
Hello Marvel fans! Hello tabletop gamers! If you’re like me these interests are not mutually exclusive and I’ve gotten my hot little hands on a copy of the Core Rulebook for the new Marvel Multiverse Roleplaying game by Matt Forbeck. I did a post about this book earlier where I compared the system to a few others you might want to play which you can read here. But now that I have had a chance to read and fully digest the book, I want to give a review of the content itself. In future posts I will go through the book chapter by chapter to let you know what parts I think are exceptionally good, which ones are tragically bad, and where I think improvements can be made for use at your home table. This post is just my overall impressions and initial takeaways. I’ll lightly touch on a few topics to let you know what I think but be on the look out for more in-depth content on this game in the future.
(Note: this post contains affiliate links. If you purchase something through this post I will get a small commission at no extra cost to you)
First Impressions
On the first page of the book there is a dedication to Stan Lee, Jack Kirby, Gary Gygax and Dave Arneson. To me, this is a nearly perfect dedication. If you could somehow throw George Lucas in there it would be the ultimate book for me. But it’s pretty darn close. If you’re a comic book nerd and a Dungeons & Dragons nerd, this book has you covered. And upon reading it’s also clear the book was made by someone who loves both Marvel comics and tabletop roleplaying games. It doesn’t feel like just fan service, although it’s obviously for fans of Marvel and D&D.
The book is well organized, giving chapters on everything from general advice for Game Masters to character creation to an extremely brief but helpful summary of the Marvel Multiverse. And, of course, it covers the basic rules of the game, including tons of cool powers and character sheets you can copy for use at home.
This being a Marvel book, I would be remiss not to talk about the artwork. It would have been easy for Marvel to phone this in with just a bit of old artwork and call it good. But they went the extra mile. There are some iconic images you’ll recognize from your favorite comics. And there is a ton of artwork in here, all dynamic and exciting, making it really easy to get in the mood to play a superhero game.
I should also mention there are a whole lot of premade characters you can use in your own game. Most TTRPGs give you five to ten characters that are ready to go but Marvel was smart about this. They knew if you were playing in a Marvel game, you might very well want to play one of your favorite superheroes (or villains). They did a lot of heavy lifting and you can find over a hundred Marvel characters to play, ranging from an A.I.M. Agent to Dormammu and beyond. One notable character missing is Silver Surfer but I guess you can’t win ’em all. You can also use several of these characters as NPC’s making it easy to find inspiration as a Game Master (in this case called a Narrator).
One thing I would say is lacking here is an introductory adventure. While having the rules laid out and tons of characters is awesome, it helps the Narrator to conceptualize how the game is played if there is at least one short adventure. There will be a full adventure coming out in November but it would have been nice to have something to start with. You can get an introductory adventure on Roll20 if you really want but it’s not a PDF and if you are like me and mostly play in person, that’s not a ton of help.
Say Hello to the D616 System
The system in this book can best be described as 5th edition Dungeons & Dragons converted into three six sided dice. There are a few more bells and whistles to it, and definitely some things targeted to working well with superheroes rather than fantasy characters. It does require a bit of math, both addition and multiplication, and it gets more complex in the higher Ranks (what you would think of as levels in D&D). However, the system is simple enough that anyone who has played a TTRPG will pick it up, and even if you haven’t, it shouldn’t take a great deal of time to learn.
There are some really fun mechanics in the system, especially when it comes to what they call the Marvel die. And the powers are a blast in the way they play around with the mechanics, allowing you to do everything from rolling your body up into a ball like Mr. Fantastic, swinging on webs like Spider-Man, or being tossed like Colossus tosses Wolverine in a fastball special.
I’ll be writing a lot more about the system in the weeks to come but overall, it’s great because it’s accessible, it’s quick to learn, and you need a minimal amount of materials to play it.
Future Potential for the Game
I’ve mentioned there is an adventure coming in November but there is also an X-Men expansion and a Spider-Verse expansion due out next year. To me this is a good signal because it means Marvel must think the game has some staying power. I hope this turns out to be the case, although Marvel does have some stiff competition in the TTRPG space, even from other superhero games.
I’m an advocate for more people to play TTRPG’s of any kind and I’m always looking for something that would be interesting to a large amount of people, be appropriate for most age groups, and lead them on to other games. Because of the sheer popularity of the Marvel name, and because you really do only need three six sided dice to play, I feel like this could be that game. Even if you’re not a Marvel fan, you’ve heard of it. And the rules are not so complicated it feels like homework rather than a game.
Most importantly, for a TTRPG to continually succeed, it needs new players. Well, a kid who is in a comic shop to buy the latest issue of Spider-Man and is somewhat curious about a table top role playing game but isn’t really into all that dragon stuff could do a lot worse than this book. In other words, I see this as having the potential to be a gateway TTRPG which expands the hobby.
For that to happen, people will need to buy, and play this game. I’m hoping we’ll see evolving editions, rules errata, and all of the usual stuff that goes with a big TTRPG here. The Core Rulebook is a good start but it will need some attention to flourish. This depends on Marvel as much as it does the community. We’ll just have to wait and see what happens in the future.
Experienced Game Masters Needed
While the book does have some sections on how to be a Narrator, this feels much more like a player’s guide than a Narrator’s guide. This means to effectively run the game, you’ll likely want at least one person in your group to be an experienced GM. This is further complicated by the fact there is not a starting adventure to show you the ropes.
It’s certainly not going to be impossible for someone to learn to GM from this book but it will be a much bigger learning curve than in some other games. There are some rules that seems contradictory or that could easily be abused by players. When those kinds of things crop up, it’s certainly better to have someone who has run a few TTRPGs before to handle it.
While I’m not trying to dissuade anyone from buying or playing the game, I do think having someone experienced at the table is going to make things easier.
Reasons Not to Buy the Book
This is not a game that is going to be for everyone. If you are not into superheroes, this isn’t for you. I’m not judging at all, everyone has their own taste, but if what you love is high fantasy, this game isn’t going to scratch that itch.
Also, if you’re a D&D rules purist who only wants to look back on the good old days and play some OSR style games, I suspect this will not be your cup of tea as it’s not as complicated as a lot of other systems.
There will definitely be things you may want to homebrew or make house rules for here if you do buy the book but it by no means needs a complete rules overhaul. I’ve seen a few people online already complain about the system and want to make a ton of changes without even having played the game. I say, if you’re going to do that, maybe try another system instead.
There are tons of TTRPG’s out there and if this one isn’t for you, just find one that is.
Reasons to Buy the Book
If you do love superheroes and you love TTRPG’s this should be right up your alley. You’re not limited to just existing Marvel characters either. You can make up your own whacky superhero or villain, give them your own Marvel style origin and twist and be off to the races playing as your character against someone like Dr. Doom.
If you haven’t played TTRPGs before and are looking to get into one, this might be the perfect book at the perfect time. While there is a lot of comic book history with Marvel, this game doesn’t have the same kind of version history as something like Dungeons & Dragons. You won’t find rules here that have been in existence for thirty years just because it was in the original version. And, as it’s a newer game, Marvel has a lot of support for it right now which should make it an easier entry point.
There will also be more to come so getting into the game now might be just a bit more fun as you can play yourself and then onboard people who you know might be interested. You don’t even need to convince them to buy all those oddly shaped dice you see everywhere.
How to Buy the book
If you have read enough to realize this is a game you want to try out there are a few things you can do to get it. The different methods have some pros and cons so I’ll go into that a bit as well.
And, I’m not trying to make the hard sell here but if you want to help out this blog, buying through the links below goes a long way and it won’t cost you any extra.
- You can pick up a copy at your local friendly gaming store. The books should run around $50-60 bucks and not only do you get to support a local business, you get to walk away with a copy in your hot little hands that day, no muss, no fuss.
- You can buy a hardcover copy on Amazon for $53.99. This is a great way to get the core book, although it does come with a hefty price tag and of course you will need to wait for it to be shipped to you. If you want to help this blog out buy your copy here.
- You can get a copy for Roll20 for $49.99 on drivethrurpg. However, a couple of warnings here. First off, you’re not getting a physical version of the book this way. Also, you need to have an account on the Roll20 Virtual Table Top in order to access the content. (This is a free account and there’s a link in the purchase description on the Drivethrurpg site if you don’t already have one) Finally, and this is my biggest complaint about this purchase method, if you buy this through Drivethrurpg you are not getting a PDF of the book. As far as I can tell, there is no way to get a PDF of this book at this point. If you do want to buy this version and use it on Roll20 it’s a great option. And if you want to help this blog out you can buy your copy here.
- If you happen to have Marvel Unlimited, you can get the test version of the book by typing in Marvel Multiverse Role-Playing Game: Playtest Rulebook. This will be an earlier edition and some of the rules have changed but it’s got the basics.
- If you don’t have Marvel Unlimited and you are willing to shell out $10 to get the Playtest book, you can get it on Amazon. If you want to help out this blog buy it here. Again, it’s not the full current book but it does cover the basics and it gets you started at a much lower price point.
Special Bundles
If you are all in on the game and have cash to spare you could really go all out here in a couple of ways.
- You could buy the Core Rulebook and pre-order the upcoming adventure module MARVEL MULTIVERSE ROLE PLAYING GAME: THE CATACLYSM OF KANG and the upcoming MARVEL MULTIVERSE ROLE PLAYING GAME: X-MEN EXPANSION books. Getting all three at once will run you around $135. If you’d like to help out this blog just make your purchase through one of the linked titles above.
- If you are already big time into Roll20 anyway, the best value through drivethrurpg is to get the Marvel Multiverse RPG Roll20 Mega Bundle. This will give you the core rulebook, a short module made for the Roll20 system called Revenge of the Super-Skrull, and the preoder for The Cataclysm of Kang. Just remember this is only for Roll20 and does not include PDF’s. To help out this blog, buy it here.
In Conclusion
Overall, I really think this book has potential and I want to see it succeed as a game. As with any game, there will be issues and there will be the need to make some changes here and there. But, if you want to have a good time with a superhero game. this seems like a fantastic success.
Next time I’ll dive into Chapter 1 of the book How to Play. Until then, have fun out there and make mine Marvel!

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