The debut entry of the column focused on Thor, Loki, and Ulik the Troll. It was an interesting choice to kick things off. Thor was, by 1984, one of Marvel’s most recognizable superheroes, a long-time member of the Avengers, and one of the publisher’s flagship solo characters. Loki, of course, was his long-standing nemesis and his inclusion made perfect sense. Ulik, however, was another matter. Though he’d been appearing in Thor comics since the 1960s, he was by no means a household name. His presence here, I think, highlighted the column’s larger mission, namely, showing that the Marvel Super Heroes RPG wasn’t just about Spider-Man, Captain America, or the Hulk. It was also about the sprawling, interconnected Marvel Universe, filled with strange and colorful characters who might otherwise never make it to the tabletop.
That was part of what made "The Marvel-Phile" special. Each column offered not just game stats but also background, history, and context, which were enough to orient players who might not be die-hard readers of Marvel comics. That certainly described me. I was never a huge fan of superheroes as a kid. I dabbled, to be sure, and I knew some of the heavy hitters thanks to Saturday morning cartoons and endless merchandising. But beyond that shallow familiarity, I often drew a blank when confronted with Marvel’s deeper roster. For me, Grubb’s column was a kind of primer. I might never have read the issues of Thor where the Thunder God encountered Ulik, but I knew who he was because Dragon explained it.
Looking back, it’s easy to see "The Marvel-Phile" as part of TSR’s broader strategy in the mid-1980s. With Marvel Super Heroes, the company had acquired the license to one of the biggest names in comics. Of course, translating that license into a lasting RPG line wasn’t simple. The game’s beloved FASERIP rules were quite innovative at the time, but its longevity depended on holding players' attention over the longer haul. The column in Dragon did just that, ensuring a steady stream of new material while simultaneously advertising the game to magazine’s already sizable readership.
Jeff Grubb was the perfect choice to write it. He was not only the designer of Marvel Super Heroes but also someone with an evident affection for its source material. His enthusiasm came through in every installment, making the column accessible to casual readers while still satisfying those with more extensive comic book knowledge. In many ways, "The Marvel-Phile" functioned like a bridge. It connected the gaming world and the comics world, inviting players to explore the latter while providing them with the mechanical tools to do so in the former.
These were awesome. Because I mostly ran a self-generated UCW (Unlimited Class Wrestling) campaign in Marvel - I have a very fond spot in a corner of my heart for receiving the monthly, otherwise paid for, updates to the growing roster of wrestlers. We had storylines, managers, cage matches, tag-teams, rivalries, heel-turns, the whole nine yards. I think we made it through two or three "seasons" of wrestling before moving on. It was great, especially since we could occasionally "sidequest" where bad guys in the ring would need to be corralled outside the ring by good guys for criminal acts, and I'd work it in as an "angle" for the UCW. We got (at the very least) the stats and angles for the Midnight Wreckers, Sabretooth, Captain Britain, some special super undercover agents of SHIELD (who had another angle of investigating corruption and dangerous augmentation within the UCW). and a bunch of time-travelling superheroes from WWII.
ReplyDeleteWhat a blast. Although we started mostly generating characters, or using the ones provided in the rule books or occasional modules we had (sometimes I'd buy a module just because it had stats for a big-time character who would make a good wrestler/performer.), as Dragon added different guys we could use, it became that much more of an "authentic" (if completely ridiculous) scenario. The great thing about Marvel was that it was FAST. You could run a night in the arena in an hour or two, and the guys who were not into marvel were into WWF so everyone had fun.
Excelsior and Make Mine Dragon!
Of course, that wasn't how Marvel was supposed to be played, but it was the all time greatest "Could Hulk beat Thor?*" simulator ever. Which, for some reason, was one of the driving questions of our vary narrow society (13 year-old boys) at the time. If wrestling and comic books ever needed a think tank, I'm pretty sure we would have been candidates.
ReplyDelete*Not very often, it turns out according to TSR, if I recall. At least, not in the ring. But it may have been Grey Hulk in those days.
Much like MERP, Marvel Super Heroes served two purposes in my life - (1) A game to play that allowed us to immerse ourselves in a setting we loved, with either iconic characters or self-generated inserts, and (2) A wonderful, accessible repository of lore, information and crunchy stats about fiction that we enjoyed.
ReplyDeleteEven though I didn't get to play as much of either as I might have liked, I got to collect and read a ton of engaging and entertaining bits of lore disguised as rules.