I ran three sessions.
MODOK's 11 on Thursday afternoon set the bar high for my convention games, despite my printed copy missing a page of milestones I was supposed to hand out. It turns out that four of my six players were from the
Roo Sack Gamers podcast and they already have some high praise for our session on the blog. I hope they talk about it on the show. The game was an absolute blast. It's supposed to be a two-act Event but the guys would not stop scheming, betraying, backstabbing, and fighting each other so we only made it through the first act. The secret milestones worked beautifully and our Chameleon (played by Jeff, I believe) managed to resolve both his regular milestone and his secret milestone by walking out on the mission.
It seemed like everyone was scheming and plotting against one another. Armadillo had a grudge against Living Laser and started a brawl in the first five seconds of the game. Mentallo set up the crew for a fall by having elite SHIELD squads lying in wait for when the crew got out with the hypernova. Living Laser was working for Temugin and betrayed the party early on by scouting the ship and sending everyone in the wrong direction. He then found a science lab that restored him to human form but called Temugin and told him where to get the hypernova. Chameleon was working for the head of AIM and spent XP to bring the ultra-adaptoid into play. At the time he was sequestered with Rocket Ranger so I handed the ultra-adaptoid datafile to the Rocket Ranger's player and said, "Surprise!" He took it in stride and made great use of the D12 mimic power. Puma was the only one who didn't actively betray anyone, I think.
Our game came to a dramatic end when Temugin showed up (tipped off by the Living Laser, remember?) and tried to put the psychic whammy on everyone. The ultra-adaptoid copied Living Laser's speed and stole the hypernova, escaping down to the Chinese salt flats. Fade to black. It was awesome.
My
New Mutants game was good, everyone had a good time. Things got very epic as they unlocked the new power sets (the Odinpower, the Destroyer, and the Norn Stones). Magik was an absolute killer - ridiculously good rolls and once she had an unlocked power set? Hoo boy. She took out The Sentry with a total of 36 and a D12 base effect by burning the entire load of plot points she'd gathered up through the game. This session was more challenging for me to run because I had one player that demanded a lot of my attention and another who just didn't seem to engage fully. I think I handled it well but it was the least satisfying of the three Marvel games I ran this week.
Lastly, the session of
Young Avengers I ran was a good, solid game. The players suffered from some early analysis paralysis. I had tried to play up Nick Fury's stern, parental tone of, "Under no circumstances are you to be noticed, cause an incident, activate the portal, or travel to the negative zone." Come on, guys! You're playing teenagers and I just told you in no uncertain terms what not to do! You really think Fury doesn't know you're all going to ignore him? Why on Earth-616 would he put Hulkling and Thor Girl on a team that is supposed to be subtle? Once Thor Girl finally decided to just rip a vault door off it's hinges and hurl it down the hallway the game really got underway. Interestingly, these players really learned to love assets and complications because of all the sneaking around and stealth stuff from their initial plan. The game also benefitted from me growing up in Wisconsin and being familiar with the Milwaukee Museum of Art, which was the primary setting. I was able to really paint vivid pictures of the scene for the players.
All in all it was a good three games. MODOK's 11 was hands down the best. All the players were aiming directly at their milestones and racking up experience. I can't wait to hear the discussion of the game on the Roo Sack Gamers.