normally d10, but you can (without a Plot Point expenditure) convert them to multiple smaller dice (step down a die size to add a die to a minimal size of d6). Do you want more dice or bigger dice? Bigger dice can increase your chances of success, but more dice mean you have more options and the possibility of multiple effects.
Milestones / Experience: Reminiscent of keys from Clinton Nixon’s Shadows of Yesterday, characters gain experience when they accomplish pre-defined tasks. Those XP can then be used in short term for Plot Points, medium term for event/campaign “unlockables” (special bonuses specific to the Watcher’s current story), or long term for character changes (though I will discuss this more later). One of my regular players is really not fond of the roll to improve system in S-C, so for him, at least, this will be perceived as an improvement.
MECHANICS
The basic die pool is larger in M-C than in S-C. And a single roll provides both the result of the action and the effect (stress). This is an elegant refinement over S-C. It also provides for some tactical decision-making on the part of the player – you can choose to sacrifice some chance of success to increase your potential damage on your opponent (as an example).
On a picky editing note, the mechanics feel somewhat over-written to me. But, I also feel that this is compensated for by the handy and useful one-page references provided for the Watcher and the players. At the core, despite the multiple tactical options, an action is simple – roll a handful of dice based on your sheet (one from each category mentioned above), choose two to total for your chance of success, and choose the largest remaining to identify the effect. Your opponent does the same and you compare your scores. Everything else is just tactics and frosting to a well-flavored cake.
The Plot Point / Doom Pool mechanic is essentially identical to the Plot Point / Trouble Pool mechanic from S-C. Players spend plot points to add dice, activate special effects, take advantage of any ones rolled by the Watcher. The Watcher spends dice from the Doom Pool to do the same. I’m unsurprised this remained unchanged as it works very well at the table.
CHALLENGES
Simply put, the game is not oriented to ‘traditional’ long-term player ownership and character development. The text even provides the opportunity for different players to play the same character during different events. As such, the experience rules for development are limited. If you want to play the same character into the next event, the book tells you to discuss what changes you wish to model with the Watcher and to just make them.
This brings us to the second challenge, from my perspective. The rules do not provide instruction for character generation – instead, you are encouraged to ‘model’ characters. This is very flexible and can allow you to create exactly the character you want, but it can be time-consuming. It fits well with an experience system that isn’t intended for long term change, as you can just make the adjustments you want between events. That may not be satisfying for some players (though at least one of my players – a different one – doesn’t much like figuring out what to improve, so she will probably like this).
An interesting mechanical quirk is that characters can have one or two power sets and assign any dice size to their powers. It strikes me that having two power sets may provide a slight numeric advantage over having one, but I will have to model that later to let you know. (I may also consider a hack that allows characters with only one power set and/or lower sized power dice to have one or more additional Plot Points at the start of an event. I will have to see how power variations play out.)
Overall, character modelling needs more examples. They provide some mechanical lists of SFX and limits, but very little in terms of practical implementation beyond the (admittedly) extensive list of heroes and villains that come with the main rules. The bigger gap is around Milestones. There is an explanation about how to set them up, but I really wanted more of a “how to” section.
(UPDATE: As I am writing this I heard via Cam Banks on Twitter that: “Random datafiles come later in a bonus download.” This means that M-C will have the same char gen options as the original TSR Marvel game. ‘Nuff Said.)
EVENTS and MARKETING
The idea of Events is clever, especially in light of all I’ve described. A framing narrative during which characters are more or less stable (as if, say, a particular set of writers and artists were interpreting them for a specific story line). There is a framework provided for defining your own event, but again, to do so is potentially very time-consuming for the Watcher. This is another case where more examples would be helpful: more unlockables, more event milestones, more explanation of how and why you would define them. That said, Milestones feel a little like a bolt on. Or rather, using them for character development feels like a bolt on. Milestones make sense as a way to advance the overall story, but less so as a way to improve your PC.
All of that said, I think what I’ve described as challenges may actually be clever design and marketing on the part of MWP. The need for more examples for character modelling and events encourages the purchase of more books. If I want more characters, more events, more examples, I can get them easily – just purchase the next event book for the game. Intentional or not, this means timing will be critical. The development team will need to get the books on time, but I have every confidence in Cam and the team will do so. I will also look for them to encourage community support. Group sourcing characters, events, milestones, etc. will spread interest in the game and should boost MWP’s overall sales.
HOW WILL I USE IT
My target audience is my kids – my daughter (soon to be 7) who wants to play Spider-Girl and my son (soon to be 11) who wants to play Toxin ( http://en.wikipedia.org/wiki/Toxin_%28comics%29 ). I will also include one or more neighborhood children and parents if logistics can be worked out.
I will probably blend a completely custom world with the provided starter event. I am considering a world where the original Marvel heroes have continued to age and are more or less in an educational/sponsorship role for modern heroes. Definitely a What If/Alternate Earth. Depending on the player choices, I think they will each be students from hero-sponsored schools. I don’t want to focus on the school aspect – just give them a chance to be more or less novice heroes, unencumbered by history. The characters will be ‘modeled’ on the player choices, but not bound by the ‘reality’ of the Earth-616 versions. For instance, Spider-Girl will probably be the grand-daughter of the original Peter Parker (I have my own take on the Clone Sage).
FINAL CONCLUSION – Man-Spider gives it Five of Six Thumbs up.
+ Elegant update on the Cortex System.
+ Excellent model of the Comic Book genre.
+ It will work for my target audience.
+ Well worth the money.
+ I will probably buy additional supplements.
- Could use a little more detail around character and event design.