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Racon Gunner’s Favorite Games – Marvel Super Heroes Advanced Set
March 5, 2025
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Racon Gunner’s Favorite Games – Marvel Super Heroes Advanced Set

Introduction: Superhero Battles in Santa Fe

In 1987, my family moved to Santa Fe, New Mexico—practically the opposite of my hometown, Elk River, Minnesota. I started at De Vargas Junior High, a much smaller school than I was used to, and adjusting wasn’t easy. But then, I met Matt.

Matt was a hardcore comic book fan, just like me, and one day at lunch, he pulled out the Marvel Super Heroes Advanced Set. That moment changed everything. We headed to the school library and started playing right there at the table. Secret Wars was our favorite comic event at the time, so naturally, we made it the backdrop of our first campaign. When we saw the "Beyond" power rank on the hit chart in the back of the book, we had to figure out what it did.

At first, we stuck to playing Marvel’s established heroes—Spider-Man, Wolverine, the X-Men—but as we got deeper into RPGs (especially after picking up Dungeons & Dragons), we started adapting the game to our real world. By high school, we were using a map of our own school campus as the setting for epic superhero battles. Santa Fe High had a college-style layout, with buildings spread out over a hill, which made it the perfect backdrop for Hulk and Thor to throw down. Sometimes, we even played outside, imagining those legendary Marvel battles happening right in front of us.

The Universal Table was my favorite mechanic. It made the game simple, fast-paced, and easy to learn, yet it still managed to capture the energy of a Marvel comic. If you're looking for a modern equivalent, Index Card RPG has a similar pick-up-and-play quality. But nothing quite replaces the thrill of playing out your favorite comics at the lunch table, surrounded by friends, in a world where anything felt possible.

Now, let’s dive into the Marvel Super Heroes Advanced Set—its mechanics, its legacy, and what made it so great.

Santa Fe High. Home of the Demons

Marvel Super Heroes Advanced Set – A Classic Four-Color Adventure

Overview

Released in 1986 by TSR, the Marvel Super Heroes Advanced Set was an expansion of the original 1984 RPG. This updated version added deeper mechanics, more options, and refined gameplay—while still keeping the game fast, fun, and true to the comics.

Players could take on the roles of famous Marvel characters like Spider-Man, Captain America, or the X-Men, or create their own superheroes to battle villains in dynamic, comic-inspired adventures.

Gameplay Mechanics & System Details

The FASERIP System & Universal Table

The game introduced the FASERIP system—named after its seven core attributes:

  • Fighting
  • Agility
  • Strength
  • Endurance
  • Reason
  • Intuition
  • Psyche

Instead of numbers or levels, each ability had a descriptive rank, such as Typical, Excellent, Remarkable, or Unearthly.

Nearly all actions in the game were resolved using a single percentile roll (d100) against the Universal Results Table—a color-coded chart that determined success or failure.

  • White: Failure
  • Green: Basic success
  • Yellow: Strong success
  • Red: Critical success

This one chart streamlined everything—whether you were punching out Doctor Doom or hacking into a S.H.I.E.L.D. database.

Game Masters (called Judges) could adjust difficulty with Column Shifts, making actions easier or harder depending on the situation. This kept gameplay cinematic, fast, and dramatic—perfect for superhero action!

Character Creation & Powers

  • Players could either use pre-generated Marvel characters or create their own.
  • The Advanced Set allowed for more flexible character creation than the 1984 Basic Set.
  • Characters could randomly roll for powers or customize them with GM approval.
  • Superpowers, skills, and talents all followed the Universal Table system, keeping the mechanics consistent and intuitive.

Karma, Health, and Heroic Action

  • Karma replaced traditional experience points.
  • Heroes earned Karma for stopping crimes and acting heroically.
  • Karma could be spent to boost rolls or improve characters over time.
  • If a hero killed someone, they lost all their Karma instantly—enforcing the classic Marvel moral code.
  • Other unique stats included Popularity (a measure of fame) and Resources (abstract wealth tracking).

This system made Marvel Super Heroes feel very different from traditional RPGs—it encouraged players to act like actual superheroes, finding creative, non-lethal solutions to problems.

Community Reception & Legacy

  • The game was widely praised as an excellent introduction to RPGs.
  • White Dwarf magazine gave it an 8/10, calling it "perfect for beginners but still great for veterans."
  • The Marvel-Phile column in Dragon Magazine ran for nearly a decade, expanding the game’s roster of characters.
  • Even after TSR lost the Marvel license, fans kept the game alive through fan sites and homebrew expansions.

To this day, Marvel Super Heroes (MSH) is fondly remembered, and many modern superhero RPGs borrow elements from its design—especially its Karma system and simple, fast-paced resolution mechanics.

How Marvel Super Heroes Stacked Up Against Other 1980s RPGs

Champions (1981)

  • Highly detailed, math-heavy, and tactical
  • Point-buy system for total character customization
  • Lacked an official Marvel or DC license

How it compared:

  • Champions was crunchy; Marvel was fast and simple.
  • Champions appealed to power gamers; Marvel was accessible to beginners.

DC Heroes (1985)

  • Official DC Comics RPG, featuring Batman, Superman, and others
  • Used a logarithmic attribute system for scaling power levels
  • Featured Hero Points, similar to Marvel’s Karma

How it compared:

  • DC Heroes was more number-driven, while Marvel was more descriptive and cinematic.
  • DC Heroes offered better balance for original characters, but Marvel was faster to learn.

Villains & Vigilantes (1979) & Heroes Unlimited (1984)

  • Early superhero RPGs with random character generation
  • Lacked a unified system like Marvel’s Universal Table
  • Did not include an official comic book setting

How Marvel Super Heroes stood out:

  • It had the Marvel Universe built in, giving players an instant setting.
  • The Universal Table streamlined gameplay more than these older systems.

Quirky & Unique Facts About Marvel Super Heroes

  • "FASERIP" Sounds Like a Finishing Move – Fans still use this acronym, though it sounds oddly aggressive!
  • The Game Had a Map of Marvel New York! – It included a full-color NYC map featuring famous locations like Avengers Tower.
  • Karma as a Morality System – Killing wiped out all your Karma, ensuring players acted like real Marvel heroes.
  • Long Print Run – The game was in continuous print from 1986 to 1992, an impressive lifespan for an RPG!
  • It Still Has a Fan Community! – Sites like Classic Marvel Forever continue to support and expand the game today.

Final Thoughts

The Marvel Super Heroes Advanced Set remains one of my favorite RPGs of all time. Its simple yet dynamic mechanics, fast gameplay, and comic book feel made it a perfect gateway game into the world of RPGs. Even today, it holds up as a fun and engaging system—one that I’ll always remember playing in a school library, imagining Thor and Hulk battling outside in the Santa Fe sun.

Have you ever played Marvel Super Heroes RPG? Let’s talk classic RPGs in the comments!

💬 What’s your favorite superhero RPG? Let me know below! ⬇️

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