Showing posts with label supers. Show all posts
Showing posts with label supers. Show all posts

Saturday, July 15, 2023

Batman

Hey! Must be the money!

["Ride wit me" playing in the background as I start to type this post. Followed quickly by another incredibly insipid song, "Butterfly" by the stupid stupid band Crazy Town. Only difference...far as I can see...is that Nelly was nominated for a Grammy for God-knows-what reason]

*sigh* Don't mind me. It's been a long day. And a long week. And a long month.

I decided, a few days ago, that it was time to introduce the kids to the various Batman movies. Of course, they know who Batman is...in addition to numerous animated shows, Lego films, and comic books, they've seen many of the old Adam West sitcom episodes (and the 1966 movie starring the same actor). But for [reasons] we've just never gotten around to watching the later films, not the first series kicked off by Tim Burton in '89, nor the Chris Nolan series from the early 2000's, nor any of DC's rather sorry attempts to create something like the Marvel Cinematic 'verse.

Which, considering A) the kids have seen nearly every Marvel film ever made (multiple times), and B) have long proclaimed Batman as one of their favorite superheroes of all time...well, it felt like it was time to fire up Ye Old On-Demand streaming service and get to watching.

Now, a couple+ of preamble thoughts for folks.
  1. 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?
  2. 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. 
  3. As an adult I do enjoy a LOT about the Batman concept...though I probably still prefer Batgirl.
So, after running through the trailers for all the various Batman films, the kids decided that the first (1989) one with Jack Nicholson and Alec Baldwin's ex-wife (sorry...hold on. Kim Basinger. Jeez, my memory).  It was...pretty good. Some of it is really good. Not, unfortunately, most of the Keaton bits...he brings too much comedic sensibility to the role, something that doesn't fit very well with [my perception of] Batman. But I rather love all the other members of the cast, and their performances.

And here's the other thing I quite liked about the film: it wonderfully captures a near picture-perfect look at the starting career of a 1st level superhero in Heroes Unlimited. Of course, I'm talking an early edition of HU, not that bloated "2E" version. Burton's Batman could easily be a 1st level Hardware character from HU Revised (you need the Revised edition for its rules on building super-vehicles) splitting the character's budget between his car, flimsy "bat-jet," and computer-filled lair.

Grapple gun? Check.
Which I love (duh) as it gives me great ideas for the types of encounters, story, and staging one would do for such a character/game.

A day or two after this, we sat down to watch Batman Returns, the kids having thoroughly bought in to the project. Having never before seen the film, I was quite taken aback by how strange and surreal the thing is...far more of a Tim Burton film, I suppose, but quite dark and strange for a superhero film...especially a pop icon superhero like Batman. 

[and which led me to research the strange development history of every single Batman film. Fascinating, though quite a deep rabbit hole to tumble into]

Also it's a bit...mm...tedious? I fell asleep during the movie (a lot of long days lately, did I mention...?) and so will probably need to go back and re-watch the ending. But this film, too, struck me less as a coherent story, and more of a series of images, scenes, and situations designed to provoke emotional responses...which is fine (some films do that), but I guess it's not my preference.

However, Batman Returns still feels like someone's Heroes Unlimited game...probably more so, due to its overall weird disjointedness. Watching it felt like Burton was the young GM who, fresh off a successful romp in HU with his one buddy (Keaton, playing the bat-themed hardware character) brings in a second, NEW player (Michelle Pfeiffer) and tries to find a way to integrate her cat-themed anarchist into the ongoing campaign. It's still low-level, high-competence gameplay of the HU variety...no world vaporizing Thanos on the horizon, no Kryptonian mothership crashing into New York, just a weird penguin-themed villain teaming up with smash-able stooges with guns...with the usual, expected results.

Yeah, "expected." It's a tad strange to watch Batman casually murdering folks in these movies (as compared to the comic character or the later Nolan films), but casual murder of mooks and villains is par for the course in your average Heroes Unlimited game. Well, in my experience...probably there are GMs out there who have seen more Principled (in the HU alignment sense) behavior from their PCs. 

It's just tough when hand grenades retail for $60 a pop.

Anyway. The busy-ness continues (it's taken me some three days to find the time to write this up). Another multi-game soccer tournament going on this afternoon on the other side of Lake Washington. The stress of life events has been...getting to me, a bit, I guess. If the dog gets me up at 2am, I can find it difficult to get back to sleep, especially if I start to dwell on all the stuff I've got going on. Which sucks. I might have to get back on the regular coffee. Musings about Batman and (especially) Heroes Unlimited is a welcome distraction from everything.  Might have to get a game going, in the near future. Stuff like these old movies are fairly inspirational.

One last interesting (to me, anyway) thought. When the 1989 Batman (Burton) film premiered, I was 16 years old, and definitely NOT a Batman fan. I think I might have still been collecting Silver Surfer comics at the time(?)...a bit more "cosmic" in scope in terms of conflict. I had been exposed to the Heroes Unlimited game by this point (friends in high school), but they were running something far more high powered with the Revised rules in combo with Transdimensional TMNT. Those guys (they were all guys...my gaming with females ended at middle school and didn't start up again till university), were BIG into comic books in general and Batman in particular (I'm sure they saw all those movies, while I tapped out after the first). And, yet, they never ran anything "street level" in their games...instead they added as much "twink" as they could, even creating a list of "mega-powers" when HU's major powers weren't deemed beefy enough. Thinking back, it really makes me wonder what the appeal Palladium held for them, at all. Crunchy character building? Granular move-by-move combat? Bullet calibers and grenades?

Weird. They never did want to play Rifts and ridiculed that game soundly (unlike myself). 

All right. That's enough for now. Time to wake the family.

Saturday, July 31, 2021

"Everyone Has A Gimmick"

This is a bit of a "throwaway post," but I feel like I've got to get something down on Ye Old Blog, and I've just had a hard time writing anything lately. Oh, I've started a couple-three things...I've got a post titled "Time Warp," one called "Down Rabbit Holes," and a third called something like "World Without End." Oh yeah...something-something about encumbrance. But I really don't have the mental brain sweat at the moment to address all these potentially O-So-Profound subjects with the requisite gravitas they so richly deserve. 

So F it.

Instead, I'm going to hearken back to someone else's blog post of yesteryear, specifically this little doozie from Necropraxis called Only Ten from back in 2012. For some reason I've had this old post open on some random tab of my laptop for I-don't-know-how-long and I don't even remember why I was looking at it (let alone what I was thinking saving it). Maybe it came up when I was doing some search for Warhammer Fantasy Role-Play? I don't know...really I don't.

Anyway, for the disinterested, the gist of Necro's subject was the following question: if you could only keep 10 printed RPG books, which would make the cut?  Now I'm not sure about my lovely readers, but I happen to be a middle-aged dude who's been playing (and collecting) RPG material for close to 40 years, and while much of it has been sold, lost, or stolen over the years, I still hang on to a substantial amount of printed material. Enough to fill a bookshelf and a half plus a cupboard, and (perhaps) a large plastic crate or two.  And that's just the printed material. That's a LOT of books to pare down to just 10...and a particularly tall order for a packrat like myself.

Still, while I'm glad I don't actually have to burn the bulk of my library, it's an interesting thought exercise. And it's one I went through in my head earlier today: just what would I keep? Strangely enough, B/X didn't make the cut (due partly to me having memorized most of it, and partly having purchased PDFs from DriveThru...when I absolutely have to look something up these days, B/X is quite searchable on the ol' laptop). Mainly I was thinking of games that would allow me to play (or recreate) multiple genres of fantasy, interesting systems, or thoughtful design. Here's  my list at the moment (in no particular order of priority):
  1. AD&D Dungeon Masters Guide
  2. AD&D Players Handbook
  3. AD&D Monster Manual
  4. Heroes Unlimited
  5. Maelstrom
  6. Warhammer 40,000 Rogue Trader
  7. Sorcerer
  8. Vampire the Masquerade (1st edition)
  9. Hollow Earth Expedition
I can't really bring myself to choose a 10th book...there are a few that could make the cut. The Fiend Folio, of course (and almost certainly would be). Deities & Demigods (the original) makes a strong case if only for its official ability score tables up to 25 and discussions on clerics, worship, and divine ascension. Beyond the Supernatural, Rifts, Gamma World, Deadlands could all go in there...even Ars Magica (1e), Orkworld, ElfQuest, or Over the Edge. And I hardly need not be mentioned how much I love both Ken St. Andre's Stormbringer (1e) and Marc Miller's Classic Traveller (I have the core book compilation from GDW)...that last one (Traveller) might even be able to edge out HEX in the #9 spot. 

Ugh...I completely forgot Twilight 2000. But it's box set technically consists of multiple books. If the original system had a single hardcover, it would leapfrog several of the "possibles" for the #10 slot. It just has a wonderful system for near-future post-apocalyptic games. 

The thing is, MANY of the games I own would be simple enough to recreate, and many could stand a rewrite using a different, more convenient system. Such was definitely the case with Shadowrun (my B/X style knockoff Cry Dark Future is a testament to that). Beyond the Supernatural or Gamma World could both be remade quite easily using B/X (see Mutant Future for an example of the latter). I've run great Top Secret games using the Story Engine system (first published with the Maelstrom RPG)...it can easily be used for other genres asking for "rules-light-story-heavy" mechanics. Of course, OD&D is easy enough to make out of AD&D...if one wanted...

Some may find it curious that 40K makes the list when it's not really an RPG. What can I say other than it provides exactly the kind of science fiction I want...one day, far in the future, I'll completely rewrite both it and HEX (Hollow Earth Expedition) using a different system from what they've been given. But I find their books to be incredibly imaginative and inspirational, as is. Nice art, too.

Folks might note there are no "supplements" making my list. I generally can write my own supplemental material (that's kind of what I do). That being said, I love Ron Edwards's Sorcerer supplements, especially Sorcerer & Sword. Unfortunately, Sorcerer makes the list because of its elegant design principles (and diabolic themes) more than because it's a game I play a lot (I don't). It's an inspirational reference, especially for its narrative sensibilities, and I like it better than other story driven games like Fiasco, Polaris, and Capes.

The real odd duck on the list though is (duh) Palladium's Heroes Unlimited, an RPG I've written enough of in the past. You'll note the cop out above where I don't pick any single particular edition of the game...there are a plethora of differences between 1e, "revised," and 2e HU, enough so as to really alter game play for the participants. 1e was the best written, but "revised's" tweaks to certain classes are really welcome (including the addition of the magical power set) and I would probably go with that. 2e is just a tad over-the-top...although if you want to include uber-powerful characters (equivalent to Thor or the Hulk) you really need to check out the "mega-hero" option in 2e. It's rather beastly, though nothing one couldn't work out for their own campaign (my buddies' long-running HU campaign in high school created their own "mega-powers" list using only the revised rules...long before the advent of a 2nd edition).

And, yeah, for those who hadn't already guessed, this is all just a rambling preamble to talk about superhero stuff.

As I wrote in my last post, my in-laws have been in town, and were supposed to fly back to Mexico on...mmm, Tuesday? Yeah, Tuesday last. But after our last road trip with them, the kids discovered that abuelo (their grandpa) hadn't watched any of the Marvel movies (The Avengers, etc.) and so decided to embark on an epic marathon of film watching...basically one movie per night for 2+ weeks (in chronological order), culminating in Avengers Endgame the night before they were supposed to leave town. And since it's summer time, and we still have things going on during the days and evenings (and we don't watch movies during dinner) this has meant starting 2-3 hour films around 10pm every night and not getting to bed till near 1am.  Um...yeah. And I still get up around 6:30 to take care of the one beagle I have left.

Consequently, I've been in something of a fugue state with a mind inundated by cinematic superheroics for much of the last month. Makes it a little hard to focus.

[hmm...wonder if that's had anything to do with my lack of a "will to write" lately. Certainly can't help]

Anyway: I am NOT about to start dipping back into designing superhero RPGs (again) as happened last April (wow! A month long tangent that started with this post!)...I've just got too many D&D irons in the fire at the moment (and little enough time for juggling those). But that Necropraxis article made me consider long and hard which hero game I'd bring with me to a desert island and I was, well, a little surprised at my own answer. Despite having written on or about the subject a thousand times in the past.

But in consideration for having the MCU force-shoved into my brain lately...well, sometimes I have to do something to spew the excess waste material from my cranium. Here are my current (as in, today, this morning) thoughts on the subject of superhero role-playing games (SRPGs):
  • 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.
*Whew!*  Aaand...that's about it. I've decided that I'm no longer all that interested in forcing players to act cooperatively or assign them to super-powered task forces...I'm not even (particularly) interested in them acting as "heroes." Instead, I'd rather just offer them opportunities...multiple...just as one might with, say, an AD&D campaign setting. Being a planet such as we have, it's not like the PCs couldn't hop a plane and be most anywhere in less than 24 hours, so lot of possibilities for adventures are possible...and "story arcs" have nothing to do with any of it.

It's a little different from how I've thought about SRPGs in the past. 

Sunday, April 11, 2021

Revisiting Old Haunts

Sunday. Our last day of Easter vacation (kids are going back to school tomorrow) and I, for one, am a little sad for it to be coming to an end. It's been enjoyable for the whole family, despite not really doing much of anything...I think the kids really needed a break from the "grind" of clock-punching for school. All of us are a little more slack these days...the wife even said she's not looking forward to her office reopening (she's been working from home since last February), and I'd imagine there are a lot of folks who feel the same after adapting to the amorphous Covid-induced limbo of "shelter-in-place."

One thing we didn't get to, though, was much gaming. Sad but true...the boy had a full schedule of sports this week (soccer Monday, Tuesday, Thursday, Friday; baseball on Wednesday; and then both a baseball game AND a soccer game yesterday).  Today he's sleeping in...giving those poor legs a rest...but the last couple weeks of the soccer season look to be equally as busy as it continues to overlap with the Little League (and my daughter's first season of LL is slated to start in a week as well). Seems he may have finally been "called up" to a higher tier in soccer (that's the reason for the extra practices)...just as he was getting ready to chuck the thing in frustration. For me, I'm just happy I can watch my kids play in sunny weather. Yesterday was a beaut of a day (and the boy went 3 for 4 with two runs and an RBI as the leadoff hitter...what a stud!).

D&D. I think we'll be playing some D&D today. Need to exercise the "mind muscles," too.

However, while I have the minute to type, I wanted to blog a few words on my superhero side project. Even though I haven't been gaming this week, I have been designing like a bit of a madman. Even done a bit of writing, though most of that's going to need changes. Thing is, I've been tweaking my whole concept, and while I still like the idea of a game focused on the "superteam" I find I need something altogether different for play-testing. Because the fact is, I don't HAVE a "team" of players to draw upon.

But it's not just that. This week, I've found myself going back to an old well that I abandoned far too soon. Specifically I've been revisiting my old DMI (Deal Me In) game system and Legendary Might (my supers version of DMI). Last tinkered with circa 2015, there were a lot of reasons I set the thing aside:
  • 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
A lot of these things are interrelated (duh) and while I had ideas for them, they also represented a lot of work (brain sweat) that I just couldn't put together back in 2015, mainly because I was dealing with the upended life and culture shock of moving to Paraguay (not to mention a new baby). Game design in general (for yours truly) was being "backburnered" in those days, and it's not all that surprising I let the thing get all dusty and forgotten on Ye Old Laptop's hard drive.

Stuff happens.

Welp, I've cracked it out of storage and started hammering away again. And with the steady diet of superhero fare we've been ingesting this week (old X-Men films, the Falcon/Winter Soldier series, the old Fantastic Four movies, Guardians of the Galaxy, the entire two seasons of Agent Carter)...well, it's no wonder really. I've got heroes on the brain.

And, astounding as it might seem, it feels like I'm making actual progress (at least, from a design perspective). Much as I was enjoying my MSH-HU mashup of design, the system was feeling far too wargamey for the genre...and the more I wrote, the more I found myself filing off...or amputating altogether...systems that were too specific, and not abstract-y enough.

Because...well, look. When you try to model comics with reality-based specificity (say, something like GURPS, or Champions, or DC Heroes), you find yourself running into all sorts of problems because neither comic books, nor films, give a rip about emulating "reality" UNLESS it is in service of storytelling. How fast is the Flash? As fast as he needs to be. How strong is the Hulk? As strong as is necessary. "Reality" only matters when it makes a decent plot point (like Flash vaporizing himself by pushing past the lightspeed barrier). The laws of physics have never applied to Superman's abilities...only the laws of a "good story."

Yet we know that not all superhuman abilities are created equally. Spider-Man and Luke Cage are plenty strong, but they can't do what Thor or the Hulk can do. Many comic book characters have an agility the equivalent of an "Olympic gymnast;" but even in gymnastics, some Olympians are better than others on a given day (that's why they give out medals). There are super soldiers and there are super soldiers but there's only one Captain America, and it's not really about the shield and costume. 

Going psychotic...as predicted.
Trying to model these things with specificity in a game is a fool's errand. Which is why games like Jeff Grubb's original MSH and Simon Washbourne's Supers! do such a great job: they embrace the abstraction inherent in the genre. Of the two, I think Grubb has the better design, but it still falls down in three areas for me:
  • 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)
[although the last is somewhat corrected in the Advanced MSH system (doing away with the "area" system) it ends up falling prey to the too much specificity pitfall inherent in other games of the genre]

And it's still a pretty darn good game...probably the best for its genre of any I've read/played. At least, so far as system design is concerned. Which, of course, is why I was looking at a streamlined version of MSH for my own system as recently as a couple weeks back.  It just does a lot of things right.

But Legendary Might, especially in its current incarnation, has (I believe) great potential. And its design is all mine, for a change...not drawing from (or knocking off) some other designer's hard work. That has immense appeal to me, a dude who's made most of his money piggy-backing off concepts pioneered 40+ years ago. For that reason alone, I'd like to make the thing work. No, I'm not the first person to use playing cards as a randomizer, nor am I the first to use cards in conjunction with narrative structure...ain't saying that. But the Deal Me In system is still mine, and the way I'm using it NOW in this game...well, it's kind of exciting. 

I kind of want to play-test it. Sooner rather than later. Maybe today, instead of D&D. Maybe.

Happy Sunday to you all. Hope everyone has a good week going forward. Thanks for taking the time to read!
: )

Wednesday, April 7, 2021

X-Men, X-Fan

Mmm...coffee.

Sunday night, the family watched the first (year 2000) X-Men film. I'd been wanting to do this for the last week or so, figuring it was time to introduce the kids to the whole concept of the Marvel "mutant." They, of course, had been resistant, preferring to watch Agent Carter or re-screenings of the various Avengers films, but Sunday I finally got my way. Of course, they ended up digging it...mutants are fun, after all.

For me, I was reminded of all the reasons I dislike this particular film franchise. I haven't blogged about it much (at least, not that I remember...and I'm too lazy to go searching through my back posts at the moment), so guess what? Here it comes:

First, my relationship to the films: I've seen the original two movies multiple times. I didn't LIKE the first one, but I enjoyed it (for reasons I'll describe below), and there were parts of it that definitely begged for revisiting from Yours Truly. The second film I found to be better done and more enjoyable (probably due to cutting of clunky exposition necessary in a first film), and is probably my favorite of the franchise. The third film I found pretty bad/dumb: I've only seen it once. The fourth (X-Men Origins: Wolverine) used a story arc retcon that I hated in the comics, but was still "okay" right up till the end when it turned pretty detestable...at that point I vowed never to see another X-Man movie in the theaters.

However, I broke this promise when I went to see the next film X-Men First Class with my wife (who is a fan of the X-Men since she was a kid).  I found the premise to be interesting but the show wasn't great...mostly bland and un-memorable. This one killed the X-Men for my wife and I've never been to another theater showing of the film. We watched The Wolverine (the next installment) on cable TV, and it was so terrible I swore off the franchise all together. 

I skipped Days of Future Past. I watched Deadpool (free on cable) because so many people told me I had to see it, that it was so good at lampooning the genre, that it was so funny and irreverent and better than the last few movies. I thought it sucked. The last 20th Century Fox mutant film I watched was a small part of Apocalypse, on TV, while drunk, when the family was out of town and I was hanging with my brother and he wanted to watch it. I dozed off during the movie, finding it both badly done and boring.

For me, the franchise got very old, very fast. It was so much a "one-trick pony" that it was simply disappointing on a fundamental level...far more so than the MCU. Just as the mutant-themed comics turned me off over time by shifting focus to their most popular character (Wolverine) the films badly stumbled by A) over-milking the mutant prejudice theme, and B) over-focusing on Wolverine and all his issues...when for me, the joy, the beauty of the X-Men comics was never found in these things. 

See, I was an X-Men fan back in the day...and from a young age. While my elementary school days was a more eclectic collection of comics, in middle school (extremely formative years for Yours Truly) and early high school it was all mutants, all day. X-Men, X-Force, Excalibur, New Mutants...these were the comics my friends and I collected. These were the comics we had to pick up, that we pooled our money to buy, that we swapped and shared. We played a LOT of Marvel Superheroes RPG in those days, and much of our gaming was informed by the stuff we were reading in X-Men comics...despite the fact that there wasn't a single mutant character in our campaign (that I can recall).

[our campaign world didn't contain any Marvel properties at all...it was our own version of "Earth"...and the game being what it is (we were using the Ultimate Powers Book, of course) there were too many interesting character choices to have simple "genetic mutants" infesting our game]

I quit reading X-Men sometime around the early '90s, before I graduated from high school (class of '92) and maybe even before that (I moved on to Silver Surfer about a year before going on a semi-permanent hiatus from comic books). I remember being bemused...and then disgusted...about the Wolverine solo series. Wolverine was a cool character...one of my favorites even...but enough to hold his own series? Doing what? Stabbing folks? He was a bit character with a fairly specialized skill set (as were all the characters in those days)...I had issues where all he did was shovel hay with a cowboy hat and drink beer with Kurt; he never even ranked "team leader" for most of the run! Anyway, it was about that time I stopped buying single issue comics, so it appears I wasn't the "target demographic" the publisher was aiming for.

I realize now, that my experience with X-Men more-or-less coincided with the Chris Claremont run (1975-1991) on the series. 16 years on one title provides a lot of coherence of vision, not to mention a whole lot of story lines, most of which have been completely ignored by the film franchise...despite being the things that made the series "beloved" to fans that grew up with those comics....

I know, I know. "Cry me a river, JB. Wah-wah-whine." Once again I'm bitching and moaning about 'nostalgia' and ignoring the fact that things change. Uh-huh, yep, sure: things do change; I get that. When I started this blog, I didn't even have kids...now my oldest is 10 years old and playing D&D. I am well aware that I am prone to being mired in nostalgia, lost in the past. I've seen Cobra Kai (great series, by the way)...the irony inherent in its protagonists is not lost on me. But listen folks: what are these film studios trading in, if not the nostalgia of an aging fan base? Why not create new and original story lines, or new and original characters? Changing characterizations of existing characters (Cyclops and Storm especially) or changing storylines to fit characters that weren't in the original storyline (Magneto's "Brotherhood of Evil Mutants" predates the involvement of most of the X-Men that appear in the first film) doesn't seem to be the way to go when pandering to a fan base.

Though perhaps the filmmakers felt people would be grateful enough just to see their comics on the big screen? Not a terrible hypothesis...it originally worked for this fan (until it stopped working).

*sigh*

Monday night, the family watched X2: X-Men United and, as I wrote, I enjoyed it more than the original. It wasn't that it was more like the comics of my youth; instead, it was a matter of already understanding the filmmaker's vision and so, rather than being put off by disappointed expectations, I could simply relax and enjoy what the product was: Hugh Jackman hogging the spotlight and stabbing people. Teen romances that never were in the comics. Magneto and Mystique featuring prominently. Cyclops and Storm relegated to weaksauce bit parts (with less meaningful screen time than the cameos of minor characters). The bad juju about the evils of bigotry. Etc.

Ah, well...my children liked both movies (they preferred the second of the two) and there are far worse "changes" in the world. The Seattle Sounders' uniform this season, for example: purple and orange?! What in the everloving name of F is that all about?! Holy blankshow, Batman! 

[and, for the record, I would welcome changes in some areas. The season's only just started and the Mariners are already under .500 for, like, the 25th straight year. Crapola]

*ahem* Anyhoo. I suppose that's about all I have to say on the subject (for the moment) except that, as I chip away at my latest attempt at superhero RPG design, these movies are indeed on my mind and in my memory...especially as I look for something that illustrates the genre as presented in cinema. That's really the key thing (for me) to remember: it's not about how "disappointing" a film may be as an homage to the comic book, it's how well it works as a serial story in and of itself. Because in the end (assuming this game ever gets written), it's really not about emulating the intellectual property of Marvel (or anyone else), but about helping the GM/participants create their own "super world," just as my friends and I did in the past. And as we used X-Men comics as an inspiration, I would fully expect younger folks to use the movies in the same fashion.

Times change.

As one last aside, I have to say I think it's especially interesting that Disney has managed to recover the X-Men rights, and am extremely curious to see how/if they will incorporate mutants back into the MCU. If it were up to me, I would reboot the whole thing, without regard to the original franchise films. Treat all that stuff in the same way as Claremont treated X-Men prior to his takeover in the 70s (i.e. fairly unnecessary). We've seen plenty of example reboots in film (the many Batman franchises, Spider-Man, the Hulk, etc.) so why should be any compulsion to tread the same sorry-ass missteps made by 20th Century Fox?

But of course they will. The X-Men movies made a ton of money and the film industry as a business has shown itself to be both unimaginative and ever-chasing of past success (*double sigh*). 

All right, that's about enough for a Wednesday. 

Any team that FEATURES Wolverine
(the ultimate non-team player)
ain't no "team." Sorry filmmakers.

OH, WAIT: I almost forgot that today marks the 20th wedding anniversary of my wife and I. I am a very blessed and fortunate man to have such a special person share her life with me. Without her love, it is quite possible I'd be even more curmudgeonly and ranty than I am. Thank goodness she's strong enough to hang in there!

Okay, that really is enough.
: )

Thursday, April 1, 2021

Thinking Out Loud

Another Thursday, another D&D session on the horizon. The kids are anxious to get back to their characters, lost in the dark though they are.  Little do they know they're about to run into the mutants ("orcs") that make their home in the tunnels the party are traversing.

But that's all for this afternoon. Right now, I'm thinking about game design. My son is writing his own RPG at the moment (a Star Wars game) that he...amusingly...calls "D&D 5" (all my kids' game designs seem to be "D&D" with an added version number), and while it would mostly seem to be emulating the old D20 Star Wars system, I am pleased with his work on the project (and also that he's drummed up some enthusiasm for it with kids at his school) 

But that's a digression. I mean, I am thinking about Diego's design (at least as much as I'm thinking of the RBI he got in last night's baseball game...man, it's good to have sports back!), but mainly I'm focused on the superhero thing I'm putting together, my semi-knockoff of MSH (should I call it MSH Dos? Maybe as a working title) and how I can do it different. That is, different from other RPG systems of the genre. 

NOT, by the way, because I want to "stand out from the crowd." Fact is, my stuff is so low budget that any grandiose plans for publication are far more likely to fail than the newest version of...well, of whatever's the "established brand of the day" (probably M&M4?). No, I want it to be different...specifically, different in focus...because so many of these games fail to work

At least, they fail for me. I'm not as pig-headed stubborn as some GMs when it comes to the hero thing. I was never a HUGE comic book collector, even as a kid (maybe a couple dozen issues - not titles! - PER YEAR, at my height). I liked to read comics (usually those of my collector friends), but I just didn't have the money to spend on comics, nor the easy access to a solid comic book shop; consequently, I don't have the depth and breadth of comic book knowledge that some GMs possess. In my experience, the folks who can run a system like Heroes Unlimited or DC Heroes or Mutants & Masterminds over the long term is a person who has been steeped in hundreds upon hundreds of superhero comics.

That's not me. And it's not really my kids, either (for whom this game would be written) or even a LOT of folks these days who might be fans of the super genre. They read a couple titles, perhaps, but their main exposure to the genre is through the screen medium: film and television (and maybe video games). That's a tough thing to emulate in an RPG, and I don't really want to try.

What I want to try is bringing the screen medium's sensibility (with regard to genre) to the experiential nature of the RPG medium.  Can that be done?

My question of the day.

Clearly, the drive behind the supers thang is different from my usual brand of Dungeons & Dragons; in D&D characters have impetus be proactive. Go out and get that treasure! Level up! Become powerful! Tackle bigger challenges! The superhero genre isn't that at all, and approaching the genre with a "D&D mindset" will quickly turn the PCs into something a far cry from "heroism" (celebrity attention seekers at best; super powered villains at worst).

Leaving aside origin stories and one-off adventures (we're interested in long-term campaign play hereabouts), what exactly is it that motivates the heroic persona to become a costumed adventurer? What gets them out of bed every evening, donning cape and cowl to brave the terror of the night? Just spitballing, I can come up with a few different categories of hero fiction:
  • 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. 
Neither of these types of story are good models to emulate in the RPG medium in part because they're not very conducive to group play (due to their focus on a single, spotlight character). Oh, you could have the occasional "dynamic duo:" Cloak & Dagger fit as a Sad Sack couple, and I'd throw Misty Knight & Colleen Wing (during their Daughters of the Dragon title) as part of the Fanatic group. But more than that, I dislike the motivations presented in these two tropes: in both cases, the characters are driven by negativity. That can make for a good, fun series to read (or watch) but it's not a great one to get players up and moving.

So what else do we have?
  • 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.
Looking over these categories, I think the ones that would work best for the RPG medium are the Task Force or the School, both of which could include Family dynamics under their umbrella (both military units and school peers being something like "second families," right?). Both these categories of "super" series provide a number of features:
  • 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.
Fortunately, in my current design I already stumbled on a way to scale the game to "younger" heroes...I was thinking of the New Mutants at the time and how the system might develop teenagers and their powers. However, the main issue I have with a school is that it's a little tougher to work with the non-powered kid (the inventor or special forces-type hero)...at least, not in a campaign (mostly) devoid of humor, and I have not been known for running "funny" campaigns. 

[not in the conventional comedic sense; cackling at my players' expense doesn't count]

Still, the rules should work for both, and SOMEone might want to run the game with a bit more ridiculousness than myself; look at the popularity of Teeny Titans! Anyway...

Okay, that's enough musing. I've got a host of errands to run before today's D&D game. Totally welcome any thoughts, critiques, suggestions, and whatnot in the comments section...your input in my brainstorm is greatly appreciated!
: )

Typical paramilitary task force 
with extra-national jurisdiction.


Monday, March 29, 2021

A "Heroic" Interlude

Folks who read through my back posts containing the "review" tag will find very few as relates to RPGs or gaming in general; instead, most of these are reviews for various films and television shows I've watched, most (all?) of which could be called part of the "geek" genre (science fiction, superhero, fantasy, etc.). It's been a while since I've written one of these reviews, but it doesn't mean I've stopped watching this kind of thing...just means I've stopped blogging about it.

But the fact is I've probably watched more "geek media" since the pandemic started. Not necessarily because we've been shut in (that's part of it, though) but because my kids are older now so some of the shows we previously skipped with them have been rewatched. And (often) rewatched multiple times.

The last month or so, that's been Marvel stuff found on Disney Plus. We streamed the Wanda-Vision series and now we're watching the weekly installments of Falcon-Winter Soldier as well as the previously cancelled Agent Carter (which none of us saw at the time it was being made. Too bad...it's excellent.). Along with the old Chris Reed Superman and Avengers films (including Black Panther, Doc Strange, Iron Man, etc.), and the multiple viewings of DC's Wonder Woman films, I've been steeped up to my eyeballs in the cinematic superhero genre. 

[the family also enjoys the old Adam West Batman TV show on occasion...still a hundred or so episodes yet to be streamed!]

I have not seen the most recent re-edit of Justice League, so I can't comment, but my taste in superheroes probably does run along a more "Disney-fied" vein. Heck, I enjoyed WW84 quite a bit...for me, it was reminiscent of the Wonder Woman I grew up with (in TV, cartoon, and comics)...campy and fun. My kids liked it a lot less than the first film (because they love the WWI stuff), but I just can't get behind a WW with a sword and shield, getting all stabby like a Greek hoplite or something. Give me more magic lasso any day of the week. 

*ahem* But that's DC stuff, where the power levels scale way off the chart of plausible (remember when Superman reversed time in that first movie?!) and I'm still (mostly) a "make mine Marvel" kind of guy. 

And, man o man, do I love love LOVE the Captain America stuff. The Falcon-Winter Soldier is right in my sweet spot for the genre. As far as "lore" goes, Cap has some of the best, and Falcon, Bucky, Zemo, U.S. Agent (!! Shout out to Wyatt Russell who is, like the perfect casting choice! Can't wait for him to turn psychotic!) just really gets me cranked. It's just such a cohesive bunch of comic book gobbledy-gook with plenty of Marvel soap opera mixed in to this idealistic concept set against the shady backdrop that is the military-industrial complex. 

*sigh* I could gush on-and-on about all these characters (and Carter, too! She's part of the whole Cap stuff), but I will spare my gentle readers. However, I will say that all this "hero stuff" has inspired me to once again look at the idea of running a superhero game (see Trey? You're not the only one!) and Lo And Behold the system I've been looking at most recently is NOT the B/X-based system sitting on my design board but (rather) the old Marvel Super Heroes RPG from TSR...a game I "gave up on" some decades back. I'm tinkering with it at the moment, especially with its universal FEAT mechanic, finding ways I could scale it down AND up at the same time.

[hmmm...that last bit probably makes sense to no one but me]

Unfortunately, as usual, I'm a bit pressed for time so all explanations (if any...sheesh I'm bad about this stuff) will have to come out in a future post.  What I do have time to say, at the moment, is the following:
  • 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! 
And these three bullet-points I think are my new jumping off place for my own private Super-verse. A core "bible" of titles that doesn't play mix-and-match hell for "innovation." A downplaying of four-color costumed shenanigans with lower power levels (though still powered). And a willingness to not take the thing too serious, to allowing humor and the occasional eye-wink to show up.

The supers genre doesn't (generally) make for great "art," but it can still be fun, escapist fantasy. The same could be said about RPGs.  But I have to say that the more I consider the genre, the more differences I find from the D&D genre, and the more I feel I want to escape from systems that build on D&D's design tropes. Jeff Grubb's MSH was a far cry from the opus of Gygax and Arneson, despite some similarities (ability scores, power classes). I kind of want to go back to that well...I think there's still water there. 

All right. Later, gators.

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

At least, for right now.

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
On a related note, as a means of burning off the ennui that was brought on by this chain of events/thoughts, I took the time to stream the entirety of the rather brilliant series The Boys last week (on Amazon Prime). Yes, I realize it's adapted from a comic series. Yes, I realize there are some substantial changes from the original medium. It's still brilliant, and I like the changes that were made for the new medium. It's probably the best series of "godlike" (Avengers/JLA) supers ever written...clever, touching, funny, and (at times) even surprising, which isn't a word I'd usually when talking about the genre.

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...

That's the title of the post I started to write back around mid-July, as I went through all the various super powers found in Palladium's Heroes Unlimited products over the years.

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

Upon a second (or third) re-reading, I'm not really happy with yesterday's post on class. It's just not very constructive (IMO) to spend a bunch of time writing (close to 3000 words!) only to come to the conclusion, "yeah different people like a different number of classes." Judging from the comments (both on the post and elsewhere) that seems to be the main takeaway.

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!
[I'm not knocking or mocking standard CoC play, just by the way...I know plenty of people dig sitting around scaring themselves in shadowy rooms with mood-induced play. These days, though, I'm often thinking of games my kids would like and my youngest gets scared just watching Goosebumps. Bringing a little "wa-hoo" to the table provides more player agency than Cthulhu's tentacles usually allow]

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.
But I digress...as I was reading through my old Gazeteers and waxing nostalgic (ah, Glantri...how I love and hate thee at the same time...) I started doing a deep dive into Karameikos. And I found myself thinking there're the makings for a fairly good campaign setting here. Not as written, mind you: it's far too sanitized and cloying in only the way BECMI can be (even 2nd Edition wasn't this wholesome and "family friendly"). But there's the skeleton of something here that could be easily re-purposed to MY purposes...B/X purposes, baby!

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.