The structure is solid, with clearly laid out scenes. There is a reasonable amount of flexibility if the players don't want to play the Fantastic Four, and if they don't bite the plot hooks. The traps designed specifically for each member of the group are interesting (except the Human Torch, who is just blasted with flame-retardant foam for the millionth time).
One of the best aspects of the MSH game is the way heroes are encouraged to showboat, go on dates, ride in parades, and so on instead of just getting into fights. And sure enough, the intro section has opportunities for heroes to acquire Karma by making a speech and giving kids a ride on skycycles, and there are (albeit limited) opportunities to engage with sympathetic allies later in the adventure.
The art is solid, as well. Jeff Butler's panels have the 1980s comic book feel, and the content largely fits the text (except Ramone is wearing basic pants and shirt, instead of a black jumper with pockets full of tools). Though the art is repeated as a strip/border along the bottom of every page, which feels like padding.
But the main villain is a third-rate knock-off of Annihilus with goofy goggles, who never gained any traction in the Marvel Universe. The map is hard to read, because the borders marking off the edges of the areas overwhelm the walls. And while the referee is supposed to fold the map over and show it to the players, the (supposedly secret) network of ventilation shafts is shown.
The plot is also weak and uninspired. It's basically a dungeon, except instead of exploring the PCs are shuttled through a very linear sequence of set-piece battles. The climax is also poor -- the villain's grand plan is completed, and he presses a button... and nothing happens? Combined with the repeated contortions that ensure nothing bad ever happens to the PCs, it feels like the heroes are guaranteed a win. And when they do win, everything reverts back to normal and everyone (even the PCs!) forgets what happened. A little dispiriting.
tldr; Well constructed, but boring.
Ratings Explanation
The following components make up a rating:
Ratings. The ratings that users enter
into this index are each averaged into the final rating with a weight of
between 0 and 4, with weight based on trust algorithms.
Reviews. Each review is averaged into the
final rating with a weight of 8. Sometimes reviews can skew high, but they
also display fan interest (or disdain) in a product.
Content. The average rating of each
content--before its own bayesian weight is inserted--is averaged into
the final rating. The weight of a content is equal to its own weight
divided by the number of contents, and divided again if it only
appears in a fraction of editions.
Bayesian Weight. A rating of 5.00 is inserted into the final rating with a weight
of 35. This is an arbitrary weighting of
the average rating that keeps things toward the center until they're
better rated.
All User Comments
The structure is solid, with clearly laid out scenes. There is a reasonable amount of flexibility if the players don't want to play the Fantastic Four, and if they don't bite the plot hooks. The traps designed specifically for each member of the group are interesting (except the Human Torch, who is just blasted with flame-retardant foam for the millionth time).
One of the best aspects of the MSH game is the way heroes are encouraged to showboat, go on dates, ride in parades, and so on instead of just getting into fights. And sure enough, the intro section has opportunities for heroes to acquire Karma by making a speech and giving kids a ride on skycycles, and there are (albeit limited) opportunities to engage with sympathetic allies later in the adventure.
The art is solid, as well. Jeff Butler's panels have the 1980s comic book feel, and the content largely fits the text (except Ramone is wearing basic pants and shirt, instead of a black jumper with pockets full of tools). Though the art is repeated as a strip/border along the bottom of every page, which feels like padding.
But the main villain is a third-rate knock-off of Annihilus with goofy goggles, who never gained any traction in the Marvel Universe. The map is hard to read, because the borders marking off the edges of the areas overwhelm the walls. And while the referee is supposed to fold the map over and show it to the players, the (supposedly secret) network of ventilation shafts is shown.
The plot is also weak and uninspired. It's basically a dungeon, except instead of exploring the PCs are shuttled through a very linear sequence of set-piece battles. The climax is also poor -- the villain's grand plan is completed, and he presses a button... and nothing happens? Combined with the repeated contortions that ensure nothing bad ever happens to the PCs, it feels like the heroes are guaranteed a win. And when they do win, everything reverts back to normal and everyone (even the PCs!) forgets what happened. A little dispiriting.
tldr; Well constructed, but boring.