Showing posts with label comics. Show all posts
Showing posts with label comics. Show all posts

Saturday, August 8, 2026

Beyond The Supernatural

More personal history:

I wrote in my last post that while Teenage Mutant Ninja Turtles was the first Palladium game I purchased, I wasn't really introduced to Palladium as a system until high school when a trio of friends (Ben, Mike, and Michael) showed me how such disparate games as TMNT, Heroes Unlimited, Robotech, and Ninjas & Superspies all worked together off the same universal engine. And, unlike the blandness of GURPS, these were games that lit up all my bells and whistles as far as getting an adolescent's creative juices flowing.

However, I ALMOST got into Palladium before high school through a different friend: Scott.

I believe Scott still lives in Seattle; we were 'friends' on Facebook (an app I almost never use) but he recently deactivated his account (as people tend to do). We were on-again/off-again best friends through elementary school (eight years), but went our separate ways in high school, reconnecting a bit during college, and passing into the realm of casual acquaintance / old (nostalgia) friend after that. The last time I actually sat down with him was before my kids were born; we had a coffee and forgave old grievances and talked about his mom who was dying of cancer at the time. It was a good chat...but I haven't seen him since.

ANYway. I've talked about Scott before, mostly in relation to my old (original) AD&D gaming group. But Scott, like myself, was interested in games outside of D&D. He introduced me to BattleTech (and CityTech and AeroTech and MechWarrior) and we played many battles around his dining room table. He was the first one of us to pick up Advanced Marvel Superheroes and was my GM for that, before those duties migrated to myself. He purchased GURPS (which we never used) and Warhammer 40,000 Rogue Trader (which we WANTED to play, but couldn't, lacking miniatures and not really grokking war games). And, Shadowrun, of course, which was a bit over our heads at age 12 (but which I would play quite a bit in later years).

But one of the last games he picked up, right before the end of middle school...and I can still remember how excited he was by it...was Beyond the Supernatural. And he was excited by it...so much that this was the one game of his that he didn't let me borrow (back in those days we were always swapping our game books with each other so that we could read them and learn the rules). Looking back, I'm not sure if this is because he wanted to keep the 'secrets' of the game to himself (considering that he would be the GM for the game), or because there was just SO MUCH to read and dive into...first edition BTS is over 250 pages long (a lot bigger than 1E Shadowrun, for example) and is chock full of all the lore and high concept stuff that would become a hallmark of trad RPGs of the '90s. Maybe he just never finished reading the thing before we graduated 8th grade and transitioned to high school.

It was many years later...probably college...that I would come across the game in a shop and, flipping through it, realized that it was a Palladium system and thus compatible with Rifts and all the rest. Astounding. As an old hand at Rifts (by that time) it was fascinating to see where all the PPE and ley-line mumbo-jumbo first appeared. 

Of course, by the time I was in university, Palladium was pretty much dead to me (except for the collecting of their always inspirational world books). I had tried running the game multiple times and it always collapsed under the weight of its own clunk. I had resigned myself to the fact that there were far better systems out there (at that time, I was all about White Wolf, and I could run their "Storyteller" system blindfolded). In fact, I had some college buddies who invited me to play in a one-off Rifts game with them (I wouldn't even have to run the thing)...I wasn't interested.

But their interest in Rifts was unusual at that time. Most of us were playing some sort of White Wolf game in the early 90s. Or some version of BRP. I was running Stormbringer every now and again, and there was an on-going Call of Cthulhu game in the dorms that I never got into...despite my love of Lovecraft and that whole "eldritch horror" genre that his work spawned/inspired. I own CoC (and the GUMSHOE game Trail of Cthulhu), but playing a game where you're powerless in the face of existential horror just never felt fun in the same way reading creepy stories did.

Which maybe why BTS still appeals to me...despite the turn-off of Palladium's system.

I mean: just look at that cover.
This is EXACTLY what I want out of a "horror" game. A bunch of dudes in jumpsuits (obviously non-military) firing off automatic weapons while getting chewed up by some Monstrosity-That-Should-Not-Be while trying desperately to locate an exorcism spell in an ancient grimoire (do you read Sumerian?). I mean, THAT's the kind of "modern adventure RPG" I can get behind. No matter how much dumb-dumb might be in it, there's an energy there that's missing from the more staid and polished efforts on the market. Apologies to Unknown Armies, Chill, Delta Green, Esoterrorists, etc. but BTS got it pretty much right the first time.

Yeah, sure. It's my opinion. Others may beg to differ.

Just reading BTS takes me straight back to 1987. Man, I wasn't reading Shanarra books back then (not that I ever have); hell, I didn't even read The Lord of the Rings till the 1990s. No, I was reading books by Steven King, Peter Straub, Clive Barker. Mostly King, though...everything I could get my hands on. You can see a LOT of King-type tracings in BTS; ideas cribbed from The Dead Zone, Firestarter, and IT. Of course, you can also see a lot of the shlock horror that we were watching back in those days, too...things like Hellraiser and Phantasm and Poltergeist.

Beyond the Supernatural is a game that asks, 'What if Ghostbusters wasn't a comedy? And what if it was  written and directed by John Carpenter?'  

That doesn't sound pretty rad to you? It does to me.

And, yet, I confess it is a game for a different time. And I don't just mean "because it has an old-school'ish, clunky system." For someone of a particular age/generation (i.e me and the friends of my youth...who do you think got me into all that horror nonsense, back in the day?), it has tropes and ideas that we are intimately familiar with, lacking only some sort "dream fighting" psychic ability a la Dreamscape, Elm Street, or Masterton's Night Warriors series.

[come to think of it, I could use a little more Cronenberg/Scanners-style head exploding psychic powers, too...but that's just me]

The really nice thing about BTS is that it's self-contained: it is a complete game in and of itself. Or, at least, it was. There is (of course) a 2nd edition of Beyond the Supernatural that cuts out all the magic stuff (!!) and significantly reduces the bestiary...these things were going to be covered in two "later supplements." Which has never happened. 2E BTS was published in 2005, twenty-one years ago. Not sure we'll EVER see these books...at least not in Siembieda's lifetime.

Which is fine. My advice (as usual) is: stick with the first edition. Especially as it's still available for purchase as a PDF (in print some places as well). I'd say more on the subject but it would probably amount to flogging a dead horse...plus I'm digressing. 

As I was starting to say, Beyond the Supernatural is a game for people of a certain age and generation: people who remember what life before smart phones and the internet was like. Yeah, my kids love Stranger Things, too, but that series is just a period piece for them...like watching Downton Abbey. If I tried running a game for them set in 1987 (the year BTS was originally published), they'd have tremendous blindspots in the subject matter...not just with regard to history, but with regard to tropes and genre conventions.

You know how little kids know these days even about such 'old hat' monsters as vampires and werewolves? Seriously...they have no idea.  

Whatevs. I'm sure people are wondering why the heck I'm even talking about Beyond the Supernatural right now...other than it is another Palladium game that I've said I might find useful for the Heroes Unlimited campaign I'm developing. Well, that's just it: I DO think it would a useful piece to my campaign "puzzle" and, while Palladium takes a fairly secular view of supernatural evil (I'd guess Satan would simply be another "alien intelligence" on Rifts Earth...get the railgun!), unlike Mr. Siembieda, I AM a fan of "magic" in my comic book properties. Yes, aliens and galactic adventuring is fun (and I'm still reading the Galaxy Guide...we'll get to that), but I was a big fan of Doctor Strange, too. Hell, I like mixing both scifi AND mysticism...always dug that Syzygy Darklock guy from the Dreadstar comics.

Probably because he was a cyborg.
; )

Thursday, August 6, 2026

Making Choices

First, a bit of personal history. 

My introduction to Palladium RPGs came care or Erick Wujcik's Teenage Mutant Ninja Turtles & Other Strangeness, circa 1985 or '86. As with most of my RPG purchases in the '80s, this was something I picked up at The Book Exchange (used book store) in Missoula, Montana while visiting family for the Thanksgiving holiday...something we did every year. I'd already been introduced to the TMNT comics by a friend (an acquaintance from Boy Scouts) and this was back in the days before they'd become a punchline/media franchise. 

*sigh* The good old days...

Anyway, my brother and I made some characters and ran some fights over the holiday, but that was about it. TMNT went on the shelf when we got home, my gaming group still firmly in the TSR universe of AD&D and Marvel Superheroes.

Flash forward to '88/'89. I am a freshman at Seattle Prep high school with nary a friend to my name. My gaming group had broken up over the summer, and my prospects for gaming are lukewarm at best...I can run games for my younger brother and his middle school buddies (which I do a little of) or I can "solo game" (which is not to my taste). Instead, I go about the painful business of putting myself out there and trying to create a new social circle as your standard self-conscious, self-doubting adolescent while simultaneously being overwhelmed by the sheer size and scope of high school. However, I am fortunate to be placed in homeroom class that features "the smart kids" (since we all tested into the higher math) and here I meet some kids who play RPGs...specifically, Michael, Ben, and Mike. 

These three have been best friends for years (Ben and Mike are twin brothers), and they are into all sorts of nerd stuff, especially comic books and Robotech. In fact, if memory serves, they were playing the Robotech RPG (or discussing it) which led me to ask them what game they were talking about, as my knowledge of "anime" ended with the Star Blazers serial I had watched (on occasion) as a kid of 7 or 8. The trio introduced me to the show (loaning me videos to watch) and the RPG, another Palladium jam; however, I never had a chance to play with them as they were just running a short campaign. 

These guys were very much Siembieda super-fans...at least when it came to game design. Of course they knew (and had played) AD&D, but Palladium was their system of choice, and being comic book junkies, Heroes Unlimited was their main drug of choice. And not just HU; they were using TMNT, Ninjas & Superspies, and Transdimensional TMNT (and, perhaps, After the Bomb) all to fuel their campaign. Reading through their books introduced me to the Palladium 'universal' system, which I found remarkably interesting and exciting, in a way that GURPS (which a buddy owned in middle school) never had. I started to realize that games like TMNT and Beyond the Supernatural (which had been demo'd for me a couple years earlier) were all related...and compatible!...with this comic-driven super-system.

One of these days, I'll write a  more in-depth "profile" post on these guys; suffice is to say, they gave me a "gamer lifeline" at a time when I very much needed it, and while I didn't get the opportunity to play with them as much as I'd have liked, it was enough to keep me sane, and I'll always be grateful and appreciative of them. Even as we've gone our separate ways in life, I have fond memories of those guys.

ANYway. When it comes to HU, they played Heroes Unlimited Revised, which was really the second edition of the game...pretty confusing because there's an even larger, later version of the game called Revised Second Edition (or just 2E); I think many folks just like to ignore the first edition was even a game...and it's not that easy to come by, as I've discussed before.

But have it I do...as well as a copy of Revised (my first introduction to the game) as well as Second Edition, a real monstrosity of a book that incorporates a lot of extra material that makes the system even more "universal" -- i.e. compatible with Palladium's flagship game, Rifts. All three versions of HU are different enough to refer to them as different systems, although the casual observer might disagree. Of course, the casual observer probably considers OD&D, AD&D, and AD&D 2E to be (largely) the same system, and I'd smack them about the head & shoulders with my books for claiming such.

Let's go ahead and distinguish the three (because, inevitably, someone will ask me to do so in the comments); I will talk only about the rules, not the layout, inclusion/exclusion of adventures, comprehensibility, etc. (if that kind of thing interests you, the later books are worse than the earlier books):
1st edition Heroes Unlimited: characters with superpowers get ONE power; only nine power categories (no magic); skill selection is much more granular and education based; no class-specific abilities -- physical training, hardware, and special training characters are simply skill based; ranged combat is more "realistic"/fiddly; includes rules for occupations/jobs, law enforcement (all later removed).

Revised Heroes Unlimited: adds magic category to make ten power types; addition of class specific features; hardware adds weapons expert and option for multiple specialties; special training divided into five specific/distinct categories; super powers divided into "minor" and "major" and characters may possess multiple powers; mutant animal rules (in abbreviated form) added from TMNT; robot and vehicle combat rules added (cribbed from Robotech); modern/ranged combat system updated; skill system "streamlined" into packages, cutting some skills and adding others; more "stuff" in sections for characters with budgets (bionics, robotics, hardware); adds "Crazy Hero" option and includes a bunch of stuff for making insane characters; experiments add "super soldier" option.

Second Edition Heroes Unlimited: a LOT of "Rift-isms" and "power creep." Physical strength is divided into several distinct categories (normal, extraordinary, superhuman/robot, supernatural). Combat gets an overhaul thanks to Rifts: knockdowns, sprays/straffing, inability to dodge lasers, death blow no longer kills (but can be done at will and takes two actions), more vehicle stuff, etc.; aliens updated with tables from Aliens Unlimited; bionics updated with 'borg conversion rules (Rifts); hardware adds "analytical genius" for people who want to play Tony Stark/Iron Man; magic system changed wholesale to Rifts/BTS PPE system including levels of spells, etc.; physical training divided into two distinct, superhuman twink options; psionics updated to Rifts version so that you can play your cyber-knight character in HU; special training characters beefed up, including an ancient master who now has supernatural strength(!); substantial increases in budgets for characters that use them; includes the mega-hero option allowing the creation of Justice League (or Thor/Hulk) level characters.
While 2E does not substantially increase the number of super-powers available, it should be noted that the "Powers Unlimited" trilogy was written for 2E and contains a large number of new powers (some of them quite good/needed) as well as TEN additional power categories (classes), some of which are specific to the "mega-hero" level of character.

Mm.

It's funny. Those high school buddies that introduced me to Heroes Unlimited never liked the idea of Rifts (unlike ME, who loved it immediately). Well, maybe Michael, a little. But never Ben...and he was always the Palladium game master/guru of the group.

And yet, Ben probably would have LOVED 2E Heroes, had he seen it (so far as I'm aware, he stopped gaming long before it was published). Ben was the real comic book guy; all those cats could draw, but Ben was the only one who went and and became a professional artist. He used to decry how the powers in Revised weren't powerful enough to emulate the characters in Marvel...he even went so far as to develop his own "third tier" of super-powers above "Minor" and "Major" in order to model the X-Men, the Fantastic Four, etc. Ben would have appreciated a mega-hero option.

Me? Well, I appreciate that Siembieda is a business man and he has customers AND fans that he wants/need to please. I"m not going to bitch too much about decisions he makes in the name of keeping his small press company alive. His sustained success over the decades is evidence enough that he's sharper than most of the folks in this industry. That being said....

I've spent a lot of time over the last few days reading and rereading these books. I'm not terribly interested in running a "Franken-brew" system...I simply want ONE book that I can hold up as the "game bible" for my refereeing. Let me focus on building and running the campaign, not cobbling and tinkering with mechanics. 

For my purposes, that means I have to come down to making a choice...and, surprisingly, the choice I"ve decided on is Revised Heroes Unlimited. I say "surprisingly" because going into this project, I assumed I was going to end up going with the original, cut-down version of the system or else the whole hog 2E with all its bells and whistles.

But a funny thing happened on the way to the market (as they say)...I realized that I really didn't need ANY of the new stuff in 2E. Rifts is Rifts, and I don't plan on mixing my post-apocalyptic weirdness in my 70s/80s style comic-world. I certainly don't need the power creep (necessary from a Palladium POV if you want to 'port HU characters into Rifts Earth). Meanwhile, the original version of the game...didn't have enough. I like a lot of what's there, but I need MORE...a more robust amount of content, if I'm going to create a sustainable cmpaign world.

Sound familiar? The original HU is very much like OD&D (except better organized and illustrated); it's not enough on its own, it has holes, it lacks "oomph" in places. It's a first pass...a first try. The Revised version? That's like AD&D. More tested, more solid, incorporating ideas that occurred after the initial offering. 2E HU, on the other hand, is like incorporating the Unearthed Arcana and subsequent books (here: add NWPs and weapons specialization!). No thank you.

So, there you have it...I can put 2E Heroes Unlimited back on the shelf for now, right next to all the Rifts books that I'm not using. Heroes Unlimited Revised will be my ruleset; it is, for the most part, "the Good Parts Version" that will meet my needs. As for the other Palladium books in my collection, several of them are candidates for (eventual) inclusion in my campaign setting:

My Coffee Table At The Moment

Aliens Unlimited Revised: published in 1994, this expands the alien power category, generally in good ways, and helps make the type more distinct from the other, while not succumbing to all the new Rift-isms of the 2E HU rulebook (yes, AUR "includes Rifts conversion notes," but this consists of two paragraphs saying treat all the SDC as MDC. Thanks, Tips).

Beyond The Supernatural: if you're going to add magic, hokum, and goofy woo-woo hoodoo to your game, this is the book to have. I might even replace the "mystic study" subcategory of the magic power type with the Arcanist OCC from BTS (yes, yes, including PPE and all that). Really depends on how "mystical" my campaign ends up becoming. I mean, Dr. Strange was a Defender for a while, wasn't he? First edition BTS only (mainly because my 2E copy is digital and I prefer actual books at the table).

Heroes Unlimited  G.M.'s Guide (2nd Edition): most of what's here is non-useful. The job/salaries, geo-political hot spots, and random crime tables are all stuff that were in the original HU and left out later, and I'm not sure how much I need the random thug/villain tables. I dislike all the "power slam" combat maneuvers, and the extra spells and psychic powers seem fairly extraneous. Eh. Probably a skip unless I get desperate for an adventure (there are several scenarios included, some of which are fairly rough/challenging).

Ninjas & Superspies: Ah, one of my son's favorite RPG books. Personally, I kind of hate it, having some familiarity with real world martial arts, including Aikido, Tae Kwon Do, Hwa Rang Do, and Wing Chun. It adds a LOT of extra fiddly to it, and I dislike turning the physical training character into a martial artist...this archetype was (for me) always best represented by the Megalith character from Continuity Comics. Of course, the nerfing of the ancient master is even more annoying (wtf? he only gets 10th level ninjitsu? That's just six attacks!). As you can see, N&S has actual conversion notes for how to use the game with HU, not only allowing PCs to pick up martial arts (at the costs of big bunches of skills), but allowing N&S OCCs to stand in for specific power categories, including hardware and secret operative. Eh, this one is mostly a pass for me unless someone REALLY wants to play a non-ancient martial artist...and I'm okay with that. Shang-Chi is pretty cool, as is (of course) Iron Fist (though I put the latter more in the "ancient master" category).

Powers Unlimited: There are some good powers here, including battle rage, hardened skin, heavyweight, gateways, and regenerate ultima (I'm also a fan of mega-wings and super consumption, but I'm cheesy like that). This is a good one for creating the occasional NPC character (especially villains) with powers the PCs haven't encountered. I'm okay with that...don't really want to adopt it wholesale.

Powers Unlimited 2: Mm. One of MY favorite books in the franchise...I picked this bad boy up some time around 2009 or so? The delightful thing about this one is NOT the new powers (there are only four, and none worth mentioning), but the new power TYPES (HU's version of 'character classes') that are O So Stellar. I mean, you've got your empowered character (everything from Daredevil to Captain Marvel), your gestalt (Firestar to Swamp Thing), super soldiers (duh), the natural genius (for super-villains like Lex Luthor or Baron Zemo), invention (Ant-Man to Falcon), and...everyone's favorite...the immortal character (from godlings to undead). That is a huge extension of variety for the game, and most of these fill niches that needed to be filled.  I really dig the "minor hero" option, too, as it can easily be used for small-fry supers OR some hero's wunderkind sidekick. Batman's still a bit of a tough character to model in HU, but at least you've got the Boy Wonder potential.

[haha! That reminds back in my early days of making characters for HU, I had a dynamic duo called Dark Knight and Red Boy. I should probably try to rebuilding them, just to see remind myself how frustrating the system can be.  Or how amusing...]

Teenage Mutant Ninja Turtles & Other Strangeness: The book that started it all. I have the first printing of the game, and Wujcik does a masterful job with it; of course, the Eastman/Laird artwork doesn't hurt, and the whole thing is about as elegant and self-contained as any Palladium game gets. Has several nice adventure scenarios as well. The anthropomorphic animal thing doesn't appeal to me the same as it did when I was a kid (how could you not want to play a porcupine?), but I'd be willing to use it for anyone interested in playing a mutant animal, expanding on the abbreviated rules found in HU. Just who that interested person might be, I couldn't say...while a human-sized animal that can walk and talk is pretty amazing, it doesn't really classify as "super-powered" in the standard sense. Still...Rocket Raccoon? Really easy build using Bio-E.

Aaaand...that's about it. Recon (and Advanced Recon) use different systems, and Robotech just isn't right for the kind of game I'm envisioning. No giant mecha, thank you (I pivoted, remember?). I DID just receive my copy of the Aliens Unlimited "Galaxy Guide" in the mail today (purchased because I though it might be useful for intergalactic adventures in spaaaaace...a solid cornerstone of most comic book franchises), but I haven't yet had the chance to read it...I'll be doing that this evening and see if it actually fits. The "2nd ed." tag on the front doesn't give me too much confidence, but I never planned on using Palladium's own in-house creations (planets and species and timelines and such); I just wanted FTL spaceship rules. Here's hoping. 

All right, all right...that's enough for now. Later, people!

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.

Thursday, December 1, 2022

Sand Zones, Star Scepters, And Pharoid's Legacy

SO...looking back over my old blog posts, I thought for sure I'd mentioned my love/fascination with Micronauts somewhere. Clearly this isn't the case. I suppose another dive into my personal history is necessary.

My earliest memories of Micronauts are, of course, the toys which for several years (I'm guessing 1977 to 1980 based on release dates) would inexplicably appear beneath my Christmas tree on Christmas morning.

I say "inexplicably" because (as far as I can remember) I never asked Santa (or my parents) for a Micronaut toy ever (at least, not till the very final series) and they were largely off my "kid radar;" I didn't see ads on TV for them (Saturday morning cartoons had not yet started marketing toys via serial tie-ins to children), my cousins/friends didn't own them (so far as I knew), nor did I ever see them in the stores (not that I frequented these regularly as a small child).  In later years, following the first batch's appearance on Christmas morning, my brother and I, now familiar with them, would sometimes pore over the Sears "wishbook," divvying up which Micronauts each of us would eventually own (as we did with ALL toys appearing in such catalogues)...but we never went so far as to actually LIST these, so far as I can recall.

Typical Micronaut
Antagonist
As a matter of fact, this led to tears (on my part) one Christmas morning when I received a Galactic Command Center and my brother received a Star Wars "landspeeder." While the Micronauts base was, by far, the more interesting and useful toy of the two gifts, all my young mind could process was the fact that my brother had received a Star Wars spaceship...and I had not. Where was my tie fighter? Where was my X-wing? Ah, well, I did get over it (even the same day) as children do, and while I have immense affection for all the Star Wars toys and action figures I received over the years of my childhood, the Micronauts, in retrospect, are far more interesting. There are many times I've thought that I'd wished I'd been a bit older when they'd been released so that I'd appreciated them more.

Then again, if I had been older would they have gotten so tightly woven into my subconscious imagination?

If you had asked me, as a child, which was my favorite Micronaut toy EVER, I would probably cite the last one received: centaurus, with his laser crossbow and glow-in-the-dark (removable!) brain. That's a figure I absolutely wanted and asked for...even saw it on a store toy rack before Christmas. And even today, it's still solid...one of the coolest action figures I remember owning. But two other figures stand out as being exceptionally loved and played with by Yours Truly. One was the (original) Acroyear, whose dagger I managed to retain for years, despite being of the age when one loses accessories right and left. The other was Pharoid and his Time Chamber which fascinated me endlessly. I took it with me to Christmas morning Mass (the only toy I ever treated with such reverence) and recall spending long hours just...fiddling...with the thing. Opening the tomb. Putting him in the tomb. Taking him out. Repeat. What was the story of this guy?

Such a weird toy.

[if I had to guess, the Egyptian motif probably had much to do with the fascination. The King Tut exhibit traveled to Seattle in 1978, and was another momentous experience in my formative years]

But regardless of childhood toys, it was the Marvel comics written by Bill Mantlo that really cemented my love of the Micronauts.  I am 99.9% sure I started reading Micronauts with issue #34 (circa 1981) in the middle of the whole "Enigma Force" storyline (guest starring Doctor Strange!). I mean, talk about starting with a bang: mysticism, magic, super science, alien species, drama, betrayal...and, of course, a murderous band of gunslinging adventurer-heroes...all in the desert environment ("Sand Zone") of Aegyptia, with its towering tomb monuments, said to house the giant ancestors of the Microversians.

In addition, there was also Pharoid and Acroyear, Force Commander and Baron Karza. 

Well, whatever. I collected more than a few of the comics during its 50-some issue runs, including several of the back issues...mostly ones that were Micronauts-specific rather than crossovers with the X-Men and such. See, I wanted stories steeped in the lore of the specific IP, strange as it was, weird as it was...and, often, quite "dark" in nature (considering the concept's origin as a children's toy line). Some of those body bank stories...brr, frighteningly gruesome. A lot of body horror in Ye Old Micronauts, even the first issue of "The New Voyages" (the last issue I ever purchased, summer of '84) when protagonist Commander Rann was forced to sever his own hand at the wrist

[and people wonder why I like to make player characters suffer...]

Okay, okay, enough with the nostalgia: why am I writing about the Micronauts? Well, the last few days I've been working with the Desert of Desolation module series (I3: Pharaoh, I4: Oasis of the White Palm, and I5: Lost Tomb of Martek), seeing if there is some way, somehow, that I can twist them into something fun and functional for use in my own D&D campaign.  After all, they ARE just sitting there on my shelf, and I have fond memories of them as a child. Plus, they seem to be...more or less...in the proper "level range" for my current batch of players.

Mm. I won't lie. They're all pretty bad. Or, maybe, "inconsistent" is the operative word. Take Martek, for example: it's got some pretty cool ideas in it. The Cursed Garden. The Abyss. The Moebius Tower. But it's a real stinker of an adventure...just really poorly designed and fatally flawed in several gross ways (the Skysea is AWESOME...but it also one of the easiest TPKs I've ever seen in a TSR module). As well, it is just...missing...stuff. Things to do. Monsters to fight. Places to explore...in a non-linear, nor railroad fashion. There are several "here's a place that the DM can develop...so long as it doesn't PCs too long from the story being told" instances. Why the heck not? Because we're in such a hurry to get onto the next story? 

[probably...considering the absolute dearth of requisite treasure levels in these modules]

SO...interesting concepts/ideas, poor-to-terrible execution...and as with my analysis of I6: Ravenloft, I find that a LOT of this adventure would work just fine for LOWER LEVEL CHARACTERS. There is really nothing "mid-level" about this adventure, save that all the Hit Dice of encounters have been pumped up...to no good end.

FOR EXAMPLE: You don't need these unique "noble class" djinni and efreeti...a normal 10 HD efreet with max hit points would work JUST FINE for characters of levels 3 to 5 (remember also that the MM specifically says there are noble djinni with the same HD as an efreet). You don't need all these 4 hit dice dervishes and air lancers...just make them standard dervishes and nomads of the MM. And these new undead? They're just 8 and 10 hit dice NOTHINGS that cause fear and hit for 1d10 points of damage. Just what the hell are we playing at Hickman? It's not like the treasure count justifies a party of 6th - 8th level!

And remember that whole post about how much water you need to carry? In AD&D (the edition for which these adventures were...ostensibly...written) a cleric receives the create water spell at 1st level. By 5th level (the minimum suggested level for I3: Pharaoh), a cleric with a 16 WIS can cast five such spells per day, each casting conjuring 20 gallons of water per day...enough for some 25 humans. As with my review of I6: Ravenloft, it appears that Hickman's design assumptions are based on an earlier rule set (in OD&D, only a 6th level bishop can create water...and doing so leaves the character without the ability to neutralize poison, cure serious wounds, or cast protection from evil 10' radius). 

[side note: when I ran the Desert of Desolation series in my youth, the party tackled it withOUT a cleric, making the adventure considerably more difficult]

*ahem*

SO...the modules are crap, but they're crap with interesting bits. They're railroads and poorly stocked, but they've got a bunch of maps that ain't terrible. So when I think of how to fix them...to take their interesting bits, and make them both playable and (if possible) more interesting...I keep coming back to the Micronauts and those images from my youth: Giant, upright sarcophagus-tombs. Ancient tech/magic lost centuries before. Techno-bedouins riding giant, domesticated "ostras" (think: axebeak) against horse-headed "centauri" (re-skinned centaurs) in tribal warfare. And somewhere, lost in the sands, a laboratory-temple housing the ghost of Baron Karza, waiting to be resurrected and resume his conqueror's ways.

Lots of ways to spin and 'skin this thing. And probably a lot of ways to do it in a way that doesn't require a large group of mid-level characters. A post-apocalyptic, desert wasteland concealing generational secrets buried beneath riddles, legends, and sand. Sand and blood and treasure. Dig it.

Who needs "Sambayan air lancers"
and "Thune dervishes?"



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. 

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.