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ICONS: The Nemesis Crisis $5.00
Average Rating:4.7 / 5
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ICONS: The Nemesis Crisis
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ICONS: The Nemesis Crisis
Publisher: Ad Infinitum Adventures
by Chris H. [Featured Reviewer]
Date Added: 07/15/2014 13:11:36

If you enjoy comics series along the lines of Marvel's "Secret Wars" or "Contest of Champions," DC's "Salvation Run," or BOOM!'s "Deathmatch," you should be able to have a blast with "The Nemesis Crisis." The storyline revisits some well-worn ground—cosmic being "kidnaps" metahumans for a sort of contest—but with enough distinctiveness in the cosmic antagonist's motivation to keep the story interesting. It's particularly notable that author and artist Dan Houser includes guidance for giving the adventure a tone appropriate to the Golden, Silver, Iron, or Modern Age in comics.

It's not quite right to call "The Nemesis Crisis" an "adventure" in the traditional sense. By design, it's really more of a framework for an adventure. Dan gives the GM a lot of information about the antagonist's and deuteragonist's motivations, which of course is absolutely critical. Beyond this, the meat of the plot information for GMs comes in the form of a timeline describing what happens if the player characters do nothing. Since the whole scenario stretches out over a week of in-game time, this is a good format. What it lacks is sufficient information for inexperienced or harried GMs to know how the deuteragonist will respond if the PCs do not remain idle, which of course they won't. As a GM with little prep time and, frankly, below-average improvisational skills, I would have appreciated an additional sentence or two for each entry in the timeline, something like "If foiled, [deuteragonist] will …" This isn't a damning weakness, but I'd call it a significant missed opportunity.

Production values vary depending on what you're looking at. Dan's artwork is, as always, evocative and entertaining. As a writer, Dan's strength is in conceptualizing stories, not in wordsmithing. The prose has a rushed quality to it. Grammatical errors, typos, and such are not infrequent. Some of this can be written off as a "conversational tone," but some can create annoyance or confusion. For example, the cosmic antagonist is called "Justicar," and while the name clearly derives from the English word "justiciar," it's not clear whether the spelling "Justicar" is an intentional variation or a mere misspelling. Also, for somebody so interested in justice, it's laughable that Justicar at one point refers to "not guilty" as a "sentence." There's also a disruptive column-wrap error in Derecha's stat block. But these things are all GM-facing, and only affect the aesthetic experience of reading the module, not the play experience at the table.

"The Nemesis Crisis" is envisioned as a "big crossover event," like DC's "Forever Evil" or Marvel's "Original Sin" (to cite two recent examples). To get this "big crossover event" feel, you'll need a very large selection of supervillains, and you may want to have your players adopt the rules of multiple superheroes, either in big teams where players run multiple characters at once, or in successive "meanwhile, elsewhere on the planetoid" scenes. Therefore, the "event" works best if you have easy access to Hero Pack 5 (the Hero Pack volume with the most substantial supervillain population) and/or the Villainomicon. By the way, "The Nemesis Crisis" is written with the original ICONS rules set in mind, but it's not hard to adjust on the fly to the Assembled Edition—in fact, I don't think you'll even notice the difference, except for the way qualities are written.

In sum, "The Nemesis Crisis" is an ambitious scenario that can easily bring the "big crossover event" feel to an ICONS gaming table. It's well worth the price, and worth the time to run, for what it pays you back in fun. It does, however, require an additional source of supervillains to be most effective.



Rating:
[4 of 5 Stars!]
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