What’s the Deal?
The main idea behind Uncanny is that the Player Characters are the focus of the entire Marvel Universe (well… specifically the Universe of my non-canonical Earth-1407).
Marvel Comics had to sell books. They created tons and tons of crap characters to fill deadlines and justify expansions and crossovers. I don’t begrudge Marvel what they have to do to pay the bills. However, I think it’s safe to say that (even a neutral observer) some of Marvel’s characters and stories… stink.
For this game, I wanted the mythos, many of the storylines, and a few of the key essential characters to give the setting resonance with the players. However, there was a lot I wanted to toss out the window of time (I can RetCon too!).
We’re all geeks. No fully fabricated fictional game setting will ever resonate as powerfully as Charles Xavier and the X-Mansion, the Danger Room, Magneto, and all the rest.
I wanted the Marvel Universe… but not all of it. There’s not room on this Story Ark for everybody.
The Player Characters are The Senior Class
When the X-Men launched in 1963, there was only one class; Angel, Beast, Cyclops, Iceman, a new kid named Marvel Girl… and Professor X. Sales kinda sucked until the 1970s when more X-Men were introduced. Within the series, as the X-Men discovered more Mutants, the school was filled with new and interesting characters.
In this game, we’re bypassing all that and going straight to a blend of the good stuff from the 70s, 80s, and 90s… a school filled with mutants both faculty as well as students.
The Player Characters will take the place of the original 1963 “first class” as the Senior Class of Xavier’s Institute for Gifted Youngsters.
As Players come up with alternate character ideas, friends come and go into the campaign, or player availability changes… the composition of The Teams (Blue Team and Gold Team) changes to represent this dynamic.