Showing posts with label FASERIP. Show all posts
Showing posts with label FASERIP. Show all posts

Monday, August 13, 2012

SHIELD, High-Priority FASERIP ALERT!!!

So I started running this...

Class 8 allied arch-villains have launched a full-scale assault on the Earth!

Modok has taken Chicago.
Ultron has taken Los Angeles.
Dr Doom has taken Washington, DC.
Kang the Conqueror has taken New York City.
Communications and news networks are failing but reports suggest that, further, outside the US:
Mandarin and the Hand have taken Beijing
The Leader has taken Moscow and
Madame Hydra has taken Berlin.

All metahumans eager to aid in the liberation of Earth should form teams of 3-4 Marvel heroes and submit a plan of attack for coordination below or directly to Director Fury via Google + message.

Be sure to include the day, time (PACIFIC DAYLIGHT, 5pm-6am), location, and 3-4 approved, licensed Marvel personnel recruited for your assault.

http://www.classicmarvelforever.com/cast_list/all.htm

Approved teams will be greenlit as soon as possible.

The counterattack begins _Monday_ this week.

The war will not be easy, this may be the beginning of a multipart crossover.
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-In the prelude session, Brother Voodoo, Dr Strange, Hercules and the Hulk protected some kinda crystal tachyon thing from a rampaging Goliath just before Kang took New York City. Joethelawyer is a pretty good Hulk.

-In the first session, a crack team of mercenaries hired by the Kingpin consisting of Speed Demon, Jack O'Lantern, Hobgoblin and Electro managed to slip into the city under cover of darkness and rescue President Obama in exchange for a full pardon.
-During this session it was established, by vote, that Nick Fury was the Samuel L Jackson Nick Fury. Which means mission briefings are very loud and start with "Alright motherfuckers..."

-The presence of Speed Demon made urbancrawling occupied Washington DC for the missing president a lot easier (whoever did the Speed Demon write-up over at Classic Marvel loves the fucking Speed Demon), at least until he got knocked unconscious for 8 rounds by the mutant elephant that was trying to kill the president.

-Yes, the other villains made fun of him.

-Yes they considered just holding the president for ransom Hobgoblin: "Fuck Fury. Fuck him in his other eye.""

-Decided the president's endurance was Typical (6) but his agility was Good (10) on account of having been a varsity athelete and apparently still regularly playing and my surfer-girl pal once saying she saw a picture of him body surfing and he was doing it right. Calculating his karma score was so ideologically fraught I decided to skip it.

-Tomorrow, the Spider Man, his Amazing Friends, and the Hulk try to retake Manhattan from Kang, Master of Time!

Friday, June 22, 2012

Marvel Two-In One! Cranium-Crushin'-Conversation With Jeff Grubb And Cam Banks Simultaneously!

So we've got Cam Banks again--author of the new Marvel Heroic RPG aaaaaaand Jeff Grubb--the man behind TSR's old Marvel Super Heroes RPG (AKA FASERIP--an acronym for the stats).

It's like having both Human Torches at once…

WARNING:
This conversation contains people being both friendly and happy while talking about two different versions of a game. I don't know how that happened but whatever.

Zak S
Favorite Marvel comic?

Jeff Grubb
The book that got me back into comics was Howard the Duck. My favorite run was the Roger Stern/Paul Smith version of Doctor Strange. Favorite group was the Claremont/Byrne X-Men. Lest I be branded as a grognard - good modern stuff you should be reading - Mark Waid’s Daredevil.

Cam Banks
Avengers, any flavor. I've loved that comic since the earliest days of my Marvel fandom. I occasionally take long X-breaks but always come back to whichever version of Avengers is going.

Zak S
What era were the Avengers in when you started?

Cam
Korvac saga. That was when everyone and anyone was in the team, even the Guardians of the Galaxy. Ms. Marvel, Moondragon, Jocasta... it was awesome.

Zak
Is there a comic you read that you thought "I want my Marvel game to work like this!" or an artist or a writer whose work you thought "This is what we should go for"?

Jeff
You mentioned it in the heading – Marvel Two-in-One, starring the Thing and some low-level hero you’ve never heard of. Mark Gruenwald (who did the great Omniverse ‘zine) was great at running through the Marvel Universe, pulling out small pieces, recreating others, and making linkages that were not there before. I wanted to make a game where you felt comfortable in that universe.

Cam
I am a big fan of Brian Michael Bendis, as is obvious from my choice of events in Basic Game, but I think all of the current Marvel Architects from Matt Fraction to Jonathan Hickman are my inspiration. I'm not dismissing the classic writers of course: gotta love them all. But the current thought leaders at Marvel right now really grease my gears. (Z: Artists?) Oliver Coipel, Stuart Immonen, Art Adams, Paul Pelletier, Davis & Neary from the Excalibur era, John Romita Jr., the list goes on.


Z
FASERIP had the Karma system: you do something good or in-character, you get Karma, you can immediately spend it to change the way the game goes.
Jeff: Did you see this as a new thing or was it just sort of an evolution of the D&D-style level/xp system?

J
The idea of a spendable experience point first showed up for me in Merle Rasmussen’s Top Secret, where you had “Luck Points” you could spend to get out of deathtraps. Karma came out of the fact that, unlike traditional fantasy, Superheroes in an RPG did not have as much of a growth curve (Yes, Superman moved from leaping tall buildings to moving planets around in twenty years, but it wasn’t as if he leveled up). I wanted a reward system that gave a feeling for achievement for the player, and increase their survivability. Spider-Man once beat up a Herald of Galactus. He was just burning Karma at that point.

Z
Cam: Your game is kind of all Karma, in a sense, it's built on a constant economy of getting to do the next thing by doing the last thing right--is that a fair description? Is the old FASERIP Karma system an early ancestor of narrative systems?

C

I think FASERIP was a huge influence on many games that came later, many of them probably don't even realize how much. Even the idea that you could pool Karma together as a team, or it all went away when you broke the unwritten code of super heroes and killed somebody, that's powerful narrative currency.


Z
What are the hardest kinds of things in superhero comics to model in an RPG? Why?

J
Money. The Wealth stat in MSH is a good workaround, but only if you don’t poke at it too hard. This reflects how the comic-book universes handled money. The FF, who had their own building in Manhattan, suddenly go broke, and have to appear in a movie, secretly funded by the Submariner! No one worries about money unless you really have to worry about money (Spider-Man wants to join the FF because he sees it as a steady paycheck). Money is a plot device.

C
One of the hardest things to model to my mind is the discrepancy between heroes. Marvel has this in spades. Black Widow and Wasp and Hawkeye in the same team as Hulk and Thor and Iron Man (who cheats by being rich and smart). I think many games find ways to accommodate this, but Jeff's original MSH and now this one both handle it similarly by saying, "this is how it is. People aren't all on the same level. The game will handle it, trust us." And I think it works.

Z
How does the system handle the big disparity between the power levels? What does it do to make that "ok"?

C
The game limits you to two dice for your total, and one effect die. It means you can have a ton of dice in your pool and it does skew things in your favor, but the swingy big dice and the opportunity rule (when you roll a 1, etc) brings it all in. I think that, plus the fact that the bulk of your datafile is not "power level" stuff, is a narrative equalizer rather than a simulation-type.


Z
Were the Marvel people involved? Or was it just: write something, send it to them, wait for them to send it back?

J
We got a lot of good support from Marvel, from art, information, and support. This was about the time the first OHOTMUs* starting showing up, so they were very interested in sorting out their own history and abilities of their characters.

One thing we really benefitted from was pick-up stat art. I would send out a list of art we needed, they would send someone across the river to the warehouse where they stored all the old art, they would make a stat of the piece, and send it to us. It was great, and allowed us to give the game a strong graphic capability.

C
Marvel was involved right from the beginning when we approached their licensing team and continues to work with us on product lineups and future plans. I work almost every day with a great guy in their publishing department to get all of our content right by them, from continuity and "canon" to whether there's a hyphen in Cape-Killers or not. (There is.)

Z
What's the most memorable superhero game each of you has been involved in as player or GM? What made it stand out?

J
Before MSH, there was Project Marvel Comics, which was my superhero campaign in college. They were the Junior Achievers, a JA branch of the Avengers (this was before the west coast team). They operated at Purdue University and consisted of characters with names like Carl the Firebreather, Big Man of Campus, and Super-Pin, the Pro Bowler of Steel. They were set in the Marvel Universe and at the end of the campaign, they went to New York to fight Spider-Man and meet Mayor Koch. Actually, they MET Spider-Man and ended up FIGHTING Mayor Koch.


C
Years ago I ran a MSH/FASERIP campaign with some original characters using the Days of Future Past modules, there were three of them. I sent the heroes into the dark future of the Sentinels and PRoject: Wideawake. This part of the campaign went for about a year and was so immersive and full of epic stuff (Kang, Immortus, Super Squadron, every mutant ever, etc) that I still remember it well.

Z
Were you using that Steve Winter module with the orange chart? It's a rare example of a superhero sandbox...

C
That's the one, man! Loved it!

Z
Is there a particular story line or set-up (Secret Wars, Civil War, Fall of the Mutants) you think would be particularly fun to play in a game? Why?

J
The X-Men New Mutants in Asgard annuals. (Editor's note: Fuck yeah) It took the characters and put them out of their element. I would be a split-moderation nightmare, but I loved that stuff.

We did do Secret Wars and Secret Wars II. Jim Shooter sent me copies of his hand-written notes to tell me how the thing ended.

C
All three of this year's Events should be a lot of fun to play in, that's actually one of my criteria for picking those. In addition to them, I think playing through Fear Itself or Secret Invasion or any of the other big crossovers would be cool. We're still figuring out which of those to do for next year, but whichever one it is, I'm pretty sure I'd want to play in it!

Z
Any favorites other than the ones slated for publication?

C
I like World War Hulk, I loved the Korvac Saga, loved the Micronauts quest for the Keys of Power, ROM SpaceKnight, the period when the X-Men were based out of Australia. Many good memories. I think they're good for gaming because there's a strong ensemble and room for What If? moments. What if ROM joined the Nova Corps? What if Korvac wiped out the Avengers? That's got bite.

Z
Who was your sort of "test" hero---if you can remember? Like when you were first figuring out the rules and trying to design characters? Or was there a set?

J
For MSH, it was Spider-Man. That dude fought EVERYONE.

C
First two heroes were created were Captain America and Iron Man. John Harper worked up a mock datafile concept really early on and those were the two he picked. Parts of those datafiles are still around today in the Basic Game versions of the characters.

Z
Marvel Heroic is- and Marvel Superheroes originally was- mostly supposed to be about playing the existing Marvel heroes. Do you like that? Who do you like to play? Are there certain situations where that's more fun than others?

J
Original PMC was set in the Marvel Universe, but everyone created a character off random lists of powers. For Basic Marvel, we were asked by the licensor not to put in a detailed character generator, as they wanted people to play their characters. By the time Advanced Marvel came around, the same folk were telling us, whatever we do, we have to have a detailed character generation system.

I like the challenge of creating your own characters within an established universe. The MU has a lot of internal comic-logic rules, and making your vision (or your random handful of superpowers) work is really fun. 

C
I think playing existing heroes is a really big deal. I talk to people who are absolutely sure they would hate playing "somebody else's character" but when they sit down and pick up Spider-Man or Ms. Marvel they have a blast. I think it's like when you're a comics writer and get your big gig on Avengers or X-Men or Fantastic Four. Those are not your characters, but you MAKE them yours. Your spin, your stories, your approach. That's what MHR is all about, with Milestones and XP and so on. I think that's why it's our default.

Z
How do you keep a superhero campaign interesting over the long haul? How does it compare to the D&D 20-level model?

J
The same thing that keeps comics interesting for me - a large universe that takes the players/readers to different challenges in new areas. The original PMC campaign was intended as a one-shot and ended up running a full year at college. MSH support product for that first year swooped through all the major groups and then went out for the independent "Marvel Knight" style operatives.


C
Funny thing about campaigns is that we're perhaps conditioned to want to start one off and then go until we all get sick and tired of it, or our group breaks up and moves apart, or some new game comes along we want to play. I like that Marvel's event model forces something of a limited run with certain characters. You can sandbox it for months and months, and then wrap it up, just like you can on some video game RPGs like Skyrim or Dragon Age. I like the freedom to tool about for a bit, but with the knowledge that there's going to be an end. Milestones in MHR really keep this viable.


Z
I've always thought superhero adventures were some of the easiest to run because once you pick a villain 75% of your work is done--the fights last a while and take up a decent chunk of a session plus a supervillain often sort of is a whole tactical situation in a package, like: "You're fighting a sentinel" is at least 20 minutes of game time right there. Agree? Disagree? Agree but...?

J
If you start with the bad guy, you are not only choosing the skill set for the combat, but the motivation (Wealth! Power! Vengeance!) and the MO (Robbing Banks! Taking over Countries! Making the hero look bad!). I would sometimes start with a MU Stalwart bad guy, or with an archtype of my own. Then I would try to figure out what the cover would look like (since covers were often done well before the story was), and go from there.

C
I think this is equivalent to the ease at which some people can pick a monster out of the Monster Manual and build an adventure around it. So super villains, in many games, are just boss monsters. It's good to string together some kind of coherent plot, obviously. In MHR, we make it pretty easy to drop in an opponent Watcher character, and they come pre-loaded with motivation and personality, too.

Z
When you GM superhero adventures at home, what kind of structure do they have? Is it a few villains who just react to what the players do naturally? Is it an encounter-chain? Do you have set pieces and links? Do you make it up as you go along? Cam--in this case I mean other than the Future Past campaign, naturally.

J
Superheroes, in particular the old school types, are very reactive. They don’t go out and DO so much as they react to bad guys DOING stuff. They are on patrol and spot a mugging. A monster attacks the city. Their headquarters is blown up, or a DNPC (Champions term) gets kidnapped. That puts the first move into the hands of the GM. It can be very villain of the week.

One of the things that comics do that traditional RPGs don’t do is that they move the camera away from the protagonist to the antagonist (and often to the supporting cast). I would often end my sessions with a teaser “Meanwhile” panel, where an armored gauntlet with a big “D” ring would smash down on a monitor and should “Curses! I shall have my vengeance on them! So swears DOOM!”

C
I've always thought of adventures as set-pieces or locations with investigation or causal links between them. When I plan, I don't do much prep, but I do think of one or two scenes I would like to drop in, and I let the players direct a lot of the flow of the story. Sometimes they aren't on top of their game, which is fine, I can pull out a generic scene and use it. But other times their discussion at the table informs me of the sort of thing I could make use of and it makes me look like I had the whole thing planned out.

Z
Anything you guys would like to ask or say to each other before I post this up tomorrow? 

J
To Cam - Congratulations on creating a great game that captures the modern Marvel Universe. I think both comics and games evolve over time, and MH shows that evolution.

C
Thanks Jeff! Jeff is also responsible for some great Dragonlance material, and his mercenary character Vanderjack was so cool I ended up writing a novel about him. 




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*
Official Handbooks To The Marvel Universe--those are superhero encyclopedias, natch!
--Zero-Ambiguity Zak

Wednesday, June 20, 2012

Conversation With The Guy Who Wrote Marvel Heroic--Cam Banks

This is part one of a conversation we'll probably see more of soon...

Cam Banks:
Hey Zak what's up? You can put me in your game designer circles or whatever. I'm that Margaret Weis Productions lead designer/director/developer guy, etc.


Zak S:
Yes sir Cam I recognize your name from the new Marvel game

C:
Yup, that's the one.

Z:
It's an interesting design--i'd love to talk to you about it some time longform at some point. Maybe an interview/conversation for the blog or something.
C:
Sure thing. I have noticed there's a real cross section of the hobby interested in it. Probably because it's Marvel, but people hear one thing or another and take a peek and try it out and like it. Or hate it, that's happened!

Z:
Well it's very much itself in an interesting way. Like I think the fact that it's Marvel really makes it easy to compare to the other Marvel designs and see how different it is. Like if you look at Mayfair DC and Green Ronin DC Adventures you'd be hard pressed to completely put your finger on the exact philosophical differences whereas you run the same character in MSH or FASERIP you are defitinitely going to see an explicit point of view shift. This game is about this and not that in a very clear way.

C:
That's correct. It is what it is. It's a comic book RPG. I don't answer the question of how fast, specifically, this one guy is or how many tons this other guy can lift, because comics don't really do that. It's not a physics engine. And I think in some ways this is what people have freaked out about. They expected something more traditional.

Z:
Do you wanna do the conversation right here? We could just go back and forth at whatever speed and then I could edit it, show you, get the OK and then post it.

C:
I would, but my youngest is doing his best "I will stay up past midnight because I can't sleep and you're still awake" impression. I've been alternating between laptop and any of my usual list of things to get a six year old to sleep. 



Z:
Well whenever you wanna, let me know. We can talk on and off for a few days if necessary. Faster than email. Good luck with the 6 year old. Avengers: The Crossing might put him to sleep.

C:
No joke. And yeah, this works. Think of a list of Qs if you have any.

....

Z
1. It's more you're pretending to write a comic book (or a part of it) than you're pretending to be in the place of the superhero isn't it?

C
1. Yeah. I describe MHR as a comic book RPG not a supers RPG. I think the difference is the whole avatar element and lack of a "physics engine." Most supers games allow you to create your toon and play him in the world the GM creates using super hero physics. MHR goes to the whole "you are the writer/artists of your characters" and seeks to get that specific comic book narrative going, often in lieu of being an avatar in an environment.

Z
2. Do you think it makes a sort of roleplay-as-in-kinda-acting-centric design more accessible to have everybody in the game working with characters where they kinda know how they're supposed to act rather than PCs made from the ground up? I mean, that way everyone at the table has an entry point for the character's personalities.

C
2. I think what's core to the play experience is knowing enough about your hero that you can engage all the cogs and wheels. The datafile gives you a lot of that, but you also have to bring a bit to the table. You need to imagine how the hero does things, how they respond to challenges, their quirks, that sort of thing. You can get that from an original hero, you just have to establish it for yourself and the table first. It's easier to work from concept than, say, choose some cool powers and try to come up with everything ephemeral later.

Z
3. This is the most interesting thing to me: the math. In an older design like FASERIP, the ideal (and designs don't necessarily meet this ideal) is, I think, you just say what you want to do (trying to think of something that would work in the situation in the genre you're playing) and then the system and/or GM kinda provides the math to do it and you just roll and it works or it doesn't. In this system it seems like you have two stages in combat: first, you have to think about the math almost abstractly (I want 2 dice here and 3 there and I want to split this die here so that this happens) then you come up with a dice pool, then you describe that pool in in-world terms and roll. This surprised me because it was, in a way, very tactical but in a math sense rather than a diegetic thinking sense. The game kinda has a split-personality that way. You aren't thinking like Spider-Man as much as thinking like a poker player and collect resources to use and then you're like someone given a challenge like "You have to get Spider Man out of the elevator shaft in 3 panels and 40 words, go"

C
3. Because you have to choose your dice from different parts of your datafile, you're already starting to think about intent and narrative even before you roll the dice. Which Distinction you go for, which power traits, what special effects, whether to hit a Limit's trigger, etc is all a little gamey, yeah, but it comes from the fiction. It's absolutely not just "one of these and one of those" unless you ignore the labels and texts and context. Which I suppose you could do, but we find that descriptive tactical combat is easy to do when you've got to think about where those dice come from and where they're going.

Z
4. I've heard someone say they like that mathy/cardgamey part of it because they can use it to get their wargamer friends to role-play because their math is telling them to...

C
4. There's a side of the game that does open it up for war gamey people, yes. I think it scratches a lot of issues. I know it scratches mine. I guess I can't help designing the stuff I know I'd like to have going on. I like dice tricks AND I like freeform improv stuff AND I like constraints. All of that is part of the system.

Z
Thanks! I want to ask some more questions in a sec but this stuff is so meaty I'm gonna post what we have so far...



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Some bonus reference bits:



Saturday, March 24, 2012

Imagine A GM, Rolling On An Orange Chart. Forever.

If you click it, it will be bigger.

So, as I pointed out to back in that long Sandboxes And The Roguish Work Ethic post back in whenever I wrote it, one way to make a hero-centric sandbox is to have the heroes acting as revolutionaries in an oppressive 1984/WH40k/RIFTS-coalition/Handmaid's Tale/Animal-Farm-In-Gamma-World/Vecnacracy/Age-of-Apocalypse/Legion-of-Superheroes-Vol-4/Occupied France/Pretty Much Anywhere When The Mafia's After You/Ballardian Distopia horrible suckworld or otherwise metaphorical badplace.

Conveniently enough, there is an old module--Nightmares of Future Past--for Marvel Super-Heroes/FASERIP by Steve Winter, which has that exact concept as a premise. And, more importantly for me here today--it has a fun chart!

The chart is about the villains finding the party's hideout. They roll once a day.

It works in the following way:

Your baddies start in the middle column where I put some blue numbers.

The idea is the players have some sort of scrambly device protecting them from being found by the Mutant Detectors. The device can be good or crappy or great or whatever--the central column goes from "no mask" (that is, no protection device) all the way up thru Marvel's rank system Feeble, Poor, Typical.....up to Unearthly.

Side note: naturally you can sub in the rank system for whatever system you're using and sub in the antidetection device for whatever the PCs are using to conceal themselves. I have put in the d20 numbers. We can say they represent the Intelligence of the party member who designed the camouflage for the PCs base, or the stealth number of the party's thief, or the DC of the protection spells the wizard is using to hide everybody or...whatever. Just basically know that the best possible thing the PCs could pull off would get them up at the top and if they're like fuck it we don't give a fuck they're down in the No Mask box.

So you start each day with the fascists looking for our heroes. They roll on the appropriate middle-column box matching the level of the heroes' concealment on the first day. If they fail their roll, then that's a white result. If they get even (like they need to roll 6 or above and they roll 6) then that's a green result (I know, there's no green on the chart, chill--all shall be explained), if they succeed unequivocally that's a yellow result, and if they succeed like whoa that's a red result.

So you tick off the box where the villains are. If you get a white result, you follow the white arrow and tick over to that box. If you get a green result, you stay where you are. If you get a yellow result or a red, you follow those.

So you just moved to a new box. Rock on. That was fun.

The new box is interpreted as follows:

-Base Located means the villains bust in to the heroes' base.
-Start Over means you go back to the middle and start over. I know, you are indeed shocked and so glad I told you.
-Other Base means the villains have found some other revolutionary cell, not you. There'll be news of it that'll get back to the heroes.
-Tip-off means the Man has gone and done something which makes it obvious they're on the heroes' trail and so the party knows.
-Miss Target means the villains have just raided...an umbrella factory? A House of Pies? WTF? They hit the wrong place. It's funny.
-Event means--in the original--a whole list of various thingamavents that are interesting that could happen on Fascist Mutanthunt Earth. In the original it's like "Oh there's a mutant just escaped and being chased by Sentinels--do you help or not?" or "A bunch of Boy Scouts accidentally stumble on your base" et cetera. This is the place where you write a chart of events that are specific to your setting.
-All The Blank Boxes And All The Results Above 'Base Located' In the Central Column just mean nothing happened that day and the heroes are left to make their own trouble that day or you just go "Ok, Wednesday's quiet" and you tick over there and roll again the next day.

At any rate, after you resolve a box, the villains start there and roll again the next day from there.
____

In addition to this chart, Future Past suggests the brilliant and traumautizing idea of using the players' home town as the hellworld sandbox in question.

Now, on account of Google maps and streetview this is an even better idea than it was when the module is written. Hell, set it anywhere you want.
Ahhhh, Bushwick, I miss you. If you ever end up on this corner, run do not walk to Las Islas and get some chicken and rice and 2 of the orange ball things. Unless it's taken over by robot logiceater bad domination machines.

Now the only part left is to pick some local landmarks to serve as possible targets for your PCs' cell. Which of course they have to walk to while you click "forward" on Google street view. If there aren't like 9 zombie games on the market which suggest exactly this method I'll eat...I'll eat like some pasta.

_______

BUT WAIT THERE'S MORE

So I'm also thinking you could use this for a war. Basically, instead of the middle column representing just how well-concealed the party is, it could, in general, represent how close the party is to their target--Confederate Richmond or The Gates of Mordor or The Death Star or any other target. Instead of "Base Located" the box is "Your unit attacked".

Or just otherwise how conspicuous the PCs are, on a scale.

Like if you imagine the Shire-To-Mordor hexmap plus The 9 and the Orcs rolling on this chart every day, then you can pretty much model everything that happens in LOTR.

In effect, the Orange Fascist Chart functions as a kind of counterforce to a hexmap. The heroes explore or seek and the villains roam around the orange chart, making stuff happen.

Unlike just a straight d100 chart of events to roll on each day, it models the heroes' attempts to hide themselves a little better plus the villains' attempts to find them is dependent on how well they did the day before without a lotta math. Plus you don't have to think up all your events for the table at once, just having one event locked and loaded if you roll "event" is good enough. The rest takes care of itself.

That said, there's probably a way to model it pretty closely where you roll on a chart which has more results on it then the die has sides--add numbers if the PCs are well-hidden, subtract if they're not, add if the last roll was successful, subtract if it wasn't. etc. But hey, this chart's already here, might as well use it.

Wednesday, March 7, 2012

CAGE MATCH! Marvel Super Heroes v. Marvel Heroic

Ok, so there is a new Marvel superhero RPG out.

Tho old one (Marvel Super Heroes a.k.a. "FASERIP"--named after the stats used in the system) is pretty well respected.

How do they stack up? Try this:

Open a window with this here in it.

Put it next to what follows and read in parallel.

(I’m using bold text for the GM (a/k/a the Judge).) Okay, so let’s cut to a new scene. Spider-Man, you’re on top of the Fisk Building. Since you stopped to threaten the Kingpin a second ago, I’m going to say that the Vulture’s had a few minutes to take to the air. He's flying away at 6 areas per round as is his wont, so if you want to do anything, now's your chance. The Vulture looks over his shoulder at you and snarls, “You’ll never catch the Vulture, wall-crawler!” What now?

(I’m using regular text for Spider-Man’s player.) Well, I guess I could try to web him up. But last time that didn't work so well, plus he'd probably going to spend all his points to dodge it, plus if I don't catch him now the Atomic Slut will annihilate Battery Park and everyone in it!

Wait, why are you talking about that, that isn't in the original example?

Because in this version of the game I have to actually worry about consequences of my PCs actions in the fictional world we created rather than just consequences in terms of which digit I have to carry on my character sheet.

Oh, right, anyway, carry on...

Ok, so I need to hit him but I need to make 100% sure I do it or we're all doomed. Fuck! I don't know what to do, this is my first time playing.

This is your first time playing?

Yeah, I mean, you told me in the FASERIP system I didn't really necessarily have to know the rules I could just say what I wanted to do and you could explain if necessary.

Oh yeah, that's totally true--a lovely thing about good systems. So what you're going to need is some Karma points to add to your roll in case you miss the Vulture. Now normally you get those after the session ends but I give them right away otherwise the players forget what they even got them for and they are less a part of the economy of the game.

Wait, you're hacking the system? Why?

Because that's what all good people do. Hacking is good. Hacking is smart. Hacking is a force that gives us meaning.

Oh, right.

Here's another hack: there's a horror game hack that by making something go wrong for your PC you can get a bonus....

"Oh no! I’m out of webs!" Yeah, I mean, I really wanted to ruin the Kingpin’s upholstery back there. You should see the place. Webs everywhere. I guess I shouldn’t have been so wasteful.

Let's say that gives you karma = half the power rank of the power you just crippled. Incredible hardens to Monstrous, split the difference, call it Amazing. 25 Karma. Plus how are you hitting the Vulture?

“Without my web-fluid, he may be right!” There’s probably heavy industrial stuff on this rooftop, right? Like A/C units, satellite dish, water tower, that kind of thing? I’m gonna rip up a big chunk of roofing machinery and chuck it at the Vulture. Mmmm...I think I want some more karma: “Hate to wreck property, but I gotta keep the HVAC unions in over-time!” Role-playing award?

Yes, wow, that seamless melange of soft-hearted-pseudo-New-York-provincialese and Level Nine Anti-Funny sounded exactly like vintage Al Milgrom. You are at 30 karma and I am impressed. Anyway, Vulture gets a 75 to dodge, you are at -4CS (don't mind me, I'm talking to myself, newbie) you need a 46 to hit him.

Yeah but I need something insane to actually knock him out of the sky right? I want to destroy the wings.

98 to get a red result and stun him--I'd say this is roughly the same thing. Red result to disable his harness, he'll roll against it as if it were a stun to avoid falling out of the sky.

Okay, so I’m going to throw the AC Unit one-handed at the Vulture and break those smelly wings. And I'll need more Milgrom dialogue! “Vulture, if you’re flying south for the winter, you’ll need air-conditioning!”

5 more karma and you are at +35. Also, that "smelly wings" thing makes me think maybe you just are Al Milgrom and so I shouldn't be giving you these karma awards at all, but whatever...

80! Plllllus 35!

Yes sir he is down. The Vulture groans in pain and plummets from the sky! He’s going to try to roll to.... (Roll roll) Yeah. Not going so well. He’s falling toward a building helplessly–thinking maybe he had a spare power pack somewhere and realized he forgot it at home. What do you do now?

I’m going to swing over there and get him.

The Vulture’s screaming out, “My wings, my wings!” He’s unsure whether to be more scared of Spider-Man or hitting the rooftop, and so isn’t able to prepare well against either.

I’m closing in on my web-line. Thwip! Thwip!

Okay. And–hey, wait a minute! Weren’t you out of web-fluid?

I, um, forgot. Yeah, forgot. Say, you know what’s interesting about the Vulture? He’s like Spider-Man’s evil grand-dad or something. They’re both gadget-guys, they’re both acrobats, but Peter Parker is a nice kid and.....

Zzzzzzzzzzzzzzzzzzzzzz

Ok so why isn't the Vulture dead smartguy?

Ok, he's gonna try to tumble with it...alright, he's alive. Took some slam damage from falling 3 areas. Okay, so let’s say you’re clambering onto the rooftop where the Vulture landed. He’s all banged up and looks like he’s seen better days. What now?

(play continues)

Saturday, May 14, 2011

Random Spacemonster Generator

A bizarre silhouette of gargantuan proportions shambles into the lurid mesh of wire, halogen and indicator light...

This table has been playtested once for FASERIP and was grotesquely successful, it can easily be adapted to any sci-fi game, though since it's at its most effective when the "veil" is pulled back it's better if you are cool with that playstyle...

"Roll a 6-sider..."

"Um, ok...5?"

"It's a 'Thraxian...' roll again."

"3"

"'...war'...' roll again."

"6"

"'...squid from planet...' roll again."

"1"

"'...Twelve'. It's a Thraxian Warsquid From Planet Twelve."

(Players happy.)
(Fun obtained.)
(Small rubber toy placed on board)
(Players happy again.)
(All details of size, limb arrangement, means of locomotion, etc. will match the toy used.)
(Battle commences.)
___________
Ok, roll 3d6, one at a time.
(Any rule or 'crunch' detail specific to the Marvel-Superheroes RPG will appear in blue: assume FASERIP stats of: GdGdAmMnFeFeFe. Assume no Karma. Assume power rank of any abilities is--duh-- Monstrous.)

(Health = 150 + 10xnumber rolled on first d6 here)(Yes I realize this is not the canonical way to calculate FASERIP health scores. The Thraxian Glaxothrox annihilates all human mathematics with its eyebeams.)
1. Gorgallian
2. Vortaxian
3, Zortakkian
4. Polarian
5. Thraxian
6. Karkalian

1. Throg- (swallows foes)
2. Glaxo- (eyebeams)
3. War- (horns or claws, S:Un E:Un)
4. Gorgo- (radiation breath)
5. Slime- (supersticky or superslippery)
6. Zergo- (sonic shriek)

Body armor = 10x number rolled on third d6 here...
1. -worm
2. -throx
3. -beast
4. -squid from Planet (D6: 1- X 2- Z 3- Twelve 4-Zool 5- Crax 6- 99)
5. -sphere
6. -crawler from Dimension (Have players roll a d10 and then just pick a number that sounds cool and isn't the number they just rolled. Dimension Nine is the default.)

(superhero counters used during playtest, front row L to R: The Thing (sculpy), Wolverine, Mister Fantastic, Spider-Man (can't tell but it's done with Sharpies), Thor)

Monday, January 31, 2011

Basic Hand-held Kirbytech Weapon Generator + Random Techroom Feature

Roll 3d10

1 megaplasmic (heat damage?)
2 gravitonic (increases or decreases mass of target?)
3 tachyon (time effects?)
4 neutronic
5 negadimensional (teleportation effects?)
6 antimatter
7 negasonic (sonic damage?)
8 ionic
9 protonic
10 photon (blinds target?)

1 disruption
2 dispersion (splits target in two?)
3 inhibitor (shuts off/reduces powers/abilities?)
4 neutralizer
5 distortion
6 inversion
7 displacement
8 destructor
9 disintegration
10 annihilation (most powerful weapon?)

1 pistol
2 rifle
3 ray
4 beam
5 mine
6 disc
7 glove
8 grenade
9 gun
10 blaster

All weapons just do energy damage unless the name of the weapon suggests something else. Range (if applicable) is proportional to number shown in 1st d10 roll, damage is proportional to 2nd d10 roll.

In superhero games, weapons have barely any ammo and will run out shortly after the villains drop them.


Random Techroom Feature
d12
1 Water line
2 Door controls
3 Electrical/power conduit
4 Plasma conduit
5 Remote viewer/window to other room
6 Computer terminal
7 Lights
8 Power conduit for other room
9 Ventilation shaft
10 Controls for nearest device in this room or elsewhere
11 Radioactive waste conduit
12 Roll again but feature is huge/major--i.e. a big fat water pipe, conduits for all power in area, etc.

Secret Wars Marathon

Ahh, has there ever been a comic finer than Secret Wars? Ok, so yeah, there has. Many times.

But I will maintain that there has never been a finer idea for a comic than Secret Wars. In the Speak, Memory-esque words of its creator:

"Fans, especially young fans often suggested to me 'one big story with all the heroes and all the villains in it', so I proposed that. It flew."

That, my friends, is what democracy is all about. Any political system which results in The Lizard playing pattycake with Klaw, Mad Master of sound, is clearly the finest on All Possible Infinite Earths. Aaaanyway...

Relevant point for this particular here blog is that Secret Wars was indeed popular and so got very efficiently turned into an adventure by TSR in short order and this adventure is actually kind of good. (If you don't believe me, you can take a look at it and nearly everything else ever created officially or otherwise for the old Marvel FASERIP system here.)


It's actually not surprising that Secret Wars survived the transition from comic to adventure intact since the plot pretty much could've been one of those framing paragraphs you see in ads for con wargames "A spastastically powerful and poorly dressed god has teleported a ton of A-list villains and heroes to a planet full of random trouble and forced them to do battle. There are some bases for each side to hide out in and, also, Galactus." Or, as finer minds than mine might put it: : "ON THE PLANET ARE VILLAINS, FIGHT!"

The adventure, like the FASERIP system itself, is elegant as fuck: an opening exposition spiel (roughly the same one the heroes from a disembodied voice in the comic), a map of part of the planet (a hexmap, even) and maps of some bases, a timeline of what the villains will do if left unmolested, and a handful of random possible other events to be rolled at regular intervals...and reams of superhuman stats--natch.

Now I could probably write a whole blog entry about how this is a great Archetypal Old School Adventure Format that should be in every publisher's arsenal right next to the Site-Based Adventure and that it could readily be used for any kind of war story or megacrossover emulator and that if you just substitute, say, the Wilderlands of High Fantasy for battleworld you've got a whole factional-warfare-plus-sandbox railroad-free campaign right there but that's not where I'm going with this today.

Where I'm going is: we're definitely playing this. I have never ever ever run anything where people play characters other than ones they themselves have created, but the monopoly-with-squatters-effect possibilities of seeing McCormick play The Mighty Thor is just too fucking good to pass up.

The emails have gone out, and it's on the calendar. So far The Thing, The Hulk, Spider-Man, Thor, Captain America, Nightcrawler, Rogue, and Storm have all written back and I'm waiting for a handful more.

I have scheduled it several months in advance, to be sure everyone has the entire weekend clear. Another nice thing about scheduling it for late spring is: I have several months to think of how to make it more fucked up and complicated.

So: suggestions?

Have you read this comic?* Have you played this module? (Big Fella, Barking Alien and Delta I am looking at you.)

Things I am currently considering:

-Adding random tables for found Kirbytech and room features (convenient water pipes, electrical lines, etc.) (maybe could be repurposed for Gigacrawler, too.)
-Fucking with the Hulk at intervals, Peter David style.
-Making Kang do some stupid time-warp tricks.
-Having my Mac do Ultron's voice for me.
-Giving battleworld slightly more personality.
-Going nuts with the over-the-top karma-awards for hamming-it-up a-la whoever you're playing. Like if you're the Thing and manage to say "Whatta revoltin' development", hey, 5 Karma points there, young sportsman!
-Along the same lines, since "... only FOURTEEN sentences of dialogue in the entirety of the Secret Wars series ended with a period. Every other sentence ended with either a question mark or an exclamation point!!"...Karma points will be subtracted for every time a PC says something in character that is NOT confused or excited!!!??!!
-Adding MODOK

And, hey, if it all goes well, I may run it at a con.







______
*If not, you should. It is divine nectar from the comic book gods.