
It’s worth mentioning my background with superhero TTRPGs. I ran a custom game with the playtest with the ComicsXF staff to recreate 1963’s X-Men #1, so here’s all you need to know if you want to make the most out of Marvel’s newest TTRPG. That being said, there are a few things that can make this game worth your while, if you’re really willing to put in the effort. While it’s worth noting that this is just the playtest, and not the final version, it’s hard to see how they’d make the game better without a complete overhaul. If you’re a deft hand at them…well, you might just be better off homebrewing some Marvel superheroes into whatever system you’re most familiar with. If you’re new to tabletop roleplaying games (TTRPGs), this system may not be for you. As far as I’m concerned, though, if you have a die face that’s sometimes a 6, and sometimes a 1, that’s bad game design, and that’s only the start of what makes this brand-centric RPG system such a mess.



This is all part of the Marvel d616 ruleset, one that allows a player to feel like they’ve achieved the impossible when they roll a 6-1-6. Not five minutes into reading the rules for The Marvel Multiverse Roleplaying Game playtest did I learn that when you roll a 1 on the special Marvel die, it actually counts as a 6 - unless, that is, you roll a 1 on the other two dice as well.
