Showing posts with label superhero. Show all posts
Showing posts with label superhero. Show all posts

Thursday, May 18, 2023

Superhero Challenges


Something I've noticed about comic book superhero storytelling over the years: often the solution to the obstacles faced don't have their solution in the direct application of the hero's most powerful trait. Superman, for example, may use his strength or other powers in overcoming the central problem in one of his stories, but the powers alone are seldom sufficient. It's not accident Superman foes are often smart/clever guys like Luthor, the Toyman, or Mister Mxyzptlk because they facilitate these kinds of stories. Even in clashes with villains that have vast powers like his own like Phantom Zone criminals, the key to his victory brains not superhuman brawn. Sure there's his tussles with Doomsday and maybe Mongul where this maybe isn't true or is less true, but I think those are the exceptions.

I feel like the same thing is true of other heroes like Spider-Man and the Flash. Again, their solutions to problems will include use of their powers, but its less often the obvious, most direct use of their powers. Spider-Man, known for his agility, maybe have to bring his intelligence or just brute strength to the table.

There are exceptions. Interestingly, I think this is not true of nonpowered/low powered heroes--or at least less true. It seems like Batman and Hawkeye generally achieve victory by just...doing their thing. The Hulk, though hardly low powered, may be another outlier, but I would need to read more Hulk comics to judge.

Does this have application to superhero gaming? It could, but it's obviously much harder to implement there. The game becomes unfun when it's about "guess what the GM is thinking" to accomplish your goal. Still, I think GMs could be mindful of this when playing adventures, making sure to introduce obstacles that might suggest out-of-the-box thinking and reliance on less used traits.

Monday, July 25, 2022

West Coast Avengers: Radioactive Fallout!


Last night, we continued our double exploration of out of print games by running through the MSHrpg adventure Last Resort using Marvel Heroic Roleplaying

Not remembering how close Pyro was to done, I elided the end of that combat, and the crew picked up with the interrogation of the mutant villain. He spun the say tale about the caves to the North and Mr. Chu. The team called in the park rangers to pick him up, too, and moved on to cliffs.

Soon they ran in to Whirlwind, and even after Hawkeye successful suckerpunched him (metaphorically speaking) Whirlwind put up a good ight, refusing to go down, even though he had no success in hurting the heroes. He eventually tells them a similar story to the others.

Finally, reaching the cliffs, Tigra is scouting a cave, when she spotted a big green guy seated on a log in a clearing. Hawkeye is sure it's the Radioactive Man, and shoots a foaming radiation absorbing arrow, that bounces off the guy's back. The battle is joined, and the first round is a draw. Then, the Radioactive Man attempts to sicken them all with an intense dose of radiation. Not only do they resist, but Tigra turns her acrobatic escape into a counter-attack, and claws at his face. Wonder Man stepped in to deliver the knockout punch.

Hawkeye yells at him for hitting Radioactive Man right as he was about to say something about the Mandarin.

Sunday, July 17, 2022

Damselfly for Marvel Heroic

Here's another Marvel Heroic RPG adaptation. This time, one of my own creations. You can read more about her here.

Art by Dean Kotz

DAMSELFLY 
Xazandra Zaantarz/Cassandra “Cassie” Saunders [secret]

Affiliations: Solo d8  Buddy d6  Team d10

Distinctions: Alien Law Enforcer; Called a Traitor on Zurrz-Zann; Compassion must always temper justice

Power Sets:
Alien Physiology
Insect Control d8 Enhanced Senses d8
SFX: Stronger on Earth. When using Insect Control to create an asset or complication, add a D6 and step up your effect die.
Limit: Feedback. Shutdown a Alien Physiology power to gain 1 PP. Recover power by activating an opportunity or during a Transition Scene.

Biomechanical Enhancements
Enhanced Reflexes d8 Shrinking d10 Flight d6
SFX: Boost. Spend 1 PP to step up or double Biomechanical Enhancement power for one die roll.
Limit: 
Size Matters. Add a complication equal to Shrinking to an opposing dice pool to gain 1 PP.

Enforcer Equipment
Energy Blast d8 Enhanced Durability d8
SFX: Stun Setting. If your attack roll includes Energy Blast, add a d6 and step up physical 
stress. If the target is stressed out from this attack, they take no trauma.
SFX: Burst Setting. If your attack roll includes Energy Blast, add a d6 and keep an additional effect die for each additional target.
Limit: 
Gear. Shutdown Enforcer Equipment power to gain 1 PP. Take an action vs. the 
doom pool to recover Enforcer Equipment.

Specialties: Combat Expert d8, Covert Expert d8, Crime Expert d8, Psych Expert d8, Tech Expert d8

Monday, July 11, 2022

West Coast Avengers: The Mysterious Mr. Chu


We continued our Marvel Heroic rpg adaptation of the MSHrpg adventure, The Last Resort. The players seemed a little better with the rules this week, whereas I had forgotten a few things.

The adventure continues to be very silly, with random B-list villains who (as the player's learn) have been paid to hide out in caves in a state park in Idaho, and then get teleported to a spot to waylay the West Coast Avengers. From a testing the mechanics standpoint, though, that works just fine and the PCs tangled with, and defeated Blizzard and had Pyro on the ropes when we stopped for the evening.

Marvel Heroic is simple in base rules but has a lot of little "extras" to remember, particularly in regard to how the metacurrency of Plot Points and the Doom Pool are used. Still, it is pretty fast paced, and opponents go down pretty quick: one or two rounds of PC attacks mostly.

Hawkeye discovered an important clue this adventure after Plantman spilled what he knew. All the villains were hired by a shadow Mr. Chu. Thanks to a call to the Avengers Compound and a run through the databanks, they found that to be a known alias of the Mandarin.

Sunday, July 10, 2022

Hourman for Marvel Heroic

 Still getting used to the Marvel Heroic RPG, I decided to make up a couple of characters in the system to get the feel of it. Here's the Golden Age Hourman, missing only XP milestones.


HOURMAN 
Rex Tyler [secret]

Affiliations: Solo d10  Buddy d8  Team d6

Distinctions: Man of the Hour; Secret Champion of the Oppressed; Better Living Through Chemistry  

Power Sets:

Miraclo

Superhuman Strength d10 Superhuman Stamina d10 Superhuman Durability d10 Superhuman Speed d10
SFX: Focus. In a pool including a Miraclo die, replace two dice of equal steps with one die of +1 step.
Limit: The Hour’s Up. Shutdown any Miraclo power to gain 1 PP. Recover power by activating an opportunity or during a Transition Scene.

Specialties: Combat Expert d8, Covert Expert d8, Science Expert d8, Tech Expert d8

Monday, June 27, 2022

West Coast Avengers: The Last Resort

 


I've got interested in trying Marvel Heroic Roleplaying, the years out-of-print game based on the Cortex Plus system, and we were between games in one of my groups so it seemed a good time to give it a try. As MHR is geared to playing characters in the Marvel Universe, I decided to adapt a module from TSR's old Marvel Superheroes game, and since I could find MHR stats for all the characters online, I went with possibly the only MSHRPG module I ever played, The Last Resort by Kim Eastland, which stars the West Coast Avengers--a team I have some nostalgia for, since I subscribed to their comic. 

Paul, Aaron, and Andrea were the group or the season playing Hawkeye, Wonder Man, and Tigra respectively. The stats, unfortunately, weren't period perfect, being based on the versions of the characters from 30 years later, but that's to be expected and only mildly offends my sense of nostalgia, really. 

The story involvements Iron Man and a group of Boy Scouts going missing during the hero's appearance at a Jamboree in Idaho. The other Avengers must investigate, and of course, discover nefarious doings.

I'll reserve my full judgements for both the system and the adventure until we've completed the latter, but some initial thoughts on both: I liked MHR on my read through of it, and so far it has held up well in play, moving fairly fast despite our lack of familiarity with it, but for the simplicity of its base mechanic it does have a lot of exceptions and options to keep track of. The module is silly in concept and detail, and not silly in a way that is congruent with what would be likely to occur in the comics, but it has thus far served its purpose of allowing us to test out the system.

Sunday, June 12, 2022

Marvel Superheroes RPG Derivates

 Lately, I've been been looking at games employing the old Universal Table. That is derivates of TSR's Marvel Superheroes Roleplaying Game, sometimes called FASERIP, which is potentially confusing as one of these derivatives is name FASERIP. I haven't made an exhaustive study of them, but I have gotten a feel I think for what the authors were looking to update or add to them.

Interestingly, the Karma system is tweaked in all three of them, suggesting the way it works in the published editions is high on the list of thinks to fix.

Anyway, here's my brief rundown:


FASERIP: This one hews the closest to the original. Mainly it seems to switch out the original powers and their descriptions for a semi-"effects based" system system derived from Icons. It also changes advancement to be based around "milestones" and the pushing of abilities. I hear the character generation system is based on Golden Heroes, but I'm not familiar with that game.

Astonishing Superheroes Book 1: The Basic Rulebook: This is the newest of the three. In fact, it's not really complete yet, though the the published books and a Beta of the second book give you enough to actually play it. It occupies a middle position of the three. It's changes/innovations include adding a mental/spiritual health score called Resolve, and rolls for social interactions like persuasion and the like. It's Karma system cuts character's initial Karma by 10, but makes up for it by more greater rewards based around character personality traits/ideals/ believes. It's power system is a looser than FASERIPs, though perhaps not looser that the original games, other than drawing attention to this looseness by discussing how you would create new powers.

Marvel Superheroes Nth Edition: Is a bit like a mashup of Fate and MSHRPG with a bit of Marvel Heroic Roleplaying in there. Like more than one MSHRPG "heartbreaker" or fan-tweak it adds more ability ranks (more than most others I've seen) and a critical failure level on the universal table. It also adds more attributes, making them more specific in their focus. Talents also get expanded ranks. It adapts the "Four Actions" of Fate, and ditches Karma entirely for a system of Drama Points based on invoking Distinctions, traits that define the personality and backstory of characters. Like ASH, it adds a mental/spiritual stress track (Sanity) and rules for social interaction.

Nth Edition has some interesting ideas, but there's just too much there for me. It's like it wants to be a crunchier MSHRPG and a more narrative one. I'd prefer it picked one or the other. FASERIP is probably the game for those that just want a cleaned up MSHRPG, but really, unless the author's concerns are exactly congruent with your own, it seems like it's playing with someone else's house rules. Of the three, Astonishing Superheroes seems like it overall balances putting some modern innovations into the game without making it alien to the people who love it.

Monday, May 17, 2021

Sentinel Comics RPG Session 4: "The Heart of Darkness"



Roll Call:
Blur: Amnesiac Speedster!
Fibbit: Manic Pixie Extradimensional Dream Girl!
Infranaut: IR-Powered Celebrity Hero!
Il Masso: The Rock-Solid Hero of Little Italy!

Supporting Characters: Moonshadow

Villains: Dark Duplicates (Mindfire, Warhead, Sub-Zero, Talon, Robrute); The Void Crystal, Silver Orb, Gold Orb.

Synopsis: Our heroes enter combat with the five villains, and after a couple of exchanges to gauge their powers, find them surprisingly easy to defeat. Moonshadow, via psychic link, tells them that these are merely "dark energy shadows" of a group of young heroes from alternate futures: The Legion of Alternity. She believes their presence here means they have been captured by Anachronus.

With the duplicates defeated, the group sets out to find the location of the evil energy with the Never. Fibit manages to locate but also draws strange, translucent wasp creatures to them. Their presence shakes our heroes resolve but doesn't cause any real damage. They also have to face dark duplicates of Talon and Sub-Zero again, before they reach their destination: A sinisterly pulsing crystal in which they see scenes of other times, perhaps other worlds. Flying around it are gold and silver orbs that attack the heroes.

The team is confronted with their most difficult battle so far. All of the duplicates are recreated, and they quickly re-appear when destroyed. The orbs work against them and protect the crystal. Il Masso shatters the gold orb and Fibit twice creates duplicates of her own to make attacks on all the dark duplicates. Eventually, Infranaut makes a massive attack that shatters the weakened crystal and destroys the silver orb.

Monday, May 3, 2021

Sentinels Comics RPG Session 3: "Demons from Never"


Roll Call:
Blur: Amnesiac Speedster!
Fibbit: Manic Pixie Extradimensional Dream Girl!
Infranaut: IR-Powered Celebrity Hero!
Il Masso: The Rock-Solid Hero of Little Italy!

Supporting Characters: Moonshadow

Villains: demons from Never (first appearance); Dark Duplicates (cameo)

Synopsis: Fearing another attack on Zauber, Action Jack accompanies him to the hospital while his companions stay behind to try to sort out why this happened. Fibit appears with a speedster in tow, confident she's found their missing teammate. The others don't remember a missing teammate clearly, but don't think that teammate was Blur if there was one. Blur doesn't know why she's here or where here is, but she goes with it.

Fibit tries to read the mysterious book and discovers it isn't really a book at all. It's a multidimensional object whose 4D cross section looks like a book. In any case, she senses it won't help them at this time. They decide to investigate the air gallery/museum further only to see an apparition of a woman.

It turns out this is a thought-projection of Moonshadow who was looking for Zauber. She asks for the team's help in protecting a family in suburban Ravenwood who is beset by demonic entities from a place called the Never--a realm outside of time of conceptions never realized. She uses her power to transport them.

In the house, they find reality warped in the master bedroom. A couple and their young daughter are sleeping, obviously to the demonic creatures that attack the mental shields Moonshadow has erected. Moonshadow explains the girl is her younger self and that she is from a parallel world.

The group destroys the demons, but Moonshadow tells them more will return. There is something malignant in the Never, and it appears drawn to the psychic potential of her younger duplicate. She believes it may be related to Anachronus somehow.

The team agrees to enter the portal and find the source of the malevolence. This find a strange maelstrom of floating shapes, and half-real ideas.

Suddenly, I blast strikes near them from a floating asteroid overhead. They look out to see five sinister looking superhumans.

"Anachronus sends his regards, " one of them sneers.

Friday, April 23, 2021

Sentinel Comics Role-playing Game


The Sentinel Comics rpg
is based off of a superhero card game. Presumably like the card game, it has the conceit of being based on a comic book universe. Mock covers are shown and issue numbers thrown around, etc. It's art is a bit cartoony, which seems to be kind of a trend in supers rpgs (ICONS is the same way).

The game is best characterized as a somewhat narrativist, superhero combat simulator. "Somewhat narrativist" meaning that it is built to emulate superhero stories not model a world which has superheroes, and that some things that might be specified in other games are left loose, or a lot of different fictional descriptions might fit the same basic mechanics. I say "combat simulator" meaning that it, like 4e D&D, seems geared toward combats. Almost all of it's abilities are aimed in that direction and it's bells and whistles for players to engage with are combat oriented. Unlike 4e, combat really isn't tactical; there is no strict movements or battle maps. I guess you could say combat most reflects its card game roots.

I find a lot of things about the system compelling. In many ways, it seems a refinement of some of the concepts in Marvel Heroic Roleplaying (at least one of the same designers worked on both). It's basic mechanic is make a dice pool from a Power, Quality, and status (more on this soon), and take the middle number. It's pretty easy and quick.

Status follows a color-coded system called GYRO (Green, Yellow, Red, and Out). Advancing from one color to the next "unlocks" new abilities specific to your character. I think this models pretty well something seen in comics, where Spider-Man does usually seem to have the proportional strength of a spider until he really needs to have the proportional strength of a spider. The Hulk gets angrier and stronger the longer he fights, etc. 

All actions are subsumed into four categories: Attack, Overcome, Boost/Hinder, Defend. Overcome is probably the broadest of these. It's used for most sorts of story obstacles from finding information to disarming a bomb. It's also the main one that gets leaned on in none combat situations. Success at it is graded with narrative consequences: twists of the major or minor variety, than are similar to 2d20 system Complications. Sentinel Comics only having subsystems for combat is one of its deficits for me, though admittedly the Overcome action works in a more "cinematic" (or comic book) way than a bunch of skill challenges or the like.

My biggest complaint with it is character creation. It's kind of a mini-game onto itself and can be done Guided (random die roll), Constructed (choosing the options you could have rolled), or then for modelling characters, just picking and choosing individual abilities, which would be the hardest of the three. Every step gives you certain options and dice types to distribute to those options. It takes a longer time than I would like and requires a lot of flipping back and forth in the book, without even giving you the freedom that other "complicated character generation" supers games like Champions or Mutants & Masterminds. It's easier to tolerate an extended character generation to get exactly the sort of character you want, but Sentinel Comics rpg is an exercise in making compromises, some of which seem arbitrary.

Ending on my big complaint perhaps makes my review seem more negative than I intend. With two sessions in, I feel like the game plays pretty well at the table. It would be great for pregens and a con game. I'm less sold on it, as yet, for a longterm campaign.

Monday, April 19, 2021

Sentinel Comics RPG Session 2: "Mayhem at the Midnight Museum!"


Roll Call:

Action Jack: Man of Action--Man Out of Time!
Infranaut: IR-Powered Celebrity Hero!
Il Masso: The Rock-Solid Hero of Little Italy!

Supporting Characters: Zauber the Magnificent; Fibbit

Villains: Spiderbots

Synopsis: Only moments after the revelations at the end of the last adventure, the group experiences a wave of what can only be described as jamais vu, and Space Racer is gone! Only Fibbit notices for certain he is gone, but when she points it out to the others, they agree that they vaguely remember him. Fibbit walks off into high order dimensions to investigate, promising to catch up with the guys "somewhere in the timeline."

A frantic police officer tells the heroes that a giant spiderbot has risen from the Eald River and is attacking a building in vicinity of the Gasworks. Infranaut flies himself and Action Jack to the scene. He doesn't quite stick the landing and they both come up a little off-balance. Il Masso takes a prodigious leap, but winds up crashing through a building on the way there.

They find the strange building they saw before surrounds by a shimmering field, which is in turn cover with spiderbots. The spiderbots are being steadily released by a sixteen foot tall "mothership" like a bigger version of them. There are a number of bystanders webbed up and strung around the area. Within the shield, Zauber the Magnificent seems taxed to his limit.

In a pitch battle, the heroes defeat the spiderbot, and Infranaut manages to rescue some of the bystanders. Even with the mothership disabled, the attack continues. Each hero trashes a number of spiderbots, and Infranaut throws Action Jack in the midst of them to play hell, but one manages to make it into the building.

Il Masso busts through the wall. It registers with him that the place must be a museum of some sort from the looks of it, but he doesn't have much time to look around, as he is scrambling to grab the spiderbot. It seems to be going for antique book within a plexiglas case. In their struggle they knock the display over.


Jack and Infranaut launch attacks that destroy the bot. While Infranaut and il Masso puzzle over the book, Jack helps Zauber to a waiting ambulance. They notice that Zauber has aged significantly during the fight; he now looks more like a man of his actual years.

Before Zauber is carried away he warns Jack: "We won't stop coming. If he can't get the book now, he will try in some other time."

"Who?" Jack asks.

"Anachronus, the Destroyer of Timelines," Zauber replies before falling unconscious.

Friday, April 9, 2021

Our Heroic Age

This post first appeared in 2015...

 
Though we played a lot of fantasy games (mostly AD&D) in my middle and high school years--probably more than anything else--our longest campaigns (defined as the same characters in the same setting/situation) were in superhero games. While we'd played with Villains & Vigilantes and with the first editions of TSR's Marvel Super Heroes and Mayfair's DC Heroes, our "Heroic Age" really got started in '86 after the release of the Marvel Super Heroes Advanced Set.

Our first and longest running team was called the New Champions (taking the name from the L.A. based team of the Bronze Age and the idea of a new iteration from The New Defenders, which had just ended the year before). Our characters were street-level/near street-level characters, some of which were reformed villains. We picked the characters from the pages of the Official Handbook of the Marvel Universe, for the most part, rather than going with well-known characters. I used Paladin, my brother, Puma, and our friend Al, Hobgoblin (the former Jack o' Lantern version). That was the core group of players and characters, but other players and other Bronze and early Modern C-listers joined the New Champions ranks at some point: White Tiger, Madcap, Shroud, and Unicorn, among others I've likely forgotten. The team had a West Coast era (borrowing from West Coast Avengers, which I had a subscription to), as well, and probably at least one "all-new, all different" period--but it was also part of the same continuity.

The second edition of DC Heroes, was probably our last gasp of superhero gaming. The Marvel games had mostly been over the summer and with a crew somewhat different than my usual gaming group, since none of us were able to drive yet and it was tough to get together when we weren't in school. By '89 though, that wasn't the case, so the DC group was largely the same as my Dungeons & Dragons and GURPS crowd. This time, we made up our own characters and our own super-hero universe. Lower key, more "realistic" superheroes were the order of the day. About half of the group (which was never named as a team, really) didn't wear costumes, and the villains were are somewhat quirky, and many of them didn't wear costumes either. I suspect the primary inspiration was the Wild Cards universe, but Thriller, the New Universe, and Doom Patrol might have been in there, too.

We played some 4th edition Champions after that and maybe some GURPS Supers, but neither of them had the ease of use of MSHRPG or DCH so they didn't last long. These two campaigns created some truly memorable characters--or at least memorable sessions.

Sunday, March 28, 2021

Cinematic Superhero Rpg Universes


While we may be past the era of "peak television," we seem to be entering the era of peak superhero TV. The CW and HBOMax have got new DC shows, and Disney+ has the latest Marvel offerings. Then there's a few other things on Amazon Prime like The Boys and Invincible. The superhero dominance of the box office got put on hiatus by the pandemic, but it has gone on long enough now to get backlash.

All of this makes me wonder when we'll get a superhero rpg with more of a cinematic vibe, much in the the same way we got a number of rpgs with a "animated series" aesthetic (some of that could be pragmatic, though. There may be more artists able to do a cartoony style willing to work at rpg rates). Of course, you don't have to want for a new game to run a cinematic style campaign. You could even reboot an old campaign in a cinematic version.

What would "cinematic superhero universe" mean in a rpg context? I haven't really fully formulated an answer to that but their are some traits I can think of:

  • Fewer superhumans (though they are getting more all the time!), particularly villains
  • Lower power levels (in general), but...
  • Fewer "skilled normal" masked heroes. (Captain America seems super-strong in the CMU; Falcon as more gadgets)
  • Fewer secret identities, fewer masks
  • Less colorful costumes
  • A smaller array of possible origins
  • Heroes more likely to engage in potentially lethal action
In general, cinematic universe changes seem similar to "ultimate universe" changes. They are more "realistic" versions of the characters.

Friday, March 26, 2021

Flashback: DC at Marvel Collected Edition

The original version of this post appeared in 2018...


In case you missed the previous installments, here's a collated list of the posts I've done so far based on the idea that the staff at Marvel in the late 50s early 60s got to revamp DC's Golden Age characters (except for those that never stopped being published). The idea was introduced here.

All the characters presented so far are statted for the TSR Marvel Superheroes rpg:

The Atom The Nuclear Man!
Green Lantern Most Cosmic Hero of Them All!
Hawkman Master of Flight!
And a couple of villains Silver Scarab, the nemesis of Hawkman, and Star Sapphire--is she Green Lantern's lover or his enemy--or both?


Monday, March 22, 2021

Sentinel Comics RPG Session 1: "Itsy Bitsy Spiderbots"


Roll Call:

Action Jack: Man of Action--Man Out of Time!
Fibbit: Manic Pixie Extradimensional Dream Girl!
Infranaut: IR-Powered Celebrity Hero!
Il Masso: The Rock-Solid Hero of Little Italy!
Space Racer: Cosmic Speedster!

Supporting Characters: Zauber the Magnificent (flashback only)

Villains: Spiderbots (first appearance)

Synopsis: Individually, enjoying a day in Empire Park, our heroes are startled by an attacked of spider-shaped robots emerging from the sewers, which seem to be particularly targeting them. Our heroes destroy the robots, and join forces. During the melee, Fibbit catches gets images of a peculiar industrial building and a man dressed as a magician, who ages before her eyes. Space Racer had a flashback to a vague memory of a dead world, somehow displaced in time.

Action Jack recognizes Fibbit magician as Zauber the Magnificent, a magician and crime fighter from the war years.

Fibbit also warns the others that she also sensed a malevolent force in the direction of the spiderbots' origin--and it seemed to sense her back!

Thursday, March 18, 2021

What I Want in A Superhero Rpg


When it comes to superhero rpgs, I've played and enjoyed a few of them over the years starting with Villains & Vigilantes and going through the Marvel Superheroes Roleplaying Game, DC Heroes rpg, Champions, GURPS Supers, and Mutants & Masterminds. I've owned and read numerous others, including Heroes Unlimited, Wild Talents, Silver Age Sentinels and ICONS. I'm about to give the Sentinel Comics rpg a whirl.

I don't think I've ever found the perfect supers game for me, though. At least, not perfect for what the 2021 version of me wants out of one. These are the things I think I'm looking for:

Low to Medium crunch. I'm not interested in rules heavier games like Champions or GURPS currently. I would suspect medium crunch games would probably give the best balance between covering what needs to be covered, but not doing too much.

Emulates comics. I'm interested in something that supports creating the sort of thing we see in comic books (or superhero film) not "a world with superheroes." Some of my following points sort of flow from this one.

"Every member of the Justice League gets to do something important." Older superhero games, to me, make the mistake of wanting to tailor attributes/power levels to benchmarks, winding up with disparate power levels. Sure, things like Karma/Hero Points address some of this, but in comics it mostly seems that power levels wind up being more about how characters tackle problems than whether they can tackle them. The Fantastic Four beats Dr. Doom, but so does the Punisher (or close enough). They just do it in different ways.


Heroic Normals are viable. Because of the ability score benchmarks, guys like Nick Fury or the Challengers of the Unknown tend to come out pretty samey in abilities because the normal end of the scale gets shortened. A system that gave them more variation would be nice. Of course, if you wanted a campaign of these folks, one could just play a nonsuperhero game, so this perhaps isn't as important to me as other points.

Variable Villains. Ever noticed how villains tend to be tougher or weaker depending on the hero or heroes their dealing with? I suppose it could be argued the heroes change and the villains stay the same, but anyway it might be nice if supers rpgs had mechanics for this difference.

Powers not overly detailed, but not quite freeform. Honestly, I lean toward more of a "just tell me what is does take", but you need to certain mechanics attached to powers to use them in the game, and you also need suggestions for people modeling powers, so for that it seems like completely freeform isn't the way to go. 

Supreme effort. This is one supers games seem to consistently pick up, but it bears repeating. There should be a means of a hero giving it that extra oomph in a dramatic moment.

There's probably something else I'm not thinking of, but that's all I've got now.

Monday, February 22, 2021

Superhero Concepts


Superhero characters in rpgs that feel like characters from comics (and now probably film) can be tough for players, in my experience. Most supers rpgs try to make this easier by suggesting archetypes, but these archetypes are typically based on power types (blaster, elementalist) or role (brick). 

I think the best way to construct authentic feeling superhero characters (This is always assuming emulating comics in this fashion is the goal. If you want to just play people with powers, well that's cool. too.) is to construct them from parts of familiar characters. Here's a couple of examples:

The Atom: This character was part of a series where I imagined how Stan Lee and 60s Marvel staff would have revamped DC's Golden Age characters, like a Mighty Marvel version of DC's Silver Age. This Atom was a socially awkward, 98-lbs. weakling (Peter Parker like), who got transformed in an experiment into a green monster at first (like the Hulk) but later was able to contain his power is a special suit and control it (Captain Atom and Solar have had this aspect at times).

Damselfly: Is half of an alien cop duo who came to Earth chasing a criminal (like the Silver Age Hawkman and Hawkgirl/woman). She broke with her partner and has a power set more like the Wasp. She has an African American appearing civilian identity and is a empowered female character in the 70s mold (both aspects of Bronze Age social relevance.) 

So for both of these Power, Origin, Motivation/Background come from different places. Many of these traits could be genericized, to be sure: "accident" is the origin of Spider-Man, the Hulk, Captain Atom, and Solar, for instance. But I think pulling details and instances from actual characters provides a richer substrata perhaps than reductive llists.

But what if someone isn't a comics reader? Well, in 2020, more people have probably developed an interest in superheroes and superhero gaming through movies. I don't think this sort of "cannibalizing for parts" is limited to comics--or even necessarily superhero media.



Monday, February 15, 2021

Bronze Age of Comics Counterfactual


What if somehow the deal that saw Marvel sold to Cadence and (eventually) Martin Goodman out of the company had gone wrong in some way? I don't have a single pivot point to make this an honest to goodness alternate history, but let's just assume Marvel was crippled sometime in the early 70s, and DC was the beneficiary of an influx of young talent needing jobs. This talent glut may have also weakened the hold of DC's old guard editorial, opening up DC to innovation that were definitely needed.

In one sentence: What if 70s Marvel had basically happened at DC?

Now, since this is ostensibly a gaming blog, I am more focused on how certain storylines or character intros might have transpired at the Distinguished Competition more than "wouldn't Batman have been great under creator [x]?" mainly because I think that focus is no less interesting, and more supers rpg gameable.

Here are some highlights:

Starlin takes over Green Lantern after the commercial failure of "Hard Traveling Heroes" and goes cosmic. GL battles a new assault by Darkseid (Starlin becomes the first writer to tackle the Fourth World after Kirby's series ended) and eventually even gains cosmic awareness through an encounter with the being that first set the Guardians on their path.

Steve Gerber brings his off-beat style to a revival of the Doom Patrol, and makes the adventures of the Swamp Thing even stranger.

Len Wein and Dave Cockrum bring some new members to the Legion of Super-Heroes, and Claremont follows for a long run. He also pens the limited series, drawn by Frank Miller, that makes Timber Wolf a star.

That's just for starters, but you get the idea.

Monday, January 11, 2021

Weird Revisited: The Hanna-Barbera Superhero Universe

This post originally appeared in December of 2014. After I wrote this DC did a big crossover series Future Quest with some of these characters...

Art by Carlos Mota

I have, at various times, considered a supers campaign set in the universe of Hanna-Barbera's superhero cartoons.

One unusual thing about Hanna-Barbera's supers characters is that, when you leave aside the licensed properties (Super Friends, The Fantastic Four) and the completely comedic ones (The Impossibles, Atom Ant), very few of the characters follow traditional superhero conventions. For example, few are set on modern day Earth, or have a stable base of operations and supporting cast. The only one that does (Birdman) is unusual because he's a superhuman agent of a governmental organization, not unlike the THUNDER Agents.

Despite this different in focus and presentation, I think many of them could be adapted to a more traditional superhero mold. Call it "Ultimate Hanna-Barbera," if you will.  Let's run the list:

Art by Alex Ross
Space Ghost: A very superhero-y and well realized character as-is. Perhaps like the Legion of Super-Heroes he is a futuristic character in the same universe as the others? A future Phantom/Batman in the same way Captain Future is kind of a futuristic Doc Savage. The other option would be to make him sort of Green Lantern-like. A space cop assigned to protect earth. Or some combination of the two?

Young Samson: (Also known as Samson & Goliath) A teen with a Captain Marvel schtick who wanders around Route 66 or Incredible Hulk style, getting into adventures, works pretty well as-is. As suppose, it would be better to have him settled down and become more of a Peter Parker.


Shazzan: The cartoon has two kids transport to an Arabian Nights fantasy-land after finding their genie, but they could have just as easily stayed in the modern day. Two teens sharing a genie to fight evil would be an interesting concept.

Mightor: A Stone Age Thor, essentially. There isn't any reason a worthy successor couldn't find the magic club and become Mightor in the modern day. Of course, the character is a bit on the silly side and would probably work best for a Silver Age vibe rather than a Modern Age one.

Herculoids: In a comic book universe, the Herculoids could be sort of Ka-Zar type characters where their Savage Land is a world in another dimension, or they could be treated like a primitive Forever People and have them arrive on Earth to be super-powered fish-out-of-water.

Art by MarioPons
The Galaxy Trio: These teen heroes are probably better candidates for Forever People stand-ins. You can transport them to the modern day and have them be alien heroes stranded on Earth for some reason.

Thursday, August 15, 2019

Conqueror [ICONS]

CONQUEROR

Abilities:
Prowess: 6
Coordination: 4
Strength: 8
Intellect: 4
Awareness: 4
Willpower: 5

Determination: 1
Stamina: 13

Specialties: Athletics

Qualities:
Man Out of Time
Powers Granted by Otherworld Magic
Forgotten Hero

Powers:
Damage Resistance 4
Leaping 4
Life Support 3

Background:
Alter Ego: Joseph Henry Danner
Occupation: Retired
Marital Status: Single
Known Relatives: Ben and Abigail Danner (adopted parents, deceased)
Group Affiliation: formerly the United States Army
Base of Operations: Middleville, Nebraska
First Appearance: CHAMPION FAMILY #138
Height: 6'1"  Weight: 222 lbs.
Eyes: Gray  Hair: White

History:
Sensing the threat to the world that would be posed by the Axis Powers, the Otherworldly wizard Zyrd had sent a fragment of the Champion emblem into the world to be found by a worthy bearer. Shortly before the United States entered World War II, Joe Danner, found the magical emblem while clearing an old tree stump from his farm. The shield belt buckle embued him with the powers of the Champion! Shortly thereafter, the U.S. entered the War, and Danner volunteered for the Army. He was sent to the European theater where he used his powers (in secret) to fight the Germans, while pretending to be a country bumpkin in his real identity.  He lost the shield near the end of the war, and was imprisoned by a Nazi-allied sorcerer, the Yellow Lama. The spell made the world forget him.

It likely would have stayed that way, had not Tommy Trent, the Boy Champion, freed him decades later. Danner helped the Boy Champion defeat the Yellow Lama, but soon began to age rapidly when the mystical field was no more. Zyrd slowed his aging, and gifted him with a portion of the might he had wielded when he had the emblem. He renamed himself, the Conqueror, and occasionally joins the current Champion in fighting evil.