""You have passed through of the Gates of What If - into a divergent universe, where things are almost the same, with a few changes. VICTOR has plans - and you're invited. GATES OF WHAT IF? is an adventure for use with the MARVEL SUPER HEROES role-playing game. You must have the MARVEL SUPER HEROES role-playing game to play this adventure. This package includes a 40-page adventure book and a full-color map of DOOMSTADT and other areas.""
"You are in a world where Reed Richards did not live to become Mister Fantastic! Ben Grimm is the Thing, but he's not rocky and orange - he's wearing a power suit! And wait just one minute - you say that Victor Von Doom is a HERO?
Where are you?
You have passed through the Gates of What If - into a divergent universe, where things are almost the same, with a few changes. Victor has plans - and you're invited."
Marvel Super Heroes Module Rpg MH9 Gates Of What If By Roger E. Moore was the prelude module for us in 1987 to dive into the MX1 Nightmares of Future Past By Steve Winter. Let me explain why. We had just gotten roped into the lead in events of MH9. The module clocks in at about 40 pages in which the PC's are used by a heroic Victor von Doom to gain revenge against Mephisto. Our group had a blast with this module.
The world was so very much like our regular Marvel Super Heroes campaign but there was something very 'off'' about it. According to the Gates of What if Wiki entry; " As Guide du Rôliste Galactique notes, "Much of the interest of the adventure comes from the confrontation between these characters and those of the parallel world. Some [of the superheroes in this parallel world] are dead, others have never been superheroes, or their costume is being used by someone else. The reactions of the public and the heroes of the parallel world therefore risk unsettling the characters.""
My uncle modified MH9 so that the module would work with our Marvel Advanced PC's. According to his notes Mephisto sends us sideways in time to MX1 and our own campaign's possible future!
Victor is the one who eventually saves our party from the possible future of the events of MX1. Of course we had to go back to MX1 but we'll get to that. Roger E Moore's MH-9 is a tightly written and designed module. According to the Gates of What If wiki entry; "In Issue 4 of Adventurer, Ian Marsh called Gates of What-If? "a titanic adventure for Marvel Super Heroes which pits the Fantastic Four and Spidey against a formidable extra-dimensional opponent. Would you be surprised if Doctor Doom appeared too? Nope, nor would I."" And this review captures the feel of MH9. According to Kevin Derby's July 2016 Amazon review; "This is an interesting module for TSR’s classic Marvel RPG from the mid 1980s as the importance of Reed Richards is on display in this adventure. It’s an interesting twist on the Marvel Universe and GMs will have to be pretty well versed on it. This is one of the more comprehensive modules with plenty of character profiles and a few good maps. A solid choice though it does require quite a few heroes to beat it" My uncle's Marvel Super Heroes group had nine players at the time. Recently playing through with six PC's was a bit of a slog. Is MH-9 worth the download? Definitely because it highlights what can be done with the FASERIP Marveil rpg.
After the events of MH-9 Mephisto became a regular thorn in our party's side. We had some runs ins with him & he cost us the life as well as the soul of one of our PC's but that's a blog entry for another time.
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