Marvel: Age of Consequence
Bruce Banner died in 1962. There was no Hulk. There were never any Avengers. Now create your own hero and change Marvel history.
TYPE
SYSTEM
LANGUAGE
EXPERIENCE
AGE
$20.00
/ Session
Details
1 player following this game
Bi-weekly / Sunday - 1:00 PM UTC
Session Duration / 3–4 hours
0 / 5 Seats Filled
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About the adventure
The year is 1997. For thirty-five years, the world has lived in an age of superheroes. The Fantastic Four have stood at the center of the impossible since 1961. Spider-Man swings above New York. The X-Men fight for a world that fears and hates them. Doctor Strange guards realities most people will never see. Iron Man, Thor, Black Panther, Black Widow and countless others have become part of modern history. But this isn't the Marvel Universe you remember. In 1962, Dr. Bruce Banner ran onto a gamma-bomb test range to save a reckless teenager named Rick Jones. Banner saved him. And died. There was no Hulk. And without the Hulk, one fateful gathering of heroes never happened. There were never any Avengers. History continued anyway. Heroes fought beside one another. Friendships formed. Teams came and went. Nick Fury spent decades building a worldwide network of extraordinary people he could call when ordinary solutions weren't enough. The world survived. But history changed. Some familiar heroes followed very different roads. Some villains never met the enemies who once defined them. People who died in another history still live. Others who should have become legends never existed at all. Now it is spring, 1997. This is where established history ends. You will create an original hero entering a living Marvel Universe with more than three decades of history behind it. You might be a newly emerging superhuman, a veteran nobody has heard of, a mutant, an inventor, a mystic, an altered human, an alien, a government operative—or something nobody has seen before. You aren't replacing an established Marvel character. You aren't somebody's sidekick. And nobody is waiting to hand you a membership card. Somewhere in the world, powerful people are already moving. Old rivalries are awakening. Plans laid years ago are approaching fruition. The heroes who have protected this world have their own battles, responsibilities and lives. Then something happens. And when it does, you are there. What happens next hasn't been decided. There is no predetermined Marvel timeline waiting to correct itself. Familiar events may never happen. Others may occur in forms nobody recognizes. People who were enemies may become allies. People who survived the comics may die. Your choices can change the lives of characters you have known for years—or create consequences no comic book ever explored. This is an Advanced FASERIP campaign about original heroes becoming part of an alternate Marvel history. You don't need encyclopedic Marvel knowledge. Come with a character you want to discover, a willingness to share the spotlight, and one essential quality: When something goes wrong, your hero is someone who chooses to act. The world already has heroes. Now it has you.
Game style
Roleplay Heavy
Sandbox / Open World
Meet the Game Master
Less than a year on StartPlaying
Highly rated for: Beginner Friendly, Storytelling, Creativity
Average response time: 2 hours
Response rate: 100%
About me
I've been rolling dice, building worlds, and discovering just how badly plans can go wrong since 1987. My first RPG was Teenage Mutant Ninja Turtles & Other Strangeness. The friend who introduced me handed me a mutant rhino to play. I got him killed about twenty minutes later. Somehow, that didn't discourage either of us. About a year later, that same friend handed his Advanced Dungeons & Dragons 2nd Edition campaign over to me to run. I was 12 years old, sitting behind the screen and running a game for adults—and I've been playing and GMing ever since. More than three decades later, I still believe the best thing about this hobby is that there should be a place at the table for anyone who wants to be there. My table welcomes you. LGBTQ+ players are welcome. Neurodivergent players are welcome. First-time roleplayers are welcome. Lifelong gamers are welcome. You can arrive knowing the rulebook better than I do, or you can arrive having never picked up a set of funny-shaped dice before. I'll meet you where you are. You don't have to perform, know all the rules, do a voice, or be the loudest person at the table. You just need to be willing to share the table with everyone else. As a GM, I build living worlds where player choices matter. NPCs remember what you do. Factions pursue their own goals. Decisions have consequences. A person you helped six sessions ago may remember it when you desperately need a friend—and someone you crossed may remember that, too. I prepare deeply, but I don't prepare your decisions. I want to know the people, places, conflicts, and forces moving through the world well enough that when you do something I never expected, I don't need to force you back toward the story. We find out what happens instead. I love character-driven campaigns, difficult choices, mysteries, exploration, memorable NPCs, slow-burning storylines, and those wonderful moments when something seemingly insignificant from months ago suddenly matters. Combat can be dangerous and exciting, but some of the best sessions I've ever run have happened because the players found someone interesting and decided to talk. Your character's background isn't just decoration, either. Give me people they care about, things they regret, ambitions they haven't achieved, enemies they've made, or questions they haven't answered, and don't be surprised when some of those things become part of the world around them. But underneath everything I do as a GM is one principle: The game is bigger than any one person at the table—including me. The experience we're creating together is what matters. Every ruling I make, every storyline I introduce, every NPC I create, and every hour of preparation I put in is ultimately in service to that shared experience. The GM isn't above the game because they sit behind the screen. The most experienced player isn't above it because they've been playing for decades. The loudest personality isn't more important than the quietest. No character, storyline, clever idea, or individual moment matters more than the experience we're building together. The game belongs to all of us, and everyone at the table has a responsibility to make it better for everyone else. That's the social contract I bring to the table, and it's the standard I hold myself to first. I may create the world and set it in motion, but once we sit down together, what happens belongs to everyone. My job isn't to tell you my story while you roll dice inside it. My job is to give you a world worth entering, people and problems worth caring about, and the freedom to decide what your character does about them. I've been doing this since a mutant rhino met an unfortunate end in 1987. I'd like to think I've gotten a little better at it since then.
View Profile →Character creation
Creating your character
Like all of my games, this campaign will start with a dedicated Session Zero for character creation, using the standard rules of the Advanced FASERIP system. Character backgrounds are encouraged, and will need to be submitted before the First Table.
What to expect
Preparing for the session
Players will need to join the Discord server where the game will be played.
What Bryon brings to the table
Player agency will determine the pace and direction of the campaign. Combat intensity and frequency will vary. Rules will be mostly as written, but if we find something that we need to change, we will.
Homebrew rules
None at character creation.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Bryon creates a safe table
As in all my games, any concerns of comfort and safety with the game content will be discussed as part of Session Zero, and Monte Cook's RPG Consent Checklist will be used. My games carry an open door policy, we will debrief and do aftercare at the end of each session, and breaks will be available at all times if anyone needs one.
Content warnings
Safety tools used