A blog about superhero TTRPGS, playing them, and ways to have more fun with them. While the content here will focus on the classic Marvel Superheroes RPG publiched by TSR back in the 80s, most of the content should be easily ported to other superhero TTRPG systems such as Champions, Mutants & Masterminds, Masks, Icons, etc.
Friday, April 17, 2026
CONTINUED DELAYS
Wednesday, April 15, 2026
YOU THINK YOUR ORIGIN IS WEIRD - THE CASE OF THE ORIGINAL SPIDER WOMAN
The other day I was rewaching an episode of MerryMarvelite, a YouTube Marvel comics lore channel. This particular episode was on the very strange and convoluted backstory of Jessica Drew, the original Spider Woman and it hit me. A perfect example of why players shouldn't shy away from those randomly generated, seemingingly nonsensical combinations of powers and backgrounds.
Rather than go in depth with a rehash of her background, I have posted the inspiring video above but leave it be said that Spider Woman's origin is a convoluted mess of magic, super science, brainwashing, time travel (via hybernation), and retconned recollections. But there is much that can be taken away from this. Her nanny was a cow woman (and then she wasn't, but she was..) for Stan's sake!
Monday, April 13, 2026
WHAT DO I DO WITH THIS? - INTERPRETTING ODD CHARACTER CREATION ROLLS
The Classic Marvel Super Heroes RPG utilized a random character generation system as its core method of creating characters. While random character generation is a time-honored and popular method of generating characters in TTRPGs that, it can lead to some bizarre characters. In this article, I hope to provide some hints and tips for making the most of wild random results.
While other methods of character generation were proposed, such as modelling and and the point build system in Polyhedron Magazine, issue #72, random generation was the primary method and one that was most often used, in my experience. There is something enjoyable about discovering who and what your character is through a series of random rolls. Sometimes these are completely random with little or no choices to be made along the way and sometimes they are more guided, with each roll leading to another. MSHRPG's method is very much the latter, with each roll determining a chart or column that you will roll on for the next part of your character.
Early versions of this method found in the original boxed set and then the Player's Book of the advanced set, kept these options pretty tightly confined, but as the game grew and supplements such as the Ultimate Powers book were released, the random options, while still guided through charts and tables, became much more sprawling, complex and often convoluted. This made for a seemingly endless number of combinations and options but the results could often be very strange and hard to reconcile, especially for newer players. Usually, the powers and origins generated are perfectly fine and can be meshed together with little problem, however it was quite possible to end up rolling something wild like a plant/robot or a character with fish communication and fire powers. It is these strange cases which I seek to address.
1. Substitution
2. Interpretation
The more complicated way to do this is also the more interesting way. Instead of changing out oddball powers, a creative GM and player can choose, instead, to spend some time getting creative with how to interpret powers to bring them into a usable consistency. This may require some mental gymnastics but comics have proven that no combination of powers is truly impossible. Mixing magic and science are well-established in comics, often in some interesting combinations. In addition to powers, sometimes origins can seem a bit disjointed with players having to reconcile how they might be a mutant robot or an alien deity, etc.
In these cases I find it is best for a GM to really listen to the creative vibes that the player brings to the discussion, keeping an open mind and listening from a position of wanting to make it work. Marvel comics has given us alien mutants whose mutation is the ability to feel compassion or a mutant character whose powers allow him to speak with and channel the dead. Classic characters, such as Scarlet Witch, blended magic and mutant abilities and we have seen magical robots like the Asgardian Destroyer or alien, psychic, cyborgs like ROM and the Space Knights. Anything can be done if you simply apply some creativity. Now, I realize that not everyone is as well-versed in comics tropes and lore and so that may not be such an easy undertaking, so allow me to give you some tips on how you might accomplish this.
One great method for making these disjointed powers work together is to recontextualize them. Consider changing their nature or the exact effect and how that produces the final power. Control powers can always be reframed based on the type of energy they are using. In addition the source of the manipulation can change to accommodate the theme of the character. A classic version of this is the force field or elemental control powers. Force fields can be expressed in any number of ways. While one character might generate an energy field of force from a technological device, another might simply generate telekinetic force with the power of their mind, while at the same time another, insect themed character, might create a wall of insects that provides some defense in a similar manner. Elemental control characters might use technology, a magic item or the power of their mind e.g. pyrokinesis.
Wednesday, April 8, 2026
OFF THE BEATEN PATH - BREAKING FROM YOUR CAMPAIGN'S NORM
As a GM, it is important to consider what you hope to accomplish with these side adventures. Consider tying them into your players desires - things they may have mentioned in passing along the way or even specifically asked for. If you have a player who is hoping to expand their powerrs in a new direction, perhaps consider how one of these side adventures might help with that? You may have an upcoming eneemy planned for your players that might present them with a challenge that they normally have no means to deal with and a side adventure to a new place or with a new character could allow them that means, if tey are crafty enough to make the connection. Side adventures are also great ways to foreshadow upcoming events in your campaign. A seemingly random encounter with an alien species could just be the tip of the iceberg of a massive event in your universe.
Monday, April 6, 2026
STUFF HAPPENS - RANDOM ENCOUNTERS
Friday, April 3, 2026
PRODUCTION DELAYS
Apologies for there being no From The Folder Friday this week. I got behind on posts and wasn't able to have it ready for today. Will get it posted next Friday.
Wednesday, April 1, 2026
ALIEN SPECIES - ANOTHER CLASSIC RECURRING ENEMY
Whether it is the Skrulls, Kree, or Badoon, comic book universes are filled with nearly endless examples of alien empires, all with their own agendas, special powers, equipment and often even named characters. Many of these alien empire are framed as distant, warring factions who occasionally appear on Earth to cause trouble while others are shown to have machinations on Earth itself or, even better for the GM and your players, the PC heroes. they can come, go, stay or disappear as your cmpaign needs as well, only as present a you want them to be but often able to appear out of nowhere, despite seemingly gone.
One last consideration with using aliens is that the universe is massive and comic book aliens often travel not just between planetary systems or even within the same galaxy but often from entire other galaxies or dimensions. Because of this, you can invent new alien as freely as you like without ever feeling like you have explain their existence. Even if they are from an area of "known space" such as the Shi-ar empire, you can explain them with just a few waves of your world-building wand. An alien may be from the farthest reaches of space or just around the cosmic bend and just simply never discovered or even kept hidden from detection. They might have simply blipped into existence or awakened after eons of slumber, or slipped into this universe through the fabric of time and space.
Aliens provide a rich tapestry of options for a GM to come up with endless encounters fo their players. They will provide characterful opponents that the players can love, hate, or love to hate. They can even provide the spark for new characters to be played by your players. The next character at your table may be a rogue member of a species or an advanced scout sent to prepare the world for a coming threat.
What are some of your favorite comic book aliens?
How have you used aliens in your games?
Have you ever had any players make character from alien species you have brought into your games?
REAL TALK - CHANNEL UPDATE
Hey all, So, it's time that I face facts. When I started this blog, it was with the idea to share my thoughts, colelcted wisdom, whate...
-
Alien invasions often come out of nowhere in comics, needing little to no up-front explanation. Comic book universes do not com into exist...
-
The Ultimate Powers book, while providing an amazing array of powers and abilities is also famous for creating some really weird combination...
-
Those familiar with Champions nd the Hero System will recognize the stat block to the left on the image above. This is Highrise. He's ...