I looked backwards for ALMOST THREE PAGES and found out we didn't have one of these, so I'm fucking making one.
I like tabletop games. I've been playing BattleTech for about 15 years now. Still can't paint a miniature for shit, but that's what knowing dudes from Camo Specs Online is for. Recently, though, I've been playing in a different system: the newest Marvel RPG system. I find its general spirit very enjoyable; rather than be a serious RPG based on superhuman powers like, say, M&M, MRPG thinks of itself as a "comic book simulator." In fact, one of the lines in the core rulebook about character death says "even if your character is maxed out on trauma and dies or turns into a vegetable, don't get too upset! People come back from worse stuff in comics all the time."
Rather than be focused on having hard target numbers to hit like a D&D game with its AC numbers or BT's to-hit modifiers, everything in MHR is based on opposing dice rolls. That means that Daredevil can throw four eight-sided dice against Galactus' pool of 4d12 3d10 4d8 and still win if he does really well and Galactus does really poorly, because your target number is, by default, two dice. You can change that through various things, mostly plot points (which the players get and spend to break rules) and doom dice (a pool of dice the Watcher keeps and uses at discretion) but the main point is, there's never a point where someone is totally unable to do anything. No matter what there's always a chance that your punch manages to find the place that Terrax the Destroyer keeps his dick.
I've been running a game for a while now. We are a superhero non-team (Iron Man is planning on reforming the Avengers, but he hasn't yet made his speech about how Earth's Mightiest Heroes were brought together to face a foe no one hero could face alone) made up of Iron Man, Dr. Strange, Spider-Man (Iron Spider armor forthcoming), the Beast, She-Hulk (with stolen Carnage powers) and Iron Fist. We started out playing through the Breakout scenario, based on the first arc of Bendis' New Avengers, but I took it off the rails after we let the Raft. Turns out it was orchestrated by Dr. Doom, who set the whole thing up as a diversion so he could try to siphon the power of Mjolnir using a complicated magic ritual and an orbital satellite platform. You remember how I said everything was based on opposing dice rolls? It's intentionally super-hard to pull Mjolnir out of the ground. She-Hulk tried and failed, and got thrown through a building for it by Doom (who is using Mjolnir to give him control over weather because his intellect knows no equals). But backed into a corner, Iron Fist decided to give it a go, and he rolled really well, and I rolled really badly, which means the Immortal Iron Fist... has been judged worthy.
On the other hand, it's not all great for our heroes. Mjolnir was also powering a spell that Doom used to push all the people in town out of phase, as a sort of human shield tactic, figuring they wouldn't tamper with the enchantment if it was keeping the people out of his line of fire. But pulling the hammer took it out all at once, and now there's people all over the place as the team pretty much levels a shitty town in Oklahoma. It's actually kind of worked out well for me, because I now have a perfect segue into Civil War (our next adventure, and yes, it will be better than the original version).
So that's been my tabletop campaign thus far. What do you play, what have your campaigns been like, and so on?