Friday 5 July 2013

The Masters of the Universe Role Playing Game by FASA - actual play review


If you are anything like me, stop it! Stop it right now! I mean it! I know what you are thinking: "A He-Man RPG, by FASA. OMG! Take my money!" That's exactly what I thought when I stumbled across this one on Boardgamegeek.com just under a year ago. This is a bad thought that leads to dark places. Trust me. Let me tell you why:

The Masters of the Universe Role Playing Game was put out by FASA back in 1985. FASA is the company that brought us amazing games and worlds such as Shadowrun and Battletech. They published that Star Trek RPG I talked about a couple weeks ago. They are and were a trusted name in the RPG marketplace. This would be why I was shocked and amazed and immediately went to eBay when I heard that they had made this game. Come on now, how cool would a good RPG about He-Man be? The problem, this isn't an RPG at all.

Unfortunately The Masters of the Universe Role Playing Game does not live up to it's name. It's just another bad licensed board game. Not only that, it's an incomplete, unplayable board game with some of the worst and most confusing rules ever written.

In this game it's the players vs. the game (see Pandemic didn't even come close to doing it first). The players take on the roles of various Masters of the Universe characters that include He-Man, Ram-Man, Man-at-Arms, Teela, Fisto and Orco. The heroes are trying to break into Snake Mountain and steal the Jewels of Eternia. Attempting to stop the heroes are a wide variety of He-Man villains including Beastman, Trap Jaw, Evil-Lyn and of course Skeletor. The dungeon itself is also filled with a variety of traps and other lesser known monsters and defensive robots. Sounds cool doesn't it? Sadly it's not.

Gameplay starts by seeding the board. You have 10 treasures chits that are placed on the board on blue star rooms. These are randomized and only one of them has the Jewels the heroes want on it. This adds unpredictability and replayability to the game. Then the players take turns moving their hero standees on the board. Every hero has a character sheet with a ton of stuff on it, about 3 items of which are actually used. One of these is a movement rate. The board is divided into squares and it costs one movement point per square plus an extra one to move through a door.

Once everyone is moved you reference a map key and read off what room each hero is in. Then you roll for an encounter. This is done with a D6 roll adding modifiers depending on what room you are in. Some rooms have set encounters in addition to this. After rolling for an encounter the heroes in rooms with baddies can attack. Then the baddies attack back. There's a really cool bit here where the monsters have an AI described that tells you how they act. It's even cooler that some are very specific and based on what heroes are in the room. For example Beastman flees if outnumbered. Skeletor uses magic if Man-At-Arms is there but moves in and uses his sword on He-Man. After the monsters go, if a hero is in a room with a treasure token and no baddies they can flip it and take it. If it's the Jewels now all they have to do is escape. Other treasures either do nothing or give some special rule breaking ability.

Sounds pretty awesome doesn't it? Trust me it's not! This is what hurts the most about this game. It sounds awesome. It looks pretty awesome. It has so much potential. Sadly it's all wasted.

The first thing you will find when reading the rules, which are kind of neat and written like a comic book where your 8 year old self is represented in the comic as a generic boy outline, is that they make no sense by about page 1. By page 3 or so they make even less sense. Then you get to a rule summary, sweet! Oh wait this contradicts the stuff in the comic. Wait where's the defense chart? "This character only attacks by defending" wait what? "...attacks when a character enters the room... This monster never attacks only defends" huh? What the hell?


I'm being serious here. The rules make no sense. They feel like they are making a bit of sense. They actually feel enough like they are making sense that you may be tempted to put together a group and try to work through it, but trust me: when you actually try to play you will find you can't. That's right this game is 100% unplayable as written. It just can't be done. The only way to play is to just make stuff up as you go, as every 5 minutes or so you will go hunting for something in the rules only to find it's not there at all or is something as clear as "Spiders will always attack the closest player character. They will attack until dead. When defending they will use the attack option." then you will go looking for the Attack and Defend option. These are mentioned in every single monster description. Some monsters even roll to see if they Attack or Defend when defending. You won't find this. It's just not there. When attacking you roll 1D6 and add something. The defender rolls 1D6 and adds something else. I say something because no where in the rules does it tell you what to add to your rolls. You have a bunch of skills, stuff like Hand to Hand, we assumed that this is what you added and the bad guys have an Attack stat, we guessed this is what they add, but no where does it explain what you add to your die rolls.

This so could have been an amazing game, so what the hell happened? Well it ends up that there were plans to turn this game into a full blown RPG. There were even miniatures produced for it. But the Advanced Set, that was due out in 1986 was cancelled. This is the reason that the characters have stats and a list of skill that are never used in the existing game at all. This is why Orco has a bunch of spells on his character sheet but can only use a small selection of them. Sadly I don't know exactly what happened but whatever it was left us, the fans, with this sorry, incomplete and contradictory box.

So again I re-iterate: no matter how cool this looks or how cool it sounds, or how confidant you are that you can figure out these insane rules, just give up. If you are a collector, it's a cool item to own. Just save yourself and your players some stress and keep it in the box, forever.


10 comments:

  1. Well, that's a glowing review if I've ever heard one!

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    1. The one part I did leave out of the review (because I really don't want anyone to think maybe this one can be redeemed) was that we had a great time. The group of players I had were great and I don't think I've laughed so much so far this year. It's hard not to have fun with the right group of gamers when you are searching for the Family Jewels with Fisto.

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  2. Interesting. I could take that off your hands if you're looking to sell. ;)

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  3. Once upon a time, I had a chance to buy this game cheap, and I missed the opportunity. Thank you for telling me that it's actually lame.

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    1. Yeah, sadly it's not what it could have been. I was very disappointed. There was so much potential. Glad I could remove some regret.

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  4. Scott Haley already answered for me. I saw this at Gencon many a moon ago and always regretted not getting it

    My regrets are now over

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    1. Glad I could save you some regrets. I think I wrote this mostly for people like me, who hear that there's a FASA Master's of the Universe RPG and go nuts trying to get a copy.

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  5. Haha. Just played it with friends for the first time. Totally unplayable. We stumbled through making up rules as needed. If course the crown jewels were next to last in the corner. Sheesh. Over person played Orko which is kind a cool as half the bad guys just ignore him.

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    1. Totally agree. Orko and "Ram Man" made the game for us. Well as well as it could be made.

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  6. Just picked this up in a game swap at a local convention. What you described sounds like a poor man's version of Mice & Mystics blended with HeroQuest. A cool mis-conception of the property, but as a game designer & father of 3 girls, I think I'm going to bust mine out & let their imaginations run with it. Probably have to cobble together a She-Ra figure though!

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