

TSR released a metric ton of supplements for this game over a period of four years and even had a regular column in their popular Dragon Magazine called the "Marvel-phile". Even the game maps went off that premise, with spaces meant to show how far you could move or how large an area would fit in a single comic panel.While Marvel FASERIP had a robust character creation system, the emphasis was really more about playing existing Marvel characters (as there are many) and playing in a very well established universe. Mechanically, it wasn't very difficult and emulated comic books pretty well. The game was a percentile based game with attributes rated both in number and by varying degrees in levels like Feeble, Incredible, Amazing, Unearthly, etc (see below). I know it was probably the biggest influence for my work on both Smallville and Superhuman and singlehandedly brought the monstrous robot Dreadnoughts to the hearts and minds of superhero gamers everywhere. It could be argued that this game was a major influence for all superhero roleplaying that followed. Marvel Superheroes (or sometimes "Marvel FASERIP"- a reference to the character attributes: Fighting, Agility, Strength, Endurance, Reason, Intuition, and Psyche.) was a wildly successful superhero RPG in the early days of roleplaying. In 1984, TSR scored the Marvel License based on the success of their pioneering Dungeons & Dragons. Marvel Superheroes Role Playing Game - TSR (1984)Īh, FASERIP Marvel.how you colored my superhero roleplaying from the get go. But, like last month's review of DC Adventures, I also wanted to give this a bit of background first.


I wanted to have the book in my hands (which I do), and be able to dive into its pages in order to give a well reasoned review. I wanted to give Marvel Heroic a couple weeks to simmer before I reviewed it.
