I’m really happy with how our Marvel Worlds in Peril game is turning out. Last night was season 2 episode 2 and it seems like conditions, bonds, and the fit in move are really driving that soap opera aspect of team comics that supers RPGs seems to lack.
I’m also using an idea I picked up from the narrative control podcast for NPCs. It’s called Living City. Basically you give the players NPCs that are attached to other PCs. I think it really helps flesh out the PCs normal life.
So far so good! I want thank all my players for a great job collaborating!
Lonnie Spangler I’m glad your game is going well.
Would you mind elaborating your experience? I’ve only run this as a one-shot once, so have no real experience, just enough to be dangerous.
How have you found the process of negotiating the power categories (Simple, Difficult, Borderline) with respect to the Push move? This was the hardest part of the game for me to operationalize in play, and figure out what I was actually supposed to do as GM.
What problems and joys have you found with the rules? Bits that work really well and bits that are rough?
I’ve only run it about four times, but I haven’t really had a trouble with players picking the difficulty for the push move. I could see where someone might try to game that, but I avoid paying with those types of players. So far my players have just been living what feels right narratively and I haven’t had to disagree.
I’ve really enjoyed how the fit in move pushes PCs to frame scenes of their normal life in order to recover bonds and conditions.
I think my biggest negative is that I wish the character sheet better walked the players through character creation. I also wish there was a clearer method to do power limitations. But I really like this game so far.
Thanks for sharing your experience!