Wednesday, June 27, 2012

Sword & Planet & Anime & Satan & Eberron & Margaret Thatcher

So I asked Google plus this question:


What, to your mind, is the difference between old Sword & Planet science-fantasy (John Carter, Carcosa, Hawkwind, Planet Algol) and newer Last Three Levels of the Japanese Video Game style science-fantasy (Lunar, Eberron, Final Fantasy). Are there any thematic/philosophical differences? Or is it all just art direction? And is Moebius the Rosetta Stone that translates here?


Here are some highlights from the discussion from various people (imagine quotation marks around all this stuff):

BASICS: OLD/NEW SCIENCE/MAGIC


-To my mind, the Sword & Planet stuff evokes a feeling of savage struggle (Burroughs) and swashbuckling (Flash Gordon) that is reminiscent of historical and sword & sorcery fiction in tone and action. Technology is largely window dressing, an exotic element blending in with cultural stylings (thinking arabesque blending with Art Deco here).


Heavy Metal magazine and Marvel's Epic Illustrated, along with Moebius, bridge that gap, sometimes adding a touch of psychedelia.


Video game science fantasy, on the other hand (as well as a lot of the steampunk and cyberpunk aesthetic, as an aside) seem to fetishize the blend of technology and fantasy.


-This may just be me, but I've gotten a general "science/industry bad" in the old Sword and Planet stuff (in a "What hath man meddled with! What horrors hath he wrought upon the rest of us!") while a lot of the newer stuff is more "Invention, science and progress is good, even if occasionally used for bad things!"


-Tech (or magitech) seems to be ubiquitious/understood in more modern treatments while in older ones it seems to retain its unknown, mysterious culture as the province of madmen and freaks.


-I don't think they are similar--except in some surface ways, perhaps. Sword & Planet is (from the aughts to the seventies) science presented in such a way that it resembles fantasy. It mostly maintained it was science.


Eberron and Final Fantasy are expressly fantasy, but where magic is able to reproduce technological results.


(this is Cam Banks:)

-Sword & Planet and Sword & Sorcery both had their "bad guy" forces. In the former, it's industry and science, yeah, unless it's been redeemed (but even then, it threatens to go out of control). In the latter, it's sorcery and magic and so on. In both cases I think the heroes are raw, skilled, courageous types who oppose all of that. In the new stuff you're talking about, rarely is there the "this is totally out of our control!" approach, rather, it's "this is Evil (tm) but our version of this is totally Good (tm)."


-I don't know if there is a common rosetta stone. Moebius translates between Barsoomian and Moorcockian. Amano drew both Elric and FF.

METAPHORS AND WHATNOT

-(Me) I often wonder if I knew more about anime whether there was more stuff that had that sexy 70s bad trip darkness. I definitely get the impression it was there but weirdly hidden--like how Japan's Black Sabbath equivalent was called "Flower Travelling Band" and is totally metal but...they're called Flower Travelling Band. Thinking about it...I think actually an attitude toward sex is a huge part of it. In old sword and planet there's a sort of satan/oldness/evil/femme fatale/sex=danger/mystery mentality whereas in the newer stuff there is often lots of sexiness but it's more about a sort of pre-married young people back-and-forth social dynamic. Actual sex is kinda off the table as a theme but flirting is everywhere.


-Seriously older : orientalism, decadence, tension of exhaustion/vigor

70's-derived : drugs, rocker culture, dropoutitude


-Well with the new stuff there is also that "One true love" stuff.. Which I don't know how prevalent that was in Sword and Planet stuff.


-Not un-prevalent.


-(Me again) Reconsidering my previous comment, there's tentacle hentai. Get rid of the high school and Urotsukidoji is very sword and planet. it's the sense of unfamiliarity that's missing in the later stuff. I think sword and planet sees the future as mysterious whereas the newer stuff sees it as just a setting.


-New school science fantasy, at least the Final Fantasy style stuff, is always caked on layers of metaphors and borrowed symbolism at the expense of everything else.




THE HISTORY OF WEIRD IDEAS


-It might be that the idea of endless technological innovation (at what was once considered breakneck pace by these writers grandparents) is now taken for granted.


Edgar Rice Burroughs would have been around people who for the most part, lived the same as their grandparents had, who lived the same as theirs, etc etc, on a technological basis. Burroughs would thus be part of the first generation to see the shift of constant innovation (technologically) and it would have been weird, mysterious and somewhat alien. But now the idea that technology isn't a constant engine forward would seem alien to folks. In a sense the idea of a future without huge amounts of new technology would seem alien (barring a disaster) while a swathe of new gizmo's is just another setting.

-(me) Here's one: in the old stuff technology is usually from the past (post apoc) (post '50s) (golden age behind us) (mysterious). In the new stuff it is what we are working in now (full metal alchemist)(new merging of human and machine etc)(speculative, experimental, not mysterious). And…mmmm..yet to see a non-trippy japanese sci fantasy, but I do think the obsession with symbolism does "normalize" a lot of it.-I would almost base that on the space race. Before it was a case where our technology seemed inferior to the possibilities of science. Once we put a man on the fuckin' moon though? Fuck those Atlanteans, even if they existed they obviously suck since I don't see any Atlantis flags on the moon (except more eloquent). I think the space age has really shifted mankind's perception of our place in history and the specialness of this moment in time.


-(Re: Trippiness) well there's a difference between "What i learned from this metaphorical experience" and "I am in the psychic now"....well it's not psychedelic when you go back to your rural village and petals are falling and you meditate upon how your journey brought you back to this place - the "trippy" is an illusion that breaks.


(Me)

-And what about Warhammer 40k? Is that an in-between? Or does the long shadow of Orwell make it uniquely British?…the exoticism is kinda long boot-face-stamped out of 40k I think. What's the cosmic other in 40k? It's fucking evil and chaos and Satan and symbolic and you fight it.


-But i think all the stuff I see that's any good is sometimes "trippy" in that second way, even if it's just monster design...and well 40k has a difference in tone from Moorcock (or even Nemesis) but the difference isn't Britishness - plenty of sword-trip is British


Probably the difference is basically Thatcher.



GAMIFICATION, THE '80's, STAR WARS, D&D


-The difference may have something to do with 80s-D&D (and relatives) that contribute to a more vanilla fantasy/quest form and back to the rural village skeleton...so, i wonder, is a lot of the difference "gamification?"


(Me)

Well the positiveness and lack of sex is definitely gamification. Possible Genealogy: Sword and planet ---->D&D and Star Wars -------->Final Fantasy------>postAnime sci-fantasy. Are D&D and Star Wars the translators here? The "force" is the only overt fantasy element in Star Wars really.


-Yeah i think D&D (and D&D-derived video games like Wizardry) and Star wars are a big part of the transition


Star Wars is cool but so not psychedelic. the layers and metaphor of JRPG video games, and their RPG descendents are often sort of the force writ baroque.


-I think the whole Human-Spirit > Everything aspect of a lot of anime (and by proxy, japanese video games) makes the mysterious unknown really hard to pull off. Its hard to take Azathoth as seriously when a little girl can take him because she is best friends with everyone.


-And is Cole right in saying that The Human Spririt is basically derived from (maybe a slight post-Taoization) of The Force?


-i feel like should also say i'm not painting a broad swath of "anything an anime has touched, ever" but a more narrow sense of "the type of fantasy especially in western RPGs and related media that takes its aesthetic from console JRPG".


Like, Eberron, while cool, is not very trippy outsde of a few peripheral elements.


Whereas Nausicaa goes BONNNNGGGGGGGG,


-But Nausicaa goes BONNNGGGG about a single little girl and like one kind of monster and with an eco-theme. Whereas all of Eberron is like Srslymorecrazyeveywhere (because D&D).


-Yeah and (because D&D) is a factor there, and Eberron is a whole setting which is designed to facilitiate many character's separated epics.


-It gets crazy there in the last few volumes. I mean, it pitches human progress as any kind of ideal and has a huge war is hell subplot and Evas and deathmold.


-Well Lodoss War is just 80s Vanilla D&D-The Movie


(me)

-Is the sheer disturbingness of Evangelion a sort of return-of-the-repressed sexdeathsatan metaphors from the Sword and Planet era? Like: hey Good Guy in Good/Bad postgame scifantasy Land remember when Evil meant something? AAAAAAAh brainFRY


Is Willow basically an anime?


-Willow is the lord of the rings made by the guy who came up with The Force so it's an expression of the same ideas.


-Evangelion is pretty tangential but obviously has influences from New Wave SF that was read by the same people who took drugs and read the 70's S&S/P.


-It's got robots and mysticism, if Star Wars is relevant then Evangelion is. I think the space as metaphor for mental interior and/or human destiny theme is reallllllly important


-I think the disturningness of Eva has more to do with the creator actually having a nervous breakdown near the end of the series.


-Ok "Well I know the creator's breakdown in Evangelion was a real thing, but all of this "fantasy" stuff is psychological: Is the lack of an expression of "the dark side" in the genre ("the Zentraedi are our friends and love love after all!") and the culture that created it relevant to that, though? I think maybe. The creator's work and breakdown are both an expression of something psychological as are the tropes of the genre.


PROGRESS?


-To address the original question, I've always seen the major thematic divide being that S&P seem to be more about a sort of "stagnation" (not sure if that's the best word) where the world has been this way for centuries, and Eberron-style worlds that have for of a feel of "progression" where there's obvious signs of advancement and change. Freeport's another example of the later style.


-What makes "Progression" exciting for a game setting? in the context of a (relatively trad) game, I think, progression isn't interactable with (unless you time travel to the future or something) while decline is, you interact with pre-decline stuff constantly.


I guess maybe if you have a lot of people furiously fighting progress that you can kill?


Is it just "optimism?" Thats a buzzword I see a lot in game-designer talk that, I admit it, I'm an asshole, but is not thrilling to me. But I wouldn't call Eberron "optimistic" anyway so maybe i'm totally out of bounds here


-I would call Keith Baker optimistic (as a human I know personally). So maybe I tend to kinda see Eberron as more "full of intrigue and adventure" than "full of decadent machination" because of that--which is just a slight turn of the coin. However, I think the whole "You can play the monster and s/he can be good" is a very positivey post-Star Wars theme compared to S&P which is more about cultural barriers even when the alien is helpful.


Does the game-friendlyness of post D&D post-videogame fantasy automatically make it more positive partially because every Other has to be a playable (therefore possibly good) race?


-Probably. See also : Worf.


-Or maybe it's more boring than all this: the popularity of Tolkien and pop "positive" sci fi (i.e. Star Trek, comics) simply has made all later-era sci fantasy more heroic and optimistic.


-Also the boom for this stuff was the late 80s when US cultural exports were shit-eating-grin positive.


-Can we blame toy-sellers for getting rid of satanic evil then? He-man and the rest?


-Though i'm not saying "satanic evil" so much as sexdrugsfuzzdistortionbrood.


-I think "Progressiveness" is something you can interact with, but it's done at the expectation/setting-buy-in level that at a real "character" level. Like, I have a hard time believing that a setting like FR or Elder Scrolls can be advanced 100 years but not actually have any societal or technological advancement. Although that's probably my mother the Social Studies teacher talking as well.


-I think Cole's saying "as a PC, you don't experience that progress as an event in the campaign" whereas you do find (and use) old stuff from back in the day. Though I'm not sure I agree --"brilliant new discoveries" appear a lot in games and things and are often mcguffins.


(me)

-I think this does leave out some cool things about postanime-specific themes like the sort of universal polyglot sexiness. You could kind of see the muscley shirtlessness of He Man and the endless "love" themes in She Ra as trying (in perhaps a clumsy American way) to get at the same flirty themes that a lot of anime has.


(Keith Baker, author of Eberron shows up)

-While I'm late to the conversation, I agree that while there is "ancient and mysterious magic" in Eberron, one of the underlying themes that matters to me is the continuous evolution of magic as a science and a force that affects society - which is a contrast to science/magic as a tool primarily of ancient times or dark forces. There are certainly dark elements to the world - uneasy balance between industry & politics, ancient evils on the rise, all manner of intrigues - but it is a world where new innovations are being developed every day.


With that said, I think that if you took a group of soldiers from the Last War and transported them deep in the middle of unexplored Xen'drik, you've got a great foundation for a Barsoom-y campaign... and in such a campaign you can find, for example, dark elves living in an ancient city of the giants and using magic they can no longer replicate on their own.


Whether or not it's a regular event depends on the direction the DM decides to go, but advancing magic is certainly a theme that can play an important role in an Eberron game... I wrote a piece about Dragonmarked industrial espionage a few weeks ago.

-i suppose you could advance the timeline by months between sessions and say "this year, they invented the telegraph," this year they invented the blimp," "this year they invented the camera"


i.e. "progress-via-equpiment-list-update"


-Great Pendragon Campaign does that.


(Keith again)

-I will say that given that magic-as-science is a theme of Eberron, I am frustrated by how little depth the history of magical innovation currently has. There are dates for a few key discoveries, but not a lot of focus on the key innovators and discoveries (aside from those of the present). It's certainly something I want to do more with in my next world.


-I think maybe there is a cultural movement timing differentiation thing going on - Eva was late 90s, Next Gen late 80s ... the positivist thing you could say starts with Macross in the Eighties, but before that the 70s/early 80s fantasy and sci-fi anime has a much more pulpy, nihilistic bent - stuff like Cobra, Fist of the NorthStar, Go Nagai &c


(Me)

-However, I don't think it all reduces to: the 70s are the 70s the 80s are the 80s the 90s are the 90s. I think there's an interesting question of what, exactly, the supernatural and space are supposed to represent to people.


Monday, June 25, 2012

Playing Games Wrong And Making Everything Bad!

Played Burning Wheel wrong again this week:

Cole: "Alright people are we ready to challenge some beliefs!!!!???!!!!"
(2 hours and one dead demon bear later)
Harald: "If that was wrong I don't want to be right."
Next week we're going to do it all Oriental Adventures style. Should be all kinds of problematic.

Also played Dungeon Crawl Classics wrong--we were in the middle of a desert and fought a zeppelin with guns that we made explode. No Dungeon. No Crawl. No Classics. Fun though.

Aaaaaaand rescued three PCs from Castle Amber while a talking dog distracted them.
"Who are you?"
"Hi, I'm Abe Lincoln Vampire Hunter The Dog. What are you guys doing?
"Guarding prisioners! Go away."
"Really, prisoners, that's so cool! One time in Minneapolis I..."(other PCs start tunneling through the wall. Into the exact one and only cell where the invisible stalker was...)

And back at home, as usual, we are playing an indescribable mishmash version of D&D, completely wrong:
"And so meanwhile, you hear a shrieking noise from belowdecks"
"I'm gonna keep working on my tan"
"The sun went down, remember?"
"Well I want a wizardly moontan"
"It's happening. It's nice. You're really getting a sort of--you know that kind of glinty white schist they use in the subway? Your skin looks like that, like it catches the light from different directions."
"Good, good."
"Meanwhile, downstairs...The steam begins to congeal into the form of...you recognize the species...an amphibious vampire curled tightly up like this. She opens her eyes and GAHHHHHHHHHHHH!"
"I attack!"
"Me too!"
"Meanwhile upstairs you hear this noise."
"Well I guess I see the steam coming up right?
"Yeah"
"So I figure there's probably a sauna down there...I guess I'll head down"
But there was no sauna. Problematic.

While, same day, down at the local comic book store, a 6-year old girl was a slaughter machine.

For a change of place we're planning on playing AD&D completely right. Weapon speed factors and everything. I have a half-orc fighter with one hit point who knows how to sew named Slovenly Trull. Mandy is playing a Belit-style pirate named Brazen Strumpet.

The depravity here does not know bounds.

Sunday, June 24, 2012

Added To The Canon

It's Parenting Tips from Porn Stars Time! Satine and Mandy went and saw Brave and have informed me it would make a fine opening gambit in any serious campaign to D&Dify such children as you might have access to. These are Mandy's comments from G+. Blogger made the formatting all funny. I like it.

+18

Mandy MorbidJun 22, 2012
+4
[There was a 6 year old girl with them ]. She was a bit scared at one of the bear parts but otherwise she loved it. However she already likes dragons so it won't be long before she has her own dice I think.
Mandy MorbidJun 22, 2012
+3
And it was way less annoying than Disney usually is and way more honest and direct. Beautifully animated as well.
somebodyJun 22, 2012
+2
My 12 yr old girl and my wife and I are all excited to see it.
Mandy MorbidJun 22, 2012
+1
The mother daughter bits were especially honest. Satine and I both cried.
Mandy MorbidJun 22, 2012
+2
Hey you guys with small daughers, I don't envy you what's ahead. Girls are way harder than boys in my opinion and I am not brave enough to risk ending up with one. The movie is a bit about that difficult time.
Mandy MorbidJun 22, 2012
+1
Handled better than I've ever seen in a kid's film previously.
somebodyJun 22, 2012
+1
My Daughter is fearless and high spirited ... a real hand full ... 7 going on 17
Mandy MorbidJun 22, 2012
+2
Yeah I wouldn't be able to handle that. Seems like dads do better with daughters like that a lot of the time. I got on better with my dad than my mum. Like the girl in movie I wasn't ever what she expected, wanted, too much like my father, but we got over all that in time. She learned to accept me for me and I learned to reign myself in a bit for her comfort, out of respect that she earned rather than demanded.
somebodyJun 22, 2012
How's the movie as a whole for younger kids? Most of the reviews, even the positive ones seem to all agree that it lags and can be pretty dull at times.
Mandy MorbidJun 22, 2012
It seem simple and quick paced, the little girl didn't get bored, and followed easily, and was reacting to the content of the film not fidgeting or asking questions. She was engrossed.
Mandy MorbidJun 22, 2012
Seemed*
Mandy MorbidJun 22, 2012
I couldn't imagine it being described as lagging. Certainly not compared with the Disney that came out when I was Between 6 and 10 years old. But I liked a lot of those when they had bits that focused on the kinds of things this whole story was about. Maybe I always had different standards than most.
somebodyJun 22, 2012
Well that does give me some hope. My daughter is on the fence about this one, she says the trailers look pretty boring. 
Mandy MorbidJun 22, 2012
If she likes movies with strong independent rebellious girl leads there's a better chance she'll like it. It's not at all romantic or especially girly or musical.
somebodyJun 22, 2012
Oh she's fine with that. What she doesn't like is long drawn out talking bits.

Jun 22, 2012Mandy MorbidJun 22, 2012
+2
The talking bits didnt seem too long, there was a kind of a montage bit where they were showing the Princess's lessons at the beginning (public speaking, history, etc) and that was the only part I noticed that could be a bit much of the same person speaking (the Queen). There was also a part where there was some arguing that could also be a bit tiresome for a very young child. I think the ideal age range might be 7 to 11 or something. However all kids are different. I was reading my parents books at 8 and watching Apocalypse Now with dad so the idea of too young to follow is kinda over my head. I just don't get it. I think most kids are way smarter and more capable than they are usually given credit for.

somebodyBased on what you've said I think she'll be all right with it. 
Mandy MorbidJun 22, 2012
Cool. I might buy this one, I liked the animation so much.

I, for one, am waiting 20 years for the grimdark remake the kids who loved this movie growing up will no doubt produce.
And, in somewhat related news: this deserves a signal boost. Especially in these troubled times.

Saturday, June 23, 2012

This Is What 10 Months of D&D Looks Like

Here's the character sheet for my FLAILSNAILS thief, Blixa.

Here's our fighter and Cthulhu librarian, Caroline Pierce talking games on a podcast.

And here's a hack of the Vornhem City Kit for Firefly (or pretty much any other SF game) that wrathofzombie did.

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. 




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