that was more important, since each one was associated with a column on the results table. Instead, it was an attribute's adjective - Good, Incredible, Amazing, etc. Although a character's seven attributes (Fighting, Agility, Strength, Endurance, Reason, Intuition, and Psyche) did have a numerical value associated with them, that value played minimal role in the game mechanically. The genius behind Marvel Super Heroes is its universal results table, an extremely elegant way both to present and to adjudicate any action a character might attempt in the game. Despite all that, I find it very difficult to dislike this game, as it's extremely well designed and fun to play - so well designed, in fact, that it became a template for most of the RPGs produced by TSR in its wake. It's all here: a licensed IP, the assumption that players would use pre-existing characters, "goodies" in the form of character tokens and information cards, and an auctorial voice intended to imitate its source material but which only succeeds in sounding condescending even to young children. Released in 1984, TSR's Marvel Super Heroes is, in many ways, emblematic of the trends I so dislike in the post- Golden Age history of the hobby.
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