"Picture, if you will, a world gone insane. A world where you cannot attend school, buy food or clothing, or even walk down the street without risking capture of imprisonment. Add to that picture, if you can, the specter of giant, killing robots programmed to hunt down and destroy you and everyone like you.This is the world waiting for you in Nightmares of Futures Past. Mutants have been declared outlaws and enemies, stripped of their constitutional rights, and condemned to quick death in battle or slow death in concentration camps. The heroes of our time are gone, either killed fighting oppression, stripped of their powers and locked away, or hiding in shadows…"
Marvel Super Heroes Advanced rpg has a ton of good and solid memories for me back in the 90's. There was one set of adventures that caused two TPK's. This was where we as a group of players proved our mettle. MX1 Days of Future Past is a very popular campaign and one of the foundational classic Marvel storylines for the X-Men & Marvel super heroes in general.
MX1 Nightmares of Future Past by Steve Winter is only a thirty two page module but as an over arching campaign it's absolutely free roaming. According to scidhuv@ican.net's October 1998 Amazon review; "This set of rules is incredible I have used it many times. It presents a world where the characters have full control. There is no set story, but the book helps to setup different ideas in the GM's head. A must have for anyone who's tired of the same old boring campaigns but likes to have a nice set of rules to work with."
How does this relate to the Marvel Super Heroes Advanced rpg? Marvel Super Heroes Advanced allows you as the player to generate the heroes you want as a PC. The system if it's properly worked with really takes full advantage of it's D100 roots & this customization really shines through. The MX series of modules however are brutal. And these modules play for keeps! My uncle was a brutal DM & we cameback for more.
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