- I've never been what you call a "big" Batman fan. Despite having owned and read comics and toys and (does anyone remember these?) colorforms of the Caped Crusader since I was a wee lad of 3 or so, he was never very high on my list. Captain America, the Hulk, and Spider-Man certainly outrank him. Within the DC universe he'd definitely come in somewhere below Green Arrow, Green Lantern, and Wonder Woman (heck, I owned more Blue Devil comics as a teen than I ever owned of Batman titles). He was just never one of my favorites, okay?
- Having said that, I've seen many of the various Batman films over the years. Well, I watched the first Michael Keaton one, and I've seen all the Chris Nolan films (multiple times). And I have seen Batman vs. Superman and rather enjoyed it (right up until the ending with Wonder Woman and Doomsday making trashy fan-service appearances)...Affleck may be my favorite Bruce Wayne of all time.
- As an adult I do enjoy a LOT about the Batman concept...though I probably still prefer Batgirl.
Saturday, July 15, 2023
Batman
Saturday, July 31, 2021
"Everyone Has A Gimmick"
- AD&D Dungeon Masters Guide
- AD&D Players Handbook
- AD&D Monster Manual
- Heroes Unlimited
- Maelstrom
- Warhammer 40,000 Rogue Trader
- Sorcerer
- Vampire the Masquerade (1st edition)
- Hollow Earth Expedition
- an SRPG should be run in real time, as much as possible. Day 1 of the campaign should start on a real world date (even if heroes/villains have been "training" or whatever for years).
- an SRPG should be grounded in as much "reality" as possible (no picking up buildings by the corner, or flying faster than the speed of light). Super-technology can make impossible things possible, within reason, but shouldn't be readily accessible/understood by Earth humans (so as not to disrupt what passes for "daily life" in the real world)...at least when starting the campaign. Magic falls under the category of a "super-technology" (with the same stipulations).
- the campaign world should be set in the real world. Imaginary cities/countries (Metropolis, Atlantis, Wakanda) should be avoided. Extraterrestrial and extradimensional entities are okay, which can explain mythological-type beings (Thor or whatever).
- the campaign world should be allowed to spin out of control based on the occurrences of the game.
- all heroes/villains should start as "unknowns" to the general public, i.e. they have no reputation for being "super-anythings" before the start of play. Actions taken by characters will determine public perception.
- Day 1 marks the first appearance of super individuals in the campaign world
- an SRPG should be generally "free-wheeling" with logical consequences to follow
- no weapon fetishes: make and model of firearms and caliber of ammunition should have near zero impact on game play.
- experience increases effectiveness of characters. Active superpowers (things that turn on-and-off) either increase in scope/impact, or ability of character to use. Experience is gained through play. Time spent not playing will not result in experience.
- an SRPG is not a comic book. There is no plot immunity for characters.
- an SRPG is not a film. There are no guaranteed happy endings.
- an SRPG is a game about super (i.e. "greater than human") individuals in a human scale world and those individuals impact on the world. The PCs may become champions of the people or conquerors of the world.
- The referee's job is to establish challenges for the PCs. For villainous PCs, these challenges can take the forms of law enforcement, task forces, and heroic super teams. Challenges should be commensurate with the scale of the PCs' abilities. Scale is determined by sphere of operation as mutually decided by the referee and the players.
- All PCs have a drive that allows them to push beyond the boundaries of ordinary humans.
- All PCs have a flaw that can be exploited by adversaries.
- All PCs have enough humanity to allow players (including the referee) to relate to the character. Thus, no artificial beings or alien creatures lacking human emotions, feelings, etc. The game is not about how well a player can portray a plant thing, inhuman monster, or celestial/infernal being. Likewise all PCs must be sentients of at least minimal intelligence for operating on planet Earth (the campaign setting); the game is not a comedy of errors based on an ignorance of cultural norms.
- There should be at least some randomness in determining a PCs particular "power set;" players are neither allowed, nor expected to come to the table with a fully formed character concept.
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 3, 2019
Crap...Crap...Crap...
Yes, Kevin Siembieda has nothing on me: I've purchased pretty much every HU product ever-penned by the man over the years...sometimes more than once!...all those "Powers Unlimited" books, GM and Galaxy Guides, etc. I've got a whole shelf filled with Palladium product and a good chunk is Heroes Unlimited related (the bulk, of course, is the prolific Rifts line...). And doing a "deep dive" of the evolution of the game...and the every-expanding list of powers down the years...simply leads me to the conclusion that nearly all of it after the original, unrevised first edition is crap. Just...crap. By which I mean "useless drivel," unnecessary filler and fiddly wanking that's just...so...not...needed.
In my opinion (of course). Your mileage may vary (of course).
So for those wondering what I've been up to the last couple weeks (other than winding down Ye Old Summer Fun Stuff, etc.), it's this: I'm back on the design train, designing my own superhero game. Again (*sigh*). No, I haven't been writing, other than writing notes. No, it hasn't been play-tested yet (though it's ready to start...going to be doing that with the kids this week, God willing). But, at the moment...it seems like I have a pretty solid start to a nice little system. A gritty little system that has absolutely no "point buy" and is EXTREMELY "non-abstract."
In other words, the kind of supers game I want to play.
If it ends up developing into anything, well, I will of course blog more about it (as I find the time to do so). However, just want folks to know I'm working on something game-related and not just blowing the blog-o-sphere off for no good reason.
Carry on, good people. My advice to folks suffering under excessive hotness (ah, yes...climate change) is to stay in a shady indoor area and play table-top RPGs as much as possible. With gusto.
: )
Wednesday, July 17, 2019
Diving Into The Inelegance
It started off...hmm, let’s see...last Friday. After taking the kids to mini-golf in Edmonds, they decided we should go to our favorite game store (“since we’re in the neighborhood”), Around the Table Games. While poking around a bit, I was somewhat amazed to find no more than TWO Palladium books gracing the shelves (not two product lines...two single rule books): a used copy of Heroes Unlimited Revised and an equally used copy of Ninjas & Superspies. While I do own both of these and have in fact had HU sitting on my bedside table the last couple weeks, my son appeared to have been oblivious to this fact, asking if we could get one or both to play.
So we've been playing Heroes Unlimited.
*ahem* Kind of. Let's back up a few hours earlier in the day when I had a chance to futz around on my computer with everyone else still asleep in bed (kind of like this morning). Having just written a post about HU a couple days prior, I decided to actually go through the chargen as written in the ORIGINAL game, and create a handful of characters. One thing I've continuously had to learn and re-learn over the years: there are reasons a game is designed the way it is, and it's best to try it out before trying to "improve it."
And of course, with a laptop it's a lot easier to generate random characters than it was back in my youth. Armed with an Excel spreadsheet and the "randbetween" function, I was able to quickly generate four PCs using original HU's near-100% random system. And guess what? It worked pretty darn good! Each character came out with enough pieces that I could form an adequate picture of the character and their backstory with relative ease. I had the bullied Australian scholar from the poor background who'd ended up working for a private company and stealing their robotic exoskeleton; the silver-spoon Frankforter who'd joined the German military at a young age and built himself into a brick outhouse; the shy professor who wears hats to hide her small horns, and prefers to use her own academic prowess over her mutant psionic abilities; and the Canadian farm boy who volunteered for experimentation and was only (grudgingly) allowed to leave only after the installation realized they had no real way to hold a person with the ability to teleport.
That's some cool stuff right there.
Of course, it all falls down when it comes to the first non-random part of chargen: skill selection. I only took the time to go through the whole process for the Physical Training character...partly because skills are the WHOLE of his "power suite;" partly because, as a guy with an enlisted military background (rolled randomly) he had a lot fewer skills to bother worrying about than the guy with the Masters degree or the lady with a Doctorate. And even knowing that I was just going to take as many physical skills as possible, it took a loooong time. As such I didn't bother finishing up the other characters, let alone spend the time buying their equipment (Palladium, unlike most supers RPGs, doesn't have an "abstract" system for modeling the economy...instead you're counting individual dollars and buying every piece of equipment (even your costume, in the original rules!) from the budget that is your character's life savings).
Anyway, it wasn't just "inelegant;" it was ugly. So I set aside the HU figuring I'd come back to it in another six months/years...and then my kid encountered the books later that same day and wanted to play.
SO...we ended up going through the entire character generation process for him (by hand). After some discussion we decided to play HU (first edition) instead of N&SS. He also ended up with a German; a mutant with the power of shrinking (no change in mass). We did all the skill selection (I provided him with no hints or nudges except to explain that didn't need more than one hand-to-hand skill), just walking him through the process. He spent his fairly ample life savings buying guns and ammo out of the equipment section. It took probably close to two hours to complete the process of making "Dave Dangerfield" AKA "DD." And while that time probably could have been cut down quite a bit with system familiarity, keep in mind that a mutant is probably the simplest of the character types to create, and that we were using the un-Revised HU rules (only one superpower, everything random, choices limited).
[my original idea was to create a character at the same time, a fellow adventurer who would act as an NPC companion; however, I gave up the idea when I rolled Hardware character with a $500K budget to spend. Even without the super-vehicle design of later editions, that's just too much work for the quickie game I wanted to run]
It really emphasized Kevin Siembieda's philosophy with regard to the game's design: HU is supposed to be a "thinking man's game." It is not supposed to be all four-color action and superhero cliches (though what's more cliche than super-powered individual's saving conflicts with their fists?). The time spent in such an elaborate chargen system represents an INVESTMENT in the character; yes, it's also a part of play, too, but in spending so much time building, your identification process (with the character) starts early in the game.
I also think that Siembieda has made very interesting (and astute) choices with what parts are random and what parts are not. A person's education CAN be effected by a host of random elements: opportunities provided by accident of birth, changes in a family's fortune, a person's approach to academic life and standardized testing and how that balances with other aspects of the character's life (social, familial, economic). Codifying that into a random table to determine one's final opportunity at skill selection is appropriate...just as allowing the player to select skill packages based on that (random) opportunity is appropriate. There are things within your control and things outside your control. It really takes the "meta" out of character generation.
[yes, I realize long-time Palladium players will say there's still "meta" involved in selecting physical skills that will optimize a character for combat. Siembieda looks at it differently, writing (in 1E) that players should OF COURSE be optimizing themselves as part of their "training" for a career in hero work. That's not "meta;" it's putting yourself in the mind of your character, deciding whether you should be learning gymnastics or how to speak Russian or how to fly a helicopter]
Yes, I am really starting to become a Palladium system apologist (if I wasn't one already), at least with regard to the HU line of games. The problem is, that such an elaborate, granular system REALLY requires some simplification in order to run the game effectively. Advanced Dungeons & Dragons, for all the "fiddly" it adds to player characters, still maintains a simpler way of codifying bugbears and goblins. A DM might care about every coin of encumbrance and the location of every belt pouch for a particular PC wizard or fighter, but NOT for individual monsters. And yet HU wants me to figure out skill packages and equipment lists for every NPC the heroes might encounter? Ugh! No way!
There are other good concepts in the game that fail in execution. Combat is still kind of a mess, as well as over-emphasized in this "thinking man's game." Some of what appears to have been "corrections" to (what was originally) a D&D chassis are over-thought, convoluted, or impractical in practice. Why bother splitting Charisma into "mental affinity" and "physical beauty?" Why bother having both "hit points" and "structural damage capacity?" And the firearms combat rules are just so...aaaaaRRRGH. I understand why they were revised (and why they were later re-revised), but going more abstract just doesn't jibe great with a combat system that was already over-specific, what with counting individual strikes and parries. The whole thing needs an over-haul.
Anyway...
| Adventure setting. |
But we never got that far. Danger Dave decided to set-up a hunting blind in one of the powerhouse outlets to the Colorado River a couple days before the projected sabotage was to take place. Failing a prowl roll and encountering a security guard, the PRINCIPLED character's first reaction was to blow him away with his .44 auto-mag, and did so with a natural 20 (critical) roll. After dumping the body in the river, he set up shop to ambush the other security guards (investigating the gunshots) with his H&K sniper rifle. Eventually this led to a bunch of State Troopers from both sides of the Arizona-Nevada border being called to the dam, where a melee ensued along the top of the structure. DD managed to dispatch maybe half a dozen troopers before being thrown off the top and plunging 762' to the concrete powerhouse below (while he succeeded at his "roll with fall" attempt, he still ended up taking 110 points of damage and splattering like a bag of blood and gristle).
| A fitting end to our "hero." |
My boy immediately wanted to play again by the way, and has since created a new character: this time a Dedicated Martial Artist (ninja) using the Ninjas & Super-Spies set. More later, perhaps.
Thursday, July 11, 2019
Inelegant Design
My kids are always asking me to play with them. This is, of course, a great blessing...I'm sure there are many parents out there who'd give their eyeteeth for children who preferred their attention to that of their friends or (worse) screens/devices.
It is, also (again, of course), annoying at times: not only are there other things that I want (or need) to do, but it bugs me that they sometimes seem to lack the capacity for amusing themselves. Growing up, my brother and I invented many games and pastimes to amuse ourselves without the need for parental supervision or inspiration...even before we'd discovered role-playing games. Imaginative play came easy (naturally?), whereas my children want direction in how to play. Lacking direction (and/or parental participation) they most often default to wanting some sort of screen entertainment: a video game or television to simultaneously stimulate and soften their brains.
(*sigh*)
All of which is simply a precursor to this: my son is interested in my game design "work," and has asked me on multiple occasions to create a "superhero game." I haven't had the heart (or patience) to explain to him just how many supers games I already own and are available, all of which are lacking in some capacity. But I keep telling him I will (eventually) get around to it. One of these days.
So it is that I've been looking at Heroes Unlimited (again) for the last 30 hours or so. This would be the original, un-Revised version that I've blogged about previously. Again, I've been struck by the real design sensibilities on display here: there is reason behind all of Simebieda's madness that simply isn't explained in later editions. Again, I'm frustrated by the gross editing errors, typos, and information left out...not to mention the sheer clunkiness of a system evolved organically in play. And reading the Revised and 2nd Edition books this morning, I again am struck by how much the game has changed ("evolved" as Siembieda writes) through its various updates. And not for the good.
And yet, and yet: the sheer monstrosity of HU, of its inelegance...I finally start to see something of the appeal and of why the game has had such staying power over the decades. As I struggle to search the various entries for even basic information (like how much SDC a particular power type starts with, or exactly how many hand-to-hand attacks a character should receive), I am forced to parse out various systems and discrepancies and make decisions ("rulings") about various aspects of the game...I am, in struggling to understand and grasp the game's concepts, in the process of learning and developing a degree of expertise with the system.
RPGs are difficult beasts to grapple with anyway...at the table that is. Running an RPG, managing the players, the rules, the pacing and narration...it's a tough juggling act. And yet, streamlined "rules light" design (no doubt intended to excise complexity in aid of playability) ends up making games feel, well, less game-like and more like regulated story-telling...and the more simplified, the more this is the case.
Which, for me, isn't what I want out of a fantasy adventure game. It just isn't.
However, the other thing I do not want is a game where the system IS the game: where the real "play" is in crunching the numbers of the various in-game currencies in order to actually get to play itself. This includes any game that has point-buy/build systems (GURPS, Champions, MektonZ) or anything that has excessive character building through "option selection" (any D20 game or any version of D&D post-1988). I want to get to play without the extra prep of "building" and once play starts I want players to be "in the moment," un-worried about how their character might develop over ten plus levels.
So here's this monstrosity of a game called Heroes Unlimited, full of these clunky, unbalanced character classes, non-unified systems, often ugly aesthetics, and inelegant design. And yet I can randomly generate something like 50 different character types right out of the box, not counting differences in ability scores or power selection. Assuming I have some a decent grasp of the comic book genre (even with a limited, non-nuanced perspective), I can run a game right out of the box. And even without adjusting the rules I can tailor the game play to many sub-genres of supers play, incorporating nuance (the issues of vigilanteism or incorporating modern day politics, for example) as opposed to simple, four-colored action. Its asymmetry, unburdened by toolbox aspects of later games, makes it ripe with the potential of "Advanced" play.
In that way, it really does earn the moniker "Unlimited."
Jut something I'm musing on this morning: the features of inelegant design. Cheers.
: )
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.
Friday, November 23, 2018
First Edition (Heroes Unlimited)
[it's going okay, just in case anyone is wondering]
As usual, there are plenty of thinks in my think-box that I should be emptying onto the internet, but this particular one is a beaut (short for "beauty") that I've just got to share it: 1st edition Heroes Unlimited. Wow.
But first: some quick background. I've related before that I was introduced to HU by some buddies who I met my first year in high school, namely Michael, Mike, and Ben. I don't know how they got into Paladium games, but they were longtime fans of comic books and anime (they also played Robotech) and Kevin Siembieda's comic book-based sensibilities probably appealed to them (they were all artists as well...Ben continues to persists as a starving artist-illustrator to this day).
I, on the other hand, had used TSR's Marvel Superheroes as my go-to supers RPG from 1984-1988, including both the original and "Advanced" editions. Moving to HU was more about finding a new group to play with than any especial interest in the system...despite the appeal of HU's granularity (which I've blogged about before) my actual experiences with the game were fairly mediocre. I did love (and hate) Rifts...but we're not talking about that today.
Anyway, I was able to borrow my buddies' copies of HU (and Robotech and Ninjas & Superspies, etc.), and the system seemed straightforward enough, but it wasn't exactly new to me. After all, I'd owned a copy of Teenage Mutant Ninja Turtles & Other Strangeness for a couple years (at least), though I hadn't done much more than make characters and run a couple encounters with my brother.
Many decades later, I picked up a copy of the 2nd edition of Heroes Unlimited and, somewhat surprisingly found myself disappointed with it. Not because of the failure to overhaul the system, nor because of the recycled art, nor even the substantial bloat on display (understandable in light of the rules additions that have occurred over the years of Paladium publications). No, mainly I was irritated that despite the increased page count (352 pages compared to the prior edition's 248 pages), the new HU failed to contain the sample adventure scenarios I'd enjoyed running for new players as a way of introducing the game. A few years later (circa 2012) I would purchase a copy of Heroes Unlimited Revised...the game I had owned and played as a teen...mainly to have access to these adventures.
Both of these are available as PDFs on DriveThruRPG, by the way. But there's an even earlier version of Heroes Unlimited that's not available for sale...the original, un-Revised version, which I've been trying to track down for the last year or so. I was intrigued, you see, by the snippets in the Revised edition's introduction that described the "original" version; the version that had started selling in 1984 and (three years later) was one of the few supers RPGs really "cornering" the market. This month, I finally decided to pull the trigger on a $13 eBay copy. It only arrived in my mailbox a couple days ago.
Wow.
At 155 pages, the original Heroes Unlimited is only two-thirds the age count of the 1987 Revised edition...and yet, in many ways it's a superior product. The layout is different...different from the cut-n-paste jobs of your usual Paladium product. Combat procedures come after character creation (including class write-ups). Insanity rules are at the end of the book...like an appendix or optional section...instead of being right up front. There's an index...how many Paladium products have an index?!
Sure there's some weirdness...character classes (i.e. "power types") aren't listed in alphabetical order, for example. And while I understand aliens being listed last (because they borrow powers from the types that come before them), why should robotics be listed first? And all the equipment being listed in the hardware character's section makes some sense, I suppose, but I prefer it in a "neutral" section of the book (since other characters use equipment, duh).
Still, there's an index (this fact cannot be overstated). And there are other thing the game gets very right. Siembieda's notes and explanations make more sense in this particular layout. Reasons...valid, insightful reasons, are provided for the use of random generation in chargen, and other aspects of the game, including the "one superpower per character" system. Have folks seen The Incredibles? There was a time when the majority of comic characters had but a single superpower (like the original X-Men) rather than a suite of superpowers (like Wolverine). But a "single power" can include a host of benefits (for example, "underwater abilities" or "stretching")...and HU does this, in its original format.
The power creep is extremely apparent when one compares the various editions. A physical training character in HU Revised has the ability to do a "power punch" for extra damage (though doing so uses one of the character's multiple attacks). In HU 2E the character actually possesses superhuman strength, doing incredible damage even with normal punches and throwing around cars and such. In the original HU? The physical training character simply benefits from having a few extra physical skills (like hockey!) to help increase his/her ability scores...nothing superhuman about it.
Batman in this edition of HU would simply be a rich dude with a bunch of skills and a high level of experience...no genius with preternatural wit and vast repository of knowledge; no special ability to anticipate a foe's weakness or next move. You can do Batman with this game, but he'd be a very human vigilante. I find that I like this a lot.
| Notice: no "Revised" on the title page. |
Then there's the adventure. Did you catch the whiff of nostalgia earlier when I talked about the starter scenario in HU Revised? Okay, it's pretty dumb. The "Crime Masters" (a trio of super-crooks) have kidnapped a bunch of civilians in an adventure aptly titled The Mall of Terror. All things considered, it's pretty silly: they want $3 million or they'll blow up the mall (and the hostages), and it's up to the players to do something. The scenario is all of three pages, including the villain write-ups and illustrations (which consume most of the space).
Welp, in the original first edition HU the Crime Masters are also present, but the adventure scenario has changed completely. It is called Betrayal and comprises ten pages plus a three-page comic that acts as a "prelude" to the adventure. It's no mindless slugfest in a mall or shoot-up in a stuffer shack; instead there's complex machinations, multiple factions (including an organized crime syndicate, a police force faced with internal strife, the general public and PR complications of a "licensing" super-types, plus the Crime Masters), multiple "missions" (a jewel theft/heist, an elaborate ambush, and a potential hideout siege scenario), as well as numerous NPC personalities (not just villains to punch) all of whom have their own backstory and motivations PLUS the seeds to grow a long-term campaign. It's pretty darn cool and utterly missing from later editions.
Look, I realize I'm foaming a bit at the mouth here. Original Heroes Unlimited is not a perfect game, nor even one I'd be willing to play without modification (there were good reasons for revising some parts of HU). But it's far more complete and far less cringe-worthy than most Paladium games. And the style in which it's written and laid out is just so much more methodical and logical and coherent than later Siembieda games. For me, it adds another piece of evidence to the thought that has been recurring in my brain lately: 2nd (and later) editions of games are mainly...if not only...of use to people who are already familiar with the first edition. Most first edition RPGs I've come across are simply better...in terms of design, focus, and coherence...than their descendant games. I'm sure there are outliers, but I just think it's very difficult to re-write a game without incorporating a bunch of conceits and assumptions inherited from its original format...which limits the accessibility of second (and later) revisions to the new player/reader.
Anyhoo, I'd certainly judge that to be the case with regard to Heroes Unlimited. There are so many interesting tidbits to it, I'd really like to do a "deep dive," multi-post series exploring its various pieces and moving parts. Don't know if that'll happen any time soon (it's the holiday season, which means lots of traveling for Yours Truly), but I think it would be fun to look at...perhaps post notes on how I'd clean up the messier bits.
[despite the fact such a series would be, I suppose, an "unauthorized derivative work" of Palladium's copyrighted material, my reading of copyright law is that it would still fall under the "fair use" doctrine...thus shielding me from potential litigation (something that, previously, has always made me hesitant to do serious analysis of Palladium books here at Ye Old Blog)]
All right, that's enough blather for now. Hope everyone's having a happy one!
[yes, I know Thanksgiving was yesterday...I only got around to finishing my post this morning]
Saturday, March 17, 2018
"With Great Power Comes Great Mental Illness..."
Apologies, apologies. Yes, I disappeared for a damn long time there...it's been a pretty busy month and a half. So sorry.
[what happened to the Middle Earth "guide?" Um...let me get back to you on that]
I gave up drinking (alcohol) for Lent this year and it's been a fairly tough go. Not (just) because I'm a (functioning) alcoholic...going without doesn't give me the shakes or anything like that. It's just that I'm so used to having a drink or three just in the course of doing stuff...cooking, watching a game, going out, streaming some show. Not to mention I've been mainlining NPR since the end of the football season and alcohol really helps take the edge off of whatever the Trump administration is doing these days...
(*sigh*)
Caught myself actually thinking about wanting a smoke the other day, and it's been nearly two decades since I last had a cigarette. Crazy. Instead I pounded a box of Girl Scout cookies ("thin" mints) over the course of three days (my daughter did help). Obviously, I'm a man who needs his vices.
So hear I sit, drinking yet another can of LaCroix (because it's cold and bubbly and, no, I don't know why I don't just drink water, dammit). But at least I'm blogging something, which is a start. Got to start somewhere. Even after you've started, sometimes it's necessary to start again.
And again. And again.
I'm going to talk about Shadowrun in a minute, but I just need to get a couple things out there first. I have been gaming a lot lately, but it's been almost exclusively Axis and Allies, which was a Christmas gift to my son, and which we've been playing non-stop for three or four weeks. We're using the 1941 rules, which are wonderful...the game is short and streamlined compared to other versions, and you can get through a game in about an evening and a half. We've played probably a dozen times, my son resetting the board after every defeat (no, he hasn't won yet, but he loves the thing and he's stubborn as hell...kind of like his old man).
We're even experimenting with our own rules. We wanted to add giant diesel-powered mecha to the board (inspired by the Japanime/manga Kishin Corps, as well as Pacific Rim), but haven't been able to decide on rules for the things. Instead our most recent game has introduced kaiju (giant monsters, a la Godzilla or...again...Pacific Rim), to act as a neutral, third party "spoiler." Jury's still out on their inclusion (we're in the middle of our first game using them), but we'll see if they'll swing the tide of the war one way or another...or if they simply devastate civilization while world's powers burn each other to the ground.
| Something like this... |
(*double sigh*) It's actually kind of hard deciding what exactly to keep.
She really reminds me of a girl or two I used to know.
| Even added the Whizzer! With mongoose! |
...may be the only supers RPG that does small time(?)
...may be the "best" supers RPG at doing small time(?)
Probably something like "may be my personal favorite RPG for doing small time." And yet every revision, every supplement has seen increases in the power level of the game. Never mind Rifts and its (wholly compatible) madness. But if you dial that power creep way down, you can really start to see a good system for modeling the likes of Jessica Jones and her associates (not to mention antagonists). It's just that looking at the words "good system" makes me want to guffaw aloud as I consider Palladium's systems. So, so sorry.
SO...Shadowrun. I picked up a copy of the 4th edition the other day (I think it's the 4th...it says "20th Anniversary Core Rulebook" on the cover). I did this for a couple reasons: first, it was dirt cheap ($9.99, used). Second, I wanted to see what was new and great and "happening" with Shadowrun, thinking maybe it would galvanize me to take action with my long unpublished Cry Dark Future manuscript. However, I've yet to read page one of the tome (it's sitting in bed next to me as I type this) because...well, because I've been busy. And maybe because I'm lacking the heart (or stomach) to look betwixt its covers.
| This one...pretty sure it's the fourth edition. |
In other words, publish the damn thing already.
Now for those of you who have followed this blog for...Christ, years!...for those who've been following the saga of this thing, you might recall that I basically started rewriting the whole damn book from scratch, making it much more of a post-apocalyptic fantasy game. Something like Appleseed (at least the cinematic version) with elves and dwarves. Ralph Bakshi's Wizards meets Thundarr meets Heavy Metal meets Ghost in the Shell. With pointy ears. And VERY different game systems (especially pertaining to character creation, advancement/development, and material resources). A complete frigging overhaul might be a good way to describe it. An overhaul that I have never completed.
Here's the thing I've just realized in the last couple days (as I dug up and reread both my original manuscript and the current, unfinished rewrite): the overhaul is a different game. It has the same name, and a few of the systems but the setting and theme are completely different. Hell, the name "Cry Dark Future" doesn't even fit. Dark future? Whose future? Tolkien's? It's post-apocalyptic fantasy, it's not "future" anything. Hell, even the guns are about the same as current (real world) technology...the only thing "futuristic" is the cybernetics, and those could just as easily be skinned as magical or steampunk or whatever.
What I really have on my hand are two different books. One finished and one not. Two games, not one. The finished one is even playable.
It is, though, in need of a lot of polishing. Rereading it really made me cringe in places. I kind of hate how I wrote it: my style, my wording. It does need an overhaul, but mainly in phrasing. It needs to be clearer, more succinct and useful in conveying its rules. And it needs to be more creative in how it models certain in-game systems.
So, yeah. Looks like I'm back to finishing Cry Dark Future. Just to put it to bed...finally.
Expect the blogging to be light and sporadic for the near future. Again: apologies.
Friday, May 27, 2016
Super Classes
- I have already determined Aberrant's not a game I really want to play as written.
- Even if I did play it, I use hardcopy at my game table not PDFs.
- I already own a hardcopy of the game.
- My laptop has finite space anyway, AND
- That's money I could better spend on some other indie-designer PDF that needs my support.
HU: gives us ten "power categories" (classes), which I long ago memorized in a moment of extreme nerdy-ness: Aliens, Bionics, Experiments, Hardware, Magic, Mutants, Physical Training, Psionics, Robotics, and Special Training. The indispensable HU supplement Powers Unlimited 2 provides an additional ten power types: Empowered, Eugenics, Gestalt, Imbued, Immortal, Invention, Natural Genius, Super-Soldier, Symbiotic, and Weapons Master.
[man, I am a nerd]
| Not as outrageous as Rifts sourcebooks. |
It's both fun and functional if you can A) come to accept the peculiarities of the system, B) are at ease with the possibility of a WIDE range of possible power levels (with no cinematic bridging), and C) have a GM willing to do a lot of work to make.
[hmm...alternatively, you could skimp on "C" so long as you're willing to lower your expectations of what you want out of your game]
But "functional" (especially with those caveats) isn't really what I'm craving. A little elegance of design would be nice. I mean, isn't gestalt more a superpower than a power-type? I suppose it depends on who you ask. I'm sure Swamp Thing would have considered himself an "altered human" (in MSH terms) or "experiment" (in HU) back when it still believed it was Alec Holland. Wouldn't a "weapons master" simply be another subheading of the Special Training character? Etc., etc.
However, my interest here isn't so much about pinning down archetypes as it is about establishing different styles of play.
Gosh...I was trying to find a prior post I could link to (among my 70+ "class" labeled posts), and could not, so here's the brief skinny on B/X play styles:
- Fighters: offer straightforward play-style. No surprises, no limitations, but no variety either. It does not behoove a fighter to wear leather armor instead of plate (for example), and if using the default D6 damage rules, weapon matters for little. Advancement is linear, stamina (staying power) is robust. Class requires effective risk management.
- Magic-Users: offers a wide variety of options, but limited resources (spells). With progression (advancement) variety increases and resources both increase, though always finite (spells will eventually run out). Stamina is low, as is effectiveness outside resource-based ability. Slow advancement. Class requires effective strategy (choice of spells and when to use them).
- Clerics: offer a hybrid of play-style. Variety added (limited spells) with some variety removed (no edged weapons or missiles). Staying power is good, but less than fighters. There is an expectation of support for other players, presumably with corresponding thanks/appreciation. Swift advancement. Class requires team attitude and balance of strategy and risk management.
- Thieves: offers a number of options, without the resource limits of spell-casters (thief abilities don't run out), but variety is fairly static (skills don't change much over time), and use is unreliable (always a chance of failure, more so at low levels). Trade-off is low staying power (less HPs, poor AC), partially offset by very swift advancement. Class requires gambling on the part of the player and reliance on luck...not just with regards to skill use but the expected outcome (scouting ahead and hoping not to run into something bad, opening the chest or door and hoping for a positive save against any missed trap).
- Non-humans add minor trade-offs for bonus abilities. Elf is an exception...adds extra abilities plus benefits of two classes with the trade-off of VERY slow advancement and reduced stamina.
This is a pretty good base to start working from, and I've actually got a few ideas about how I'd divvy up my class categories for a supers game (I was furiously jotting down notes at 3am this morning)...probably three basic classes plus an optional one for "non-humans." However, as with all my recent game designs, I'm really trying to keep the focus human-centric, so maybe the non-humans are out the window. Minimize the weirdness, you know?
; )
By the way, "mutant" is not going to be a class in this little starting-to-form project of mine. I just found out this morning (researching) that the reason the Marvel Cinematic Universe has no mutants is because Fox, upon acquiring the rights to the X-Men, also acquired the rights to the term "mutant" as far as the term applies to the Marvel comics universe. Which is, you know, crazy...but whatever. Mutants muddy the waters of what could otherwise be a post-modern pulp-SciFi supers game...which is kind of the direction this little train is heading. Besides, if I follow-through with my current idea of making it B/X-based, there's already a great, B/X-compatible game with a system for creating mutants (that would be Mutant Future).
[yes, I've been playing around with the idea with drafting a B/X-based supers game for years. What happens is I tinker and write and then think of non-B/X ways to accomplish design goals and end up scrapping and shelving the basic chassis...I just haven't committed to the concept. There IS, by the way, already a B/X-style supers game on the market...Sentinels of Echo City...and I will probably pick up the PDF with the $5 of those dollars I saved by not buying Aberrant. Probably. I kind of want to stake out my own design parameters first, so as not to be unduly influenced]
[ah, hell...what's five bucks anyway?]
: )
Monday, March 3, 2014
Forging Heroes
I was thinking of penning my thoughts on David M. Ewalt's book, Of Dice and Men (one of the few non-game tomes I packed for the journey and the only one I've found the chance to finish), but I'll save it for another day. I will say the book was a good, quick read and it gave me a newfound appreciation (or at least cooled any leftover ire still harbored) for WotC and recent D&D issues, including the whole D&D Next thing (I've really lost track of that, by the way...how is 5E coming along these days?). I've even got a little soft spot for Mike Mearls (who I've badmouthed before on this blog)...at least as a human being and fellow gamer. But the last week or so I've not been thinking (much) about Dungeons & Dragons, or sword and magic style adventure games.
I miss Heroes Unlimited.
Which is absolutely silly, of course. Hard to miss a game you've hardly played.
[we'll get to that in a moment]
My son is very much into superheroes at the moment; can't really get enough of them. This is what comes from being exposed to such at too tender an age by a terribly nerdy father. Not that he wouldn't be exposed anyway...ever since I was a child, the images of Spiderman and Superman and Batman have saturated toy stores and graced everything from t-shirts to backpacks to coffee mugs. Heck, I remember (as a child) there being a cheapo yellow air mattress in our house with an illustration of "Your Friendly Neighborhood Spiderman" on it, circa 1979. Comic book characters (or their marketing, at least) have only seen to have grown more popular with the years...especially with the advent of the successful live-action films.
But having a father who knows the characters and the stories...and can relate them in depth...means that my kid has a walking font of knowledge on tap for any of the images he sees. The last couple days, for instance, our waking hours have been filled with playing "Iron Man" (or more often "Tony Stark"), with D as the perpetual hero and papa as "Tony's Amigo" (Rhodey).
[my son actually has a steel trap memory, especially for proper names of characters and places. It was a source of amusement to my wife over the weekend that he just couldn't seem to remember Rhodey and would most refer to me (whether in the 3rd person or directly) as "Tony's Amigo." 'Hey, Tony's Amigo, should we go fight some bad guys?' This from the kid who has no problem remembering other supporting cast people (my wife was "Pepper") plus secret identities like Bruce Wayne, Dick Grayson, Peter Parker, etc. as well as all numbers and manners of super-villains and super-powers]
So we've been playing superheroes a lot (and building a lot of secret HQs with Legos...when not building taco trucks, anyway), and blowing time watching old cartoons on YouTube, and it has of course put superheroes on my brain. Plus I've had the chance to watch the trailers for the upcoming Captain America and Spiderman films, which really gets me juiced. Well, the Captain America one anyway.
[that's a blog post for another time...maybe later this morning if I have a moment. I like the new J.J. Abrams style/old school look of The Amazing Spider-Man, but I'm a little burned out on the web-head at the moment. Plus Electro was never high in my rogues gallery of villains]
Anyway, getting back into a "gaming state-o-mind" combined with superhero overload is having the usual effect of getting me to comb the internet for the latest-greatest superhero RPG and also turning my brain to what I'm starting to feel must be my absolute favorite in the form of Heroes Unlimited. The fact that I have such a soft spot for a game I've hardly played...especially when it's rules/system are (IMO) an absolute heaping, steaming pile should tell you a couple-few things: 1) HU does something (for me) that other, better written games do NOT do, 2) I've found something tremendously dissatisfying in a lot of RPGs (since I've owned or read or played so many of the genre), and 3) nostalgia is at least partially in play.
But isn't the superhero genre (comics and film) always a bit about nostalgia? Certainly the movies that are making millions these days are doing so (for the most part) by telling stories already tremendously familiar to longtime fans. Sure, there are younger folks going to these movies to be wowed by special FX, or perhaps wanting to learn about a little-know hero, but for a geezer like me I'm at least as interested in how they intend to tell the stories I already know: what will be the "modern twists," what will they mash together and adapt, what will be recognizable, how "faithful" will they be to their subject matter. For a fan, these things are at least as important judgments/critiques as things like acting and editing and plot and pacing...it's what sets the superhero genre of film apart from most other genres (save perhaps from the adaptation of a previous long-running serial...whether we're talking TV or book series).
*ahem* Back to the subject: I perhaps misspoke a moment ago when I said I've "hardly played" HU over the years. It really depends on what you define as "play." Certainly, I've spent less time gaming with others around a table compared to other games, even compared to other Palladium games, like Rifts. But I've spent many hours poring over the HU books and making characters and running mock battles with the HU system, both of which can be considered forms of play. I would certainly consider the time spent as "playing" (as opposed to "working")!
| Adventure included for solo play! |
Character creation is hugely important to a superhero RPG, much more than other genres of RPG in my opinion. Avatarism (something I'll be discussing in a later post) is a strong part of the genre...not just considering the question of 'how the existence of superheroes change the fantasy world,' but how (specifically) your character's unique set of superpowers change/affect your character's life. As I've also written before, the superhero genre is often the place of wish fulfillment: What would my life be like if I could teleport to work instead of having to take the stupid bus every morning? How would my crime-fighting/world-saving second life impact my own family/friends/relationships?
Heroes Unlimited, of course, doesn't delve (much) into these latter questions (unlike, say, Aberrant or With Great Power). What it DOES do, is give a very specific manner of easily creating very specific and enormously detailed characters...right down to origin, possible oppositions (for heroes on-the-run from the corporations that created them), education levels, and gadget budget. What HU does do is it gives you a chance to become really anchored in the avatar of character with very little input needed from the player in question. I get to make choices but I don't have to come up with much straight out of my head.
For some folks this may feel pretty darn constricting...but as with B/X D&D, sometimes a constraint of choice can help you free your imagination for other things much more important to actual play, like your character's motivation and behavior in-game.
ANYway, I dig on it. And I miss it. Certainly I don't miss my frustration with the game system, both as a GM and a player (I think I've described my one miserable time attempting to play...if not, I won't relate the story here. Suffice is to say the GM was a real prick), nor the mainly useless skill list, nor the length of time it takes to calculate all the damn stats and bonuses characters have. But I find myself wishing it would have been good to at least bring the book down here (to Paraguay)...perhaps to tinker with, perhaps to simply blow some free time modeling various comic book characters.
Lately (and by that I mean "back to November") I have been thinking a LOT about a different type of game design...something even more radical than indie, story-now type games. But the superhero genre is still one that benefits (I think) from a more old school approach to gaming...at least in the aspect of character creation. At least for long term (think "comic serial") play.