Anti climatic ending perhaps?

By Santanilla, in Marvel Champions: The Card Game

Love the game so much but one of the thing I don’t like is that when you defeat an enemy there should be some narrative afterwards as in arkham horror, it feels quite anticlimatic at the moment, What do you think?

Arkham has a stronger story for sure.

On 10/11/2020 at 10:11 PM, Santanilla said:

Love the game so much but one of the thing I don’t like is that when you defeat an enemy there should be some narrative afterwards as in arkham horror, it feels quite anticlimatic at the moment, What do you think?

Yeah, it takes an acclimation period to adjust to the abruptness of the game's end and lack of story we've grown accustom to in Arkham.

Rise of the Red Skull does have a strong campaign with a light story & deckbuilding element.

1 hour ago, Duciris said:

acclimation period

ISWYDT 🤣

In all the interviews I've heard from Caleb and Boggs, they always make three things clear:

- Although its developers have gone through the design teams of other FFG products, such as Lord of the Rings, Marvel Champions is a game in itself and they intend to go their own way.

This is the reason why they have designed their own giant cards instead of copying Keyforge's in their Mass mutation expansion, for example.

- The game is always designed for 2-3 players. Only games and 4 players are not the priority.

For this reason, when you play the Kang scenario with a single player, you lose the time travel element of the scenario. You just go from villain phase 1 to two. We must face that the fact that the villain's phase 2 is random is a necessity rather than an objective. The cards are reused, it is still a trick.

- They intend to keep the game simple in terms of the set of rules. They want it to be accessible to everyone.

And for this reason we will never see a campaign in Marvel champions where you have a deck of locations to randomly build with 6 of them the Hydro-base of dr. Hydro (generator, corridor, closet, armory, laboratory, dining room, hydroponic farm ...) through which you can move to rescue the passengers of a kidnapped cruise ship and lead them to the SHIELD submarine to escape before Dr. Hydro turn into amphibians with their mutated gas. All this during a turn of 8 phases during which several members of the snake squad will appear at different points of the Hydro-base (Sidewinder, Death Adder, Black Mamba and Anaconda), accidents happen randomly (such as the generator of the Hydro- base is overloaded, that a section of it is flooded or that The Thing that was prey to Dr. Hydro escapes and joins you in your mission), while you collect objects throughout the base to fulfill your mission (collect weapons from the armory, take a sample of the mutated gas to analyze it and thus be able to neutralize it, collect the serpent crown that you have found by chance ...) and all this before dr. Hydro achieve its objectives.

It would be an amazing campaign, the truth is that it is, but too complex, turns with too many phases, too many variables and the game could last 8 hours or more (as with Arkham Horror).

This is not the objective of Marvel champions, a simple game with a duration of approximately one hour is sought where you have fun feeling powerful as your favorite hero defeating the villain on duty.

We will never find a campaign like 'The Dunwich Legacy 'with a layer of 'Marvel paint' on top.

I think the best way to look at it is the mediums both franchises originated in.
Marvel- comic books: Something thats a quick read.

Arkham- novel: Something thats a longer read.