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DC Heroes RPG, 3rd Edition

Author: Greg Gorden, Bryan Nystul
Category: game
Company/Publisher: Mayfair Games, Inc
Line: DC Heroes (discontinued)
Cost: $20
Page count: 184
ISBN: 1-56905-000-7
SKU: 267
Capsule Review by Colin Fredericks on 06/13/00.
Genre tags: Superhero

Justice League Assemble!

Please note: the current West End version of DC Heroes is not something I've seen. This is not a review of it; rather, it is a review of the older white-covered softback DC Heroes by Mayfair Games.

There is something about superhero games which both attracts and repels people. There's the promise of having a great game worthy of telling your (gamer) friends about for years to come. Unfortunately, it's balanced by the threat of twink-laden power gaming, especially when the system lets you create someone like Planet-Thrower Man (old Champions fans will remember the planet-chucker).

The hardest thing to do in a comic-book game is create the rules. Comics action almost begs for a game that can stand up to it in real-time, something tailored to the experience. Let's see whether DC Heroes does this - and is thus worth the foil-coated paper it's printed on - or whether it's just food for the Hunger Dogs.

If Superman died, what chance do we stand?

Mayfair Games published their third (and final) edition of the DC Heroes Roleplaying Game in 1993. Hal Jordan was still Green Lantern (not for long), Wally West was still struggling with his powers as the Flash, and Superman just got his clock cleaned good by Doomsday. If nothing else, it was a heck of a time to be a superhero.

I hardly need to say anything about the setting of DC Comics itself. Either you like it or you don't. What I need to tell you about is how well the book presents it - whether someone just reading the book can understand the setting well enough to play in it. The rest of you, skip to the next heading (unless I've got you enthralled).

Thirty-two pages are devoted to describing the DC universe. I include the character descriptions (29 of them plus the Batman Who's Who detailed writeup) because the universe is defined and was "discovered" by those exact characters. None of it is throw-away material; even the "postcard" on magic from Neil Gaiman is a very informative ten sentences. The reader gets a quick look at many places, which the GM will have to flesh out using imagination or comics. There is a quick paragraph on relations with the law - always a good thing to see. There's a lot of historical info - probably more than most GM's will need, but I like that kind of thing - and the more recent time periods seem to have suffered for it. Luckily, the DC universe keeps a pretty close concordance with our own.

Of course, there is no substitute for actually reading the comics, but few of us have the time. Here are a few compilations I would suggest; none of these are necessary but many help. The history of the DC universe is summed up in a few books: Crisis on Infinite Earths, Legends, Zero Hour, and the recent DC 1 Million. Each is excellent, though Crisis is very pricy. If you're interested in alternate settings, try Watchmen, Frank Miller's original Dark Knight stuff, or Kingdom Come (or heck, make your own universe). Superman: Peace on Earth is essential for anyone who is playing Superman, whether GM or player.

The "standard" DC Heroes campaign focused on a early Titans-level game (that means Nightwing, Starfire, Changeling, Cyborg, Arsenal, etc., not titan as in super-high-powered), which is roughly equivalent to Marvel's X-men.

Jonah Hex - one eye, but man could he shoot.

The system used in DC Heroes (now known for some obscure reason as MEGS - Mayfair Exponential Gaming System perhaps?) has two sides to it. One of them shines. One does not.

The shining side: this thing scales like a dream. Any superheroic level you want will come out to a somewhat reasonable number. Even Darkseid's massive Warp ability (the highest ranked ability in the game) comes out to a 65. Superman's strength is a 25. The basic idea is that everything is rated in AP's (Attribute Points, even if it's not an attribute). Time, distance, weight, money (ick, see below), skills, attributed, etc.. All rated in AP's. These AP's are exponentially scaled, with each one being twice the level of the last one.

Want someone to lift one ton? Just check the chart in the back, look up one ton on the Benchmark AP's table, and give your character a strength of 6. Bet you didn't know Aquaman's four times as strong as you.... He's got a Strength of 8. And you thought he just talked to fish.

An exponential scale may seem clunky, but it works well in practice and is somewhat in tune with "comics reality." All nine attributes (divided into social, mental, and mystical) are done this way. Superpowers have the nice facet that it's hard to "twink" them. Sure, you could take a 26-AP Fire Blast (trust me, that's buff. That could hurt Superman) as a starting character, but you might want to have points left for something else... attributes, for example. As in any game, the GM will have to watch for some things, but not much.

Combat is almost always important in a superhero game. DC Heroes does admirably here. The system includes the always-important Hero Points (Karma for MSH fans, Hero Points for players of Valence 592, Fate Chips for Deadlands hombres, whatever you call 'em), rules for knockback and haymakers, fast lookup tables to see how fast you run or how much you lift, sweeps with telephone poles, Flash-style (or Nightcrawler-style) multi-attacks, and most of the stuff you expect from comic book combat.

The chart system is a bit crufty, but not too bad. Make a photocopy of the Action Table and Result Table; you'll be glad you did. It makes things much faster. Also, though the XP system requires one to read through the book once ("Standard award? What the heck is a... oh, here is on pg 133!"), it doesn't work badly. There is the usual "if you try to kill someone, no points for you" stuff, which you expect in a game with Heroes in the title.

The side that doesn't shine: while the system scales remarkably well for Robin-level and above, Robin is still much higher-powered than your average human. The average attribute is a 2; the best people in the world will have an attribute from 5 to 11 (depending on the stat). It's very, very chunky on the "normal human" level, which is a strike against it in my book.

Even nastier are the Money rules. You essentially make a Wealth check every time you buy something expensive enough, and have a 2% chance of going flat broke each month regardless of your plans and wealth. The Gadgetry rules tie into this in an equally horrible way; even a simple spy camera becomes massively expensive. I suggest carefully throwing away the parts of the money and gadgetry chapters that you don't like. Omni-gadgets are awful nice - keep the concept around to help Batman-type characters. But paying the Hero Point cost every time you use up an Omni-gadget is murder on your character's advancement.

Last, I do have one small gripe about this system. There are no rules for what Marvel calls a "Power Stunt." A power stunt is sort of pushing the limits, using your power in a way that you haven't before and which is entirely new. For instance, using your Superspeed to create a damaging sonic boom. In the original Marvel Super-Heroes you just blow 100 Karma and k'bang, you get to use the Sonic Blast power once. Do it nine more times and it's yours to keep. In Abberant you can stretch yourself in similar ways, but you risk gaining "taint" (bad stuff). DC doesn't have anything like this, and I really wish it did.

So, Brainiac-5.1, what did you think?

One strangely disappointing factor about this book is the relative lack of comic-book art. All the major characters are illustrated, but not much else. Nothing compared to Abberant, or even GURPS Supers. This is the main reason the book gets a 3 on Style. Other than that, it looks nice. The cover is great, the headers and sidebars really stand out, and the boldfacing of items (which is important in their descriptions) is thankfully perfectly consistent. Though there is no index, the book is arranged well enough that with the table of contents one should be fine.

The system, overall, shines well. It's hard to find a super-hero game that can handle both Batman and Superman, and DC Heroes does it admirably (though at the expense of leaving out the common (wo)man). You'll need those photocopies of the Action and Result tables, but otherwise it holds together very well. This, plus the good amount of info packed into DC Universe Appendix gives the book its Substance rating of 4.

In my opinion, it's a shame this thing is out of print. There are better games available, but I felt this was an excellent fit of system to genre and setting.

One final note: the MEGS system (hopefully with a revision or two) does appear in the Blood of Heroes superhero RPG by Pulsar Games, which I have not seen. Meanwhile, the DC Universe license went to West End Games. They publishes the current version of DC Heroes, which I also have not seen.

Style: 3 (Average)
Substance: 4 (Meaty)
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