- I've never been what you call a "big" Batman fan. Despite having owned and read comics and toys and (does anyone remember these?) colorforms of the Caped Crusader since I was a wee lad of 3 or so, he was never very high on my list. Captain America, the Hulk, and Spider-Man certainly outrank him. Within the DC universe he'd definitely come in somewhere below Green Arrow, Green Lantern, and Wonder Woman (heck, I owned more Blue Devil comics as a teen than I ever owned of Batman titles). He was just never one of my favorites, okay?
- Having said that, I've seen many of the various Batman films over the years. Well, I watched the first Michael Keaton one, and I've seen all the Chris Nolan films (multiple times). And I have seen Batman vs. Superman and rather enjoyed it (right up until the ending with Wonder Woman and Doomsday making trashy fan-service appearances)...Affleck may be my favorite Bruce Wayne of all time.
- As an adult I do enjoy a LOT about the Batman concept...though I probably still prefer Batgirl.
Saturday, July 15, 2023
Batman
Saturday, July 31, 2021
"Everyone Has A Gimmick"
- AD&D Dungeon Masters Guide
- AD&D Players Handbook
- AD&D Monster Manual
- Heroes Unlimited
- Maelstrom
- Warhammer 40,000 Rogue Trader
- Sorcerer
- Vampire the Masquerade (1st edition)
- Hollow Earth Expedition
- an SRPG should be run in real time, as much as possible. Day 1 of the campaign should start on a real world date (even if heroes/villains have been "training" or whatever for years).
- an SRPG should be grounded in as much "reality" as possible (no picking up buildings by the corner, or flying faster than the speed of light). Super-technology can make impossible things possible, within reason, but shouldn't be readily accessible/understood by Earth humans (so as not to disrupt what passes for "daily life" in the real world)...at least when starting the campaign. Magic falls under the category of a "super-technology" (with the same stipulations).
- the campaign world should be set in the real world. Imaginary cities/countries (Metropolis, Atlantis, Wakanda) should be avoided. Extraterrestrial and extradimensional entities are okay, which can explain mythological-type beings (Thor or whatever).
- the campaign world should be allowed to spin out of control based on the occurrences of the game.
- all heroes/villains should start as "unknowns" to the general public, i.e. they have no reputation for being "super-anythings" before the start of play. Actions taken by characters will determine public perception.
- Day 1 marks the first appearance of super individuals in the campaign world
- an SRPG should be generally "free-wheeling" with logical consequences to follow
- no weapon fetishes: make and model of firearms and caliber of ammunition should have near zero impact on game play.
- experience increases effectiveness of characters. Active superpowers (things that turn on-and-off) either increase in scope/impact, or ability of character to use. Experience is gained through play. Time spent not playing will not result in experience.
- an SRPG is not a comic book. There is no plot immunity for characters.
- an SRPG is not a film. There are no guaranteed happy endings.
- an SRPG is a game about super (i.e. "greater than human") individuals in a human scale world and those individuals impact on the world. The PCs may become champions of the people or conquerors of the world.
- The referee's job is to establish challenges for the PCs. For villainous PCs, these challenges can take the forms of law enforcement, task forces, and heroic super teams. Challenges should be commensurate with the scale of the PCs' abilities. Scale is determined by sphere of operation as mutually decided by the referee and the players.
- All PCs have a drive that allows them to push beyond the boundaries of ordinary humans.
- All PCs have a flaw that can be exploited by adversaries.
- All PCs have enough humanity to allow players (including the referee) to relate to the character. Thus, no artificial beings or alien creatures lacking human emotions, feelings, etc. The game is not about how well a player can portray a plant thing, inhuman monster, or celestial/infernal being. Likewise all PCs must be sentients of at least minimal intelligence for operating on planet Earth (the campaign setting); the game is not a comedy of errors based on an ignorance of cultural norms.
- There should be at least some randomness in determining a PCs particular "power set;" players are neither allowed, nor expected to come to the table with a fully formed character concept.
Sunday, April 11, 2021
Revisiting Old Haunts
- a lack of "robustness" in game play and character generation
- lack of system for incorporating human elements to contrast with super slugfests
- need for a modified card play mechanic to allow character effectiveness without "breaking the bank"
- need for a more abstract combat system, incorporating power usage and comics/film "violence"
- need for procedural systems that create more than just fight scenes
| Going psychotic...as predicted. |
- too much randomness/lack of coherence in character generation
- too much procedural fiat rather than direction in adventure design
- too much "wargame" inherent in the game's logistics (in some ways more "board game" than RPG)
Wednesday, April 7, 2021
X-Men, X-Fan
| Any team that FEATURES Wolverine (the ultimate non-team player) ain't no "team." Sorry filmmakers. |
Thursday, April 1, 2021
Thinking Out Loud
- The Sad Sack: this is the dude who doesn't have a choice in the matter, whether due to psychological or actual pressure. I'd put both Spider-Man ("if I shirk my responsibility, people die") and the Hulk (constantly hunted by the U.S. military) in this category. These are mostly solo adventurers; they often bemoan the fact that they are super-powered at all, and constantly struggle to achieve a normal life. Whether or not they ever achieve that happy ending they want varies based on the popularity of the character (whether or not their series is going to get cancelled).
- The Fanatic: this one is pretty close to the Sad Sack but they're driven to become vigilantes because they have an issue with the normal criminal justice system. Lots of these: Batman, Daredevil, Green Arrow, Punisher. These guys (they're mostly guys) have serious trust issues (duh) which leads them to working solo, as much as their understanding that they are criminals themselves and really taking action that's both unnecessary and extralegal.
- Defenders of Earth: this one works for folks from the Justice League to Doctor Strange. The hero(es) are tasked with the job of handling extraterrestrial (and extradimensional) threats that Earth, being what it is, simply isn't capable of handling itself. Some might complain these are pretty "reactive" stories (and they are), rather than proactive, but when we tune into a Green Lantern comic (for example) we're expecting something to happen. We figure that MOST (not all!) of the "downtime stuff" will be ignored in favor of the Big Conflict that the comic (or show) will showcase. The stories we are viewing are only the "interesting events" that occur in the life(s) of the character(s). They can dip into a bit of the resignation thing, however (if we don't save the Earth, no one else will). A smaller version of this might be Black Panther ("Defender of Wakanda") or Sunfire ("Defender of Japan").
- Powered Task Force: the Avengers might be "Earth's mightiest heroes" but they're generally tasked with Earthly missions: taking down super bad guys and terrorist organizations. While the Avengers films include bouts with the occasional intergalactic threat, it is made clear that they spend a lot of time on active duty acting as a kind of extra-governmental global law enforcement. Motivation is some form of "duty" - they're pseudo-military after all - with a heaping helping of "for my teammates" (fellow soldier). This category can also apply to strictly national teams (The West Coast Avengers, X-Caliber, etc.).
- School for the Gifted: this covers everything from the X-Men to the Teen Titans to Sky High to the Umbrella Academy, all stories about youngsters learning about their powers (as a group) and finding their way in the world (as a team) while developing into adulthood. Motivation is the usual teen peer pressure, wanting to look good / not stupid thing, as well as pleasing parents (probably), and possibly school pride.
- Super Families: here we have your Fantastic Four and (for the younger generation) The Incredibles, the latter of which is interesting because it deals with the legacy of the parents and their mistakes. Generally, though, I'd prefer to stay away from a set-up that pits PCs in a parent-child dynamic, at least one involving BOTH parents (too much authority); single parent might be okay (Batman feels okay with both Robin and Batgirl in the mix). Siblings are better: the FF, Power Pack, or the Shazam! family being good examples. Motivation is, of course, family (also sibling rivalries), which makes even downtime activity interesting between monster-of-the-week activities.
- Superheroes for Hire: the mercenary route isn't a great one for the supers genre because "making money" and "heroism" don't really go hand-in-hand. That being said, for a more light-hearted (i.e. humorous) series (like Damage Control, Ghostbusters, or the original Heroes for Hire), I think it might work. Luke Cage and Iron Fist are a pretty good example: despite doing hero work for pay, it's not like they ever get rich...too many widows and orphans can't afford to pay. And anyway Fist IS rich (amusingly) but simply doesn't care about money. In the end, the motivation is still adventure (and buddy/friendship) with the "professional" title being a justification for hanging out and socking people.
- Provides a reason for multiple player characters of different types to participate.
- Provides group dynamics that function outside of adventures.
- Provides justifications for adventures ("missions" and "exams," respectively).
- Provides reasons for new characters to arrive (new hires, transfer students, etc.)...it's hard bringing a new sibling into a super family!
- Provides a motivation for hero participation (duty/job or responsibility/grades).
- Gives leeway for NPC dynamics OUTSIDE the team (soldiers and students both have non-powered family members, friends, neighbors, etc.). Such NPCs may be privy to the characters' job/school or may be completely in the dark about what they do.
- For characters whose identities are secret, they don't have to worry about supporting themselves as "full-time heroes" (they're paid a stipend or receive a "scholarship" to their fancy school).
- Players/characters can leave at any time without disrupting the campaign.
Monday, March 29, 2021
A "Heroic" Interlude
- I think (I think) that, for me, the super hero comic book as a source of "lore" and as a genre may be a dead one. I just don't care very much about "the ongoing story" because most of it is just...eh. Let's just leave it at "I don't care" but ESPECIALLY I don't care about all the new "hero teams" that have been created over the last 20 years (mixing various heroes and villains like a Wild West version of NFL free agency with no salary cap). Just. Don't. Care.
- I think the cinematic MCU is fairly coherent and is a good model to try emulating. Trey, over at Sorcerer's Skull, started doing an analysis of cinematic supers (how they differ from their comic counterparts) and I think that's a pretty good place to start.
- Some may detest the light-heartedness and camp that creeps into these films, but I enjoy much of it, not least because it's too hard to take the genre uber-serious. While I appreciate the new DC films since (and including) Nolan's Batman trilogy, there is something I find very pretentious about using grim-dark to tell stories about characters in tights and/or hot pants with silly code names. I like that the actors take the material seriously, but the writers and directors (i.e. the filmmakers) needn't do so. Damn. Have some fun with it!
Friday, September 11, 2020
Annoyances
September, huh? Guess it's time to throw some content up on Ye Old Blog.
While gaming in the time of Covid must certainly suck (I wouldn't know, since I have zero opportunity to game), school in the time of Covid sucks worse. Does it suck as much as this new Blogger interface that I am finding it tricky to decipher at the moment (WTF Blogger)? Yes, more...because it affects the entire household, not just the education and developmental years of our children's lives.
*sigh*
So, yeah, school started up for the kids last week, and I've been dealing with that since the end of August. Oh, and a few other things. But fortunately the fam had a chance to get away for a mini family vacation in the mountains (far away from Covid country) and THAT as much as anything is still keeping my batteries charged up the last couple weeks. Oh, and the return of sports on the TV. Everyone's happy when the Storm or the Sounders can take someone apart (as has become my custom the last few years, I have ignored the Mariners since they fell under .500 and will continue to do so until they can put together a respectable season), and hey football season started! I wear Seahawks merch all year round, but at least now I won't look like such a tool (or, rather, I'll have company with the rest of Seattle).
Mmm. None of that is really "content." Apologies.
Just because I haven't been blogging doesn't mean I haven't been reading (and listening to podcasts) from other folks. Thanks to all of you who have continued to entertain me...it helps keep me sane.
On my own front, well, as said, we've been pretty darn busy the last couple weeks
[ugh...just as an aside, I'm listening to my child's remote learning class in the next room. Is there anything more obnoxious than a 4th grade teacher that claims to love fantasy and cites Harry Potter as her favorite book series? Well, yes, there is...a 4th grade teacher who also touts her Nintendo Switch as her favorite game/toy. Gosh, I am a crusty old man...]
...but before things started heating up, the kids really REALLY wanted to play a superhero RPG. And not just any RPG but, specifically, Heroes Unlimited. Because, as everyone knows, Palladium has the greatest design for an RPG ever. I mean EV...ER. 😉
Actually, here's the deal: an inventory list that includes Real World equipment, especially FIREARMS with ILLUSTRATIONS is pure nectar of the gods to my children, especially the boy. The random character creation which allows one to create a Soviet agent with enough money to buy a Yugoslavian assault rifle (wow, dated) is more adolescent geekery than I can stand, but for my kids, it is FAN-fricking-tastic. Heck, what they wanted to start with was Ninjas & Superspies, but got overwhelmed with the extensive martial arts lists, and decided they'd prefer to make mutants and robot pilots and whatnot.
[no, my kids haven't gotten to that stage where they argue about which culture's kung fu is better. Maybe some day they'll get into the Hong Kong action theater, but right now Lego Ninjago is about the extent of their cinematic martial arts experience]
Anyway, I just decided to "roll with it;" that is, I figured I'd just run the game By The Book, rather than complain about the thing. But, as has happened before, things fell apart in the usual places: character creation and adventure creation. I know, right?
It's actually the latter issue that I wanted to write about. Character creation, despite being convoluted, is still relatively straightforward. And depending on the character type you rolled (or chose) it might even be fast, other than the skill selection process which is O So Awful (sorry, Kevin Siembieda...it is). For a guy who's owned, read, and played the game over three decades...well, it's still a laborious process (depending on the type of character being created), but it's doable. For newbies (like my kids) there's a lot of hand-holding required...unless you want to circumvent it with your own rules (which I did).
Adventure creation...or rather campaign creation...is another matter, though related. Basically, the problem is this: you can't prep anything until after you've got the characters created and the team established. Which may be a big "duh" from long time GMs of the supers genre but was a bit of an "ah ha" moment for Yours Truly.
See, I'll let you in on a not-so-secret secret of mine. I'm not a fan of "Session Zero;" quite the opposite, in fact. When I sit down to play a game, I want to play the game, not "prep" for the next game session. That is a big fat waste of my time. It's what makes D&D such a great go-to game: there's plenty of time to create dungeons, scenarios, adventures, etc. in one's free time (or read and familiarize yourself with a pre-written module), and then when come to the table you simply pull out something that matches the characters' general level. Even for campaign play, you can have multiple established adventures or scenarios ready to point a party towards...or let them choose amongst...based on their comfort level with various risk/reward factors ('No, we don't feel like tackling the Necropolis of the Dead, seeing as how the party cleric got eaten in our last session.'). Hell, even if the party takes a left turn from where you expected an adventure to go, it's fairly easy to come up with something "on the fly" just using random tables.
But that doesn't fly with the supers genre. Unless you're playing a pre-written scenario that includes pre-generated PCs (for example, any of the old TSR adventure modules for Marvel) there's no way to come prepared to the session until AFTER the characters have been created. Starting a basic D&D game? You show up with adventures suitable for 1st level characters (and then let the players put them together in 5-10 minutes). But with supers characters the range of divergent power levels is so wide that you can't do that. You can't prep for a street level Daredevil style game when players are creating Thor-level characters...and vice versa.
Likewise, there's no way for a GM to set-up a campaign until AFTER you see what the characters are you're dealing with. Diego's robot pilot ("Red One") is a Soviet special forces soldier driving a prototype power vehicle with the explicit sanction and blessing of the military institution that developed it. Sofia's tech-savvy inventor is British secret service. While this in itself can be an interesting dilemma to resolve, given an 80's Cold War setting, how the heck am I supposed to have an adventure prepped for that prior to play? Or, rather, how do I prep for the possibility that these are the characters that will be generated at the beginning of the game session?
Oh, yes, yes...I understand that one could say at the outset: "Hey, everyone: your team of superheroes is a special task force put together by the American government to deal with alien invaders" (for instance) "so make sure you create a superhero to match." But, again, what if someone rolls up the equivalent of a masked vigilante while another gets the equivalent of Superman? Point buy? Okay, that's just conceding (again) that the entire first session is going to be spent in character creation as people hammer out concepts and figure where and how to spend points in order to build some sort of coherent, consistent team.
And if you're going to do that, you might as well let the players use their own imagination (rather than set parameters) and prep your adventure based on what they come up with.
This is, in the end, my point: you need a Session Zero (i.e. a game session where no part of the regular game "play" happens) if you're going to run a campaign of any longterm value in the supers genre. You need to establish origins and relationships and how characters complement (or don't) each other and what the power level is going to be. Regardless of the planned scenario (or "story arc") for the campaign.
At least if you plan on running a game that allows for a wide range of different super characters with disparate power levels, i.e. something that emulates the superhero genre. Because in the genre, you DO have characters with divergent power levels: Thor and Iron Man with Hawkeye and Black Widow. Superman and Wonder Woman with Batman and Black Canary. Dr. Manhattan and Rorschach. Green Lantern and Green Arrow. Etc.
And I hate Session Zero. I just do. And I kind of hate pre-generated characters (at least, for this genre of game) because I do NOT want a game to be about how well the players can role-play a particular established piece of intellectual property. Don't give me your Tony Stark impression, pal.
Hmm...that's a lot of hate (probably grumpy due to, you know, everything going on in the world. Lot of smoke outside my window at the moment). But it explains why I've always had difficulty getting superhero campaigns off the ground, despite personally enjoying the idea of running such a game. And it explains why (for me) D&D is soooo much easier to run.
My next post should be on that particular topic.
Saturday, August 10, 2019
Forget the Supers
Never did get to the play-test I wrote about in the last blog post. See, the plan was to run a modified-for-my-game version of Mall of Terror (Heroes Unlimited Revised), and then a real life maniac gunned down several dozen people in a Walmart. Yeah. Less than 24 hours before a shooter in Dayton, Ohio killed nine and wounded 14 in less than 30 seconds...about three melee rounds in B/X terms.
Hard to model that type of destruction in game terms. Hard to balance that with "super powers." Even if I wanted to. Which I don't have the stomach for, not at the moment.
But even if I did, such events merely serve to remind how insipid the whole superhero genre is, as far as "fantasy adventure" in a contemporary setting. You can tell structured stories (in media, for example) or you can use giant invasions of creatures (aliens, zombies, whatever) that are immune to conventional armaments as a source of constant conflict...but for a game the latter gets old pretty fast, and the former isn't suitable for the style/type of game I want to run.
| Hero Worship |
It's also incredibly cynical (though, as I understand it, not nearly as much as the original comics were created by a guy rumored to absolutely hate superheroes as a genre). Which is fine. I dig on cynical super movies: I've owned The Watchmen since before it was produced as a film, and I enjoyed both Super and The Mystery Men to watch them multiple times. But The Boys take things to an all new level. It's basically the world of White Wolf's Aberrant RPG, except that instead of having M-R nodes activated by a fallen space satellite, the world's superhumans have been created through an old Nazi chemical compound injected (clandestinely) into babies all over the country. If I wasn't so enamored with non-mutant heroes (like Iron Man or Green Arrow), it would make a great basis for ANY super-themed world setting. But then, you already have that in Aberrant (replace Project Utopia with Vought and Team Tomorrow with The Seven).
| Caestus Pax...the Team Tomorrow version of Homelander. |
Yeah, the more I think about it, The Boys is really just a Hunters Hunted version of Aberrant.
Anyway. I'm going to be taking a break from the supers thing for a while. I like where the game is at (even thought up some new mechanics this morning that I need to implement), but I just don't feel like playing it right now. Instead, I need some real escape from reality. I'll be at the Dragonflight Convention next weekend, and I've already penciled out a schedule including ALL the B/X games at the con. I'm not going to run anything, just lose myself in fantasy bloodshed and mayhem.
Or maybe I'll cut out the bloodshed. Maybe I'll try playing some non-fightery types for a change...wizards sporting all utility spells, cowardly thieves, or pacifist clerics. Something with a different approach to treasure gathering. Maybe.
Anyway, I'm looking forward to the break.
Saturday, August 3, 2019
Crap...Crap...Crap...
Yes, Kevin Siembieda has nothing on me: I've purchased pretty much every HU product ever-penned by the man over the years...sometimes more than once!...all those "Powers Unlimited" books, GM and Galaxy Guides, etc. I've got a whole shelf filled with Palladium product and a good chunk is Heroes Unlimited related (the bulk, of course, is the prolific Rifts line...). And doing a "deep dive" of the evolution of the game...and the every-expanding list of powers down the years...simply leads me to the conclusion that nearly all of it after the original, unrevised first edition is crap. Just...crap. By which I mean "useless drivel," unnecessary filler and fiddly wanking that's just...so...not...needed.
In my opinion (of course). Your mileage may vary (of course).
So for those wondering what I've been up to the last couple weeks (other than winding down Ye Old Summer Fun Stuff, etc.), it's this: I'm back on the design train, designing my own superhero game. Again (*sigh*). No, I haven't been writing, other than writing notes. No, it hasn't been play-tested yet (though it's ready to start...going to be doing that with the kids this week, God willing). But, at the moment...it seems like I have a pretty solid start to a nice little system. A gritty little system that has absolutely no "point buy" and is EXTREMELY "non-abstract."
In other words, the kind of supers game I want to play.
If it ends up developing into anything, well, I will of course blog more about it (as I find the time to do so). However, just want folks to know I'm working on something game-related and not just blowing the blog-o-sphere off for no good reason.
Carry on, good people. My advice to folks suffering under excessive hotness (ah, yes...climate change) is to stay in a shady indoor area and play table-top RPGs as much as possible. With gusto.
: )
Thursday, February 21, 2019
Turning the Page
Not especially helpful (though it was fun to reminisce about my old AD&D campaigns).
Why did I start blogging about classes anyway? Oh, yeah...superhero games. Well, it sure as shit doesn't help that cause: I'm definitely NOT going to be writing up 40 (or even 20) different supers archetypes...hell, I'm hard-pressed to even think of 7 to 10. Okay, maybe not "hard-pressed," but...as I said, not a helpful exercise. More meandering mental masturbation.
Let's turn the page, shall we?
Here's a mental palette cleanser (apropos of nothing): has anyone considered...or attempted...to run a Scooby-Doo style mystery game using the Call of Cthulhu rules? I think it would be pretty darn easy to do with very little modification. Stuff that initially jumps out at me are things like being able to regain sanity by eating Scooby Snax and eliminating actual death from the game (probably eliminate "hit points" altogether and just use the Sanity pool for both mental wellbeing and physical endurance...tired/injured characters are more likely to faint, breakdown, or run scared). If I have the time later, I might type up a one-sheet rules mod for download (it would be for use with 5th edition CoC, since that's the only version I own at the moment). I dig on old Lovecraft stories, but I've never thought they made great grist for an RPG (I prefer my horror investigations to look more like BTS). A Scooby-style Cthulhu game (similar to the Mystery Incorporated series) sounds more fun.
| Eat hot lead, star spawn! |
All right...palette cleansed?
I don't often write about other designers and one guy I've completely failed to mention over my years of blogging is a dude by the name of Aaron Allston (1960-2014), mainly because I didn't associate his name with any particular product (good or bad, I'm just not one of those people that follow particular designers any more than I follow particular artists or writers when selecting comic books for purchase). A couple-three months back I picked up a PDF of Allston's Strike Force based on a number of positive reviews I'd read. Although Strike Force is written specifically for Champions (a game I don't play) several people touted the book as having good advice applicable to ANY supers game. As my particular supers game of choice (Heroes Unlimited) is a little light on "good advice," I figured the PDF couldn't be a terrible investment.
[and it's not]
Skip forward to a couple-four weeks ago when I was getting back to finishing up a couple writing projects in the hope of (maybe, finally) publishing a "for money" book (my last was in 2013!). Anyway, one of these...a B/X supplement first started back in Paraguay (I think)...would really like to have an example "setting" to go with it. And me being the lazy guy that I am, I thought I might file off the serial numbers of the original B/X setting: Karameikos. Imagine my surprise and amazement when I dusted off my very old copy of GAZ1 and found Allston's name on the cover! The guy was writing for BECMI?! I thought he was a Champions writer!
Oh, my.
Turns out, I'm an idiot. Not only did Allston pen several of the old Gazeteers (especially some I loved, like Thyatis/Alphatia), he is credited with putting together both the Rules Cyclopedia and the Wrath of Immortals "re-write" of Mentzer's Immortal rules...two volumes that I made great use of back in the early 2000s ('round about the time I chucked 3E to the curb). Wow. I feel pretty darn stupid for not paying more attention to a guy who was responsible for a large chunk of my (adult) gaming life. Ugh...I should know this stuff!
| Notice: Allston's name is NOT on the cover. |
SO, I conceived of a possible post (or series of posts) about how I'd like to revisit and reimagine the Grand Duchy of Karameikos for my own amusement. Even went so far as to starting a draft post which, per blogger, was around the 18th...of January. Since then I've had birthdays and illnesses and snow days and a whole lot of busy-busy going on. But I'm ready now, baby...ready to get back to it. That's my plan for the upcoming few days as I try to shake the dust from this "class" dust-up off my train.
Well, right after I finish my Call of Scoobthulu write-up.
; )
Wednesday, February 13, 2019
Team Building
"Snowmageddon" appears to be winding down here in Seattle (at least in my neighborhood) and I've already been informed the schools will be open at the regular time tomorrow.
In the meantime, though, it's still All Day Kid Play at my house. Which mean (fun as that is), writing time is scarce. I'm stealing a few minutes right now while they eat soup and watch Johnny Quest.
[really need to get around to writing my thoughts on JQ one of these days. Add that to "the list"]
Once again I'm thinking about Heroes Unlimited (the original edition) and how I might adapt/repurpose the thing to my own tastes. Part of this has to do with being snowbound with the kids...been watching shows like 3 Below and Carmen SanDiego and getting a bit inspired (though the latter also makes me want to dig out Top Secret, I watched the former first, and it's definitely put me in an HU state of mind). Part of it is seeing trailers for things like Shazam and Captain Marvel. Part of it is the kids themselves: my boy keeps asking me "Why don't you design a superhero game we can play?"
[*sigh*]
And part of it is seeing other designers tackle superhero gaming. Ron Edwards has been doing his own "retro" stuff lately as he tinkers with early edition Champions (his equivalent of my B/X fixation), trying to incorporate his decades of experience with gaming, comics, and theory-bashing. This recent post of Edwards, Venn diagramming various super groups really got the gears in my head spinning, especially as I was already considering certain CDF mechanics would fit far better in a hero-type game than in a fantasy cyberpunk RPG.
What mechanics you ask? Well, individual rewards (tied to advancement) that provide players with the choice to either A) increase their own effectiveness, or B) improve the team's abilities. It's a holdover from when I was re-writing CDF as a post-apocalyptic "tribe building" game (yes, I know that probably sounds a little crazy...it didn't really work and is one of the reasons the thing was back-burnered so long, as well as one of the reasons I went back to its original design concept).
But while building one's tribe/family doesn't really work in a game about shadowy mercenaries doing dirty jobs in the grim-dark future, it's not a bad idea for a game that centers around the superhero team.
Here's the thing: if we look at D&D as a "successful" concept in tabletop RPGs, we can see that at least part of its appeal is how it draws the party together in cooperation for a common objective. And the way it does this is pretty darn simple: while there is "strength in numbers" (to spread the attrition around), the limitations of each individual class (or, in the positive, the powers and capabilities of each class) provides an incentive to work together to solve the conflicts and problems being thrown at the PCs in their quest for treasure. Mechanically, they're semi-forced to get along with each other, because survival...and success...becomes much more difficult without cooperation.
This concept isn't as effective, or compelling, in the superhero genre. Supers tend to be fairly capable individuals, able to handle whole swaths of mooks and villains on their own, only being held back by individual flaws (the elderly aunt or significant other that needs to protected, the power limitation against kryptonite or the color yellow, or whatever)...flaws that, more often than not, completely eliminate the character's effectiveness or ability to affect the in-game fiction in an effective fashion.
But for a team of heroes, such flaws rarely come up, because it would tend to throw one hero under the bus while her teammates heroically soldier on. Instead, the tendency is to simply throw one Giant Big Bad Threat at the team that requires the full might of the team to overcome: an Uber-Villain or a Villain Team (one foe for each hero!) or a Humongous Natural Disaster. Which, for me, gets old after a while.
Which is one of the reasons I keep looking at 1st edition HU. I like the idea of reducing the effectiveness of the PCs from the get-go, in part to give them MORE reason to rely on each other, and in part to open up a larger gambit of threats and challenges. But rather than simply allowing weak-ass beginning characters to "level up" over time, growing in power and effectiveness into Justice Leaguers, I'd like to see a way for characters to become more effective as a team over time...becoming more effective for their greater cooperation and ability to work together...becoming stronger as they develop stronger relationships within the group dynamic of the hero team.
This might be a little different from the approach of other "hero team" concepts. At least, it seems different to me; I don't usually see newly-formed teams stepping on each other's toes or having trouble coordinating their efforts in the field (their interpersonal relationships are, perhaps, another matter). Maybe you have a sidekick screwing up his mentor's activities (a way of giving the mentor additional challenge and providing the apprentice with a "teaching moment"), but in a "group of equals" it's rare that there's any significant time spent "team building" with the exception of young student types (the early X-Men, New Mutants, etc.).
Thing is, I don't want to run "hero school" for teenagers. I want a variety of different power types (hi-tech wonders, chemical spill mutations, aliens, etc.) brought together in the typical (for comics) paramilitary fashion (i.e. as an elite, supers-fighting task force) but without any kind of formal training...because there's nothing "formal" or "traditional" when it comes to supers of various different powers. Each super is unique; each group will need to find their own method of working together. Each team will have their own group dynamics born of differing personalities (often determined by how an individual hero reacts to the presence and effect of her own power set). Any "training" they receive is going to have to be "on the job;" I don't want any kind of alien tech created Danger Room.
[as an aside: has the Danger Room ever appeared in any of the various X-Man movies? I remember Cerebro being in the earlier films, but I stopped watching them a few years back]
Anyhoo...that's what I'm thinking about today. While I wait for the snow to finish melting.