Friday, December 31, 2010

Planet Busting in supers games

Some superhero settings feature truly cosmic levels of power. While, in my experience, it is most often easier to simply treat such massively powerful beings as plot devices, sometimes it’s fun to consider the limits of the game system in terms of modeling them. Case in point: how many ranks of Damage would you need to destroy the Earth in the third edition of Mutants & Masterminds?
Now, a lot of it depends on how we define “destroy.” For the same of discussion, let’s stipulate the following:
  1. The Earth is an “object” in game terms (albeit a big one). So it is subject to the rules for damaging objects.
  2. While made of a variety of materials, we’ll consider the Earth’s base Toughness that of stone: rank 5.
  3. The “thickness” of the Earth is its diameter: 7,901 miles. That’s technically a distance rank of 20, since it’s shy of the 8,000 miles value of rank 21. Since an object’s Toughness equals its base rank + (distance rank + 7), that would make Earth’s Toughness rank 5 + (20 + 7) or 32.
  4. Let’s say that the Earth’s Toughness is also Impervious, so nothing less than Damage 17 even has a chance of damaging the planet as a whole. Anything else might mess up the landscape, but that’s all.
So, the minimum Damage rank (17) has a resistance DC of (17 + 15) or 32, the same as the planet’s Toughness value, meaning the resistance check pretty much can’t fail.
But wait: let’s assume the “attacker” is going to take the option of making an attack check, since the Earth is a pretty massive object. It’s not like he’s going to miss! That’s good for a critical hit and +5 Damage. Likewise, let’s assume the attacker goes for a Power Attack for –2 to the attack check and +2 Damage.
That ramps the Damage up to 24, or DC 39. Now the GM needs to roll a 7 or better for the planet to suffer no serious damage. A 6 or less means a Toughness reduction, while a 2 or less (for a Toughness check total of 34 or less) actually means two degrees of failure: the attack blows a hole clear through the planet! While that doesn’t shatter the Earth in one blow, it probably means the end of life as we know it as the molten core bursts out and floods the surface.
(Indeed, if we were being really pedantic about this, we could probably stipulate the Earth’s “thickness” as that of the rocky mantle—mere tens of miles—since any attack that blasts through that will unleash the high-pressure molten magma from the core. But I digress...)
Ramping things up further, a Damage 20 attack, made with a successful attack check, a full Power Attack (+5 Damage), and some extra effort (for +1 Damage) does a whopping Damage 31, DC 46. The planet needs a die roll of 14 or better to avoid damage altogether. A roll of 9 or less means a hole punched right through the planet, while a roll of 4 or less shatters the entire planet in a single blast! So it’s quite possible for some high-level characters to at least threaten Earth-sized planets, to say nothing of smaller moons or the like. Take the Damage rank up by even 5–6 and the attacker has even odds of smashing planets with single attacks!

Setting expectations, violence isn't the only way to victory

[supers]  Setting expectations, violence isn't the only way to victory


Superhero stories are different than many other fantasy genres.  Because of that role-playing games,  the NPCs,  and the players  "need"  to understand the differences before playing their characters and helping co-create and tell the story of the RPG sessions.

One problem I run up against in playing superhero games that frustrates me sometimes is players who think more on the "traditional" style of game play (and story) that they've played out with so many other RPGs.   ...  Namely the "remove them from the battlefield"  mentality that often results in  "kill them"  actions that we're all very familiar with in our traditional  D&D fantasy fare.

Not only do (many) players resort to "take them out" by physical "beat the heck out of the bad guy"  methods alone  but  they also get frustrated when they see (assume) that a villain or threat seems to be  "unbalanced"  to their character's  "power level"  -  the result of a problem created by the extreme effort to BALANCE game mechanics that (I've seen)  happen in game design  over the last 10 years.

Some players can't  "enjoy"  the story because they're too busy wondering what "power level" the villain is at  or  why the "minions"  didn't go down in one hit. 


I find this frustrating and confusing (to the players) unnecessarily especially in Superhero games.

Because in superhero comic stories the villains are OFTEN way more powerful than the hero team.  Many times the heroes are up against odds that are overwhelming.  Sometimes those odds are meant and welcome to be challenged through various means such as:


- [B]Team Actions[/B]:  many rule systems allow for team tactics to increase combat effect.

-  [B]Non-physical Actions[/B]:  sometimes villains are just invulnerable and need to be "beaten" through other methods such as mental powers, restraining circumstances, or even role-playing to convince the villain to stand down.

-  [B]Achilles' Heel[/B]:  often the only way to beat a villain is to discover its Achilles' heal,  which might be an actual combat point  or  a social conflict that stops the villain.

-  [B]Out of Juice[/B]:  sometimes the Achilles' Heel is a more specific  "timetable"  in which the villain needs to "win" by getting the mission done BEFORE running out of power, or ending whatever timeline they're dealing with.

-  [B]Job's Done[/B]:  many/most villains in comics (especially the lower tier crooks)  are often ONLY in the battle for the mission.  Whether it be the prize/money or the achievement.  Not all villains fight to the death and many comic villains actually have their own codes!  Surprisingly to many players not every villain WILL kill in battle!

-  [B]It's ALIVE![/B]:  sometimes the entire point of a story (RPG = encounter)  is the "origin story" (creation) of a new villain!  So sometimes their is a deus ex machina that stops the villain at that point.

-  [B]Villain Fight[/B]:  another classic "endgame" of the villains is that they squabble and fight each other  or  the big bad decides to "eliminate" his foolish minions for their incollence. 




Anyway...
I get frustrated in games when players don't understand,  don't consider,  or even scoff at the fact a villain can't/won't or doesn't need to be taken down by punching them in the head,  and/or  KILLING them -  to "remove" them from the battlefield like a Chess Board.


Two questions.

#1.  Adding to my ideas above.  What other options have you seen/read or experienced that villains in superhero comics can be beaten beyond being punched in the head until all the hit points are gone? 

#2.  How would you get those points across to players starting a superhero game?  Without hamfisting the "win method" in each story/encounter by hinting heavily that their may be another way to BEAT the villain,  how would you make sure the players REMEMBER those options and try them?


looking forward to thoughts
-kev-

Fuck that noise!

I'm not opposed to "cursing" in normal life. I'm not a foul-mouthed sailor-man either... It doesn't offend me, though I know when it's appropriate and not in real life.

However, in game play ...
I get *shocked* out of game and dislike when players use swear words that are NOT in the style/fiction of the game world. I would get frustrated if a player or NPC started saying "Fuck this, cocksucker...", etc...

I'd rather the player say "Blork that" or some other word that the group establishes as in-game fictional curse words.

So... our modern colloquialisms bug me when used inappropriately in settings. That said... playing in a White Wolf modern game having a pissed off PC/NPC go on a cursing rant "Pissant, cocksucking, Fucktard fuckers!! Eat shit and die!!" is perfectly in-game to me.

For example...
In an Iron Kingdoms game I GMed, I actually mentioned this when a player said "fuck" and asked them to use "Farg" instead (a word I made up on the spot) to represent the curse word "fuck" in that game... because "fuck" took me out of it... LOL
I'm weird that way!


I'm wondering what other folks think/do for this... Or if it's even ever been something you've considered.

Creating a life...

a truly nice breakdown of how the central act of traditional roleplaying is supposed to work.

You're not just making a story: you're bringing a character to life, and allowing that life to be challenged - and that collaboration creates the story, the drama, and the unique joy of rpgs.

Game Paraphenalia Essentials

What are mine?

Wednesday, December 29, 2010

Secret Origins - repost of Jeff Grubb blog

Friday, February 05, 2010

Secret Origins

The recent post in Grognardia about the original Marvel Super Heroes game has garnered a lot of comments, most of them of the "boy, we loved that game when we were kids" variety. In fact it has been picked up by the blog for the Stranger, one of Seattle's free weeklies. And its gotten me all nostalgic about the old days. So here are thirty things about the Marvel Super Heroes and its history. Some of these I've said before, but here they are in one place:

1) What was to become the Marvel Super Heroes game was originally a homebrew super hero game I ran in college as a break between D&D campaigns. At that time I called it Project Marvel Comics. It was set in the Marvel Universe (a smaller place back then in the late 70s, when there was one X-men book and it had until recently been bi-monthly), in West Lafayette, Indiana, home of Purdue University, my alma mater.

2) The heroes were all members of the Junior Achievement branch of the Avengers (this was before the West Coast Avengers or others of that ilk). They were all original heroes, with guest stars from the Marvel Universe. The group of heroes (both in campaigns at Purdue and later in Pittsburgh) included such luminaries as Big Man on Campus, The Crimson Ram, Carl the Firebreather, and Super-Pin, the pro-bowler of steel. It was a pretty light-hearted game that involved destruction of large chunks of the wherever we were playing. Eventually the heroes got to visit New York City, where they met Spider-Man and fought Mayor Koch. I originally intended that to work out the other way around, but that was the nature of the campaign.

3) Soon after I joined TSR in Lake Geneva, all the designers were asked for "Blue Sky" projects - what they would do given their druthers. I did not suggest PMC first. Instead I suggested a very dark cyberpunk campaign (this would be, 1982 or so). Very dark and bleak. So bleak that it ate a hole through the bottom of the file cabinet. The management came back and asked what my second choice was. At this point I suggested Marvel Super Heroes.

4) The two dominant Super-Hero games at that time were Villains and Vigilantes, which was relatively light and popular in the East Coast and Midwest, and Champions, with was number-crunchy and popular in the West. I liked both games - V&V had my favorite power - Mollusk Control. Champions was very much about fine-tuning your character and was the first RPG I encountered that encouraged serious min/maxing of the characters.

5) About that time, Mayfair games announced they had the license to do an RPG for Marvel. TSR double-checked and found that they did not have the license. TSR then got the license with Marvel. Mayfair soon afterwards got the license for DC. When their game came out, I gave it a nice review in DRAGON magazine. Mayfair used part of that review in its marketing. I was asked TSR's management not to write any more reviews.

6) FASERIP was the listing of the stats of the game - Fighting, Agility, Strength, Endurance, Reason, Intelligence, and Psyche. In the original PMC it was FASECMT - Fatigue, Agility, Strength, Endurance, Cosmic, Magic, and Technology. We also had FEATs - Functions of Exception Ability or Talents. Very Marvel Universe.

7) Karma, a spendable experience point that could be used to increase abilities or modify die rolls, was a descendant of the Hero Points from the earlier Top Secret game, but more granular.

8) The original PMC was more number-crunchy in its first incarnation. We quickly moved to what would become the Universal Table, a color-coded chart that was the one-stop shop for task and combat resolution. It is a descendant of the old Combat Result Table from Avalon Hill and SPI wargames.

9) Once I started working on the game for TSR, I think I went through about five different version of the Universal Table during the design at TSR before ending up with the one you see in the game. I would lay one out on Monday, Zeb Cook would shoot holes in it Tuesday, and I would try again Wednesday. I think it was five versions - it only feels like a dozen.

10) Original credits for MSH (later called Basic Marvel or the Yellow Box) were Jeff Grubb and Steve Winter. I did the mechanics and very rough draft, and Steve turned it into the Marvel style text. I think he did a great job at it, and that's why we're co-creators on the original, a veritable Claremont and Byrne.

11) We playtested the rules in-house with other designers. They also playtested it with kids, about 9 or 10. They videotaped the playtest, and made me watch it. I think they had to tie me into the chair. It was very illuminating about how kids used the game, but I really hope someone burned that tape.

12) It took longer to work out the licensing deal than it did to design the game. In the end, we were at the printer, ready to run, waiting for the final language for the legal statement.

13) The game was almost called "Marvel Comic Book Heroes". Our marketing department changed it because that was what people thought of when they thought of Marvel - comic books. I protested and was told that they didn't want "everybody and the janitor" getting involved in the marketing process. I ended up in a couple comic book shops in the Wisconsin and Illinois area with a questionnaire to disprove their point.

14) I would take liberties with the legal indicia (the mouse-print in the front of the book) on future projects. I think I used the phrase "Mess with Hulk's Lawyers, and Hulk will smash!" and that one got through, and soon afterwards I stopped writing the legal indica.

15) The original game got a mixed critical response. The reviews of the time were of the type of "Well, its OK if you like that sort of thing" or "It's a little basic" (well, yes. Yes it was). Champions did a very nice job holding down the very-complex end of the spectrum, and this one was going to be easier to run and play. One review dinged us for our "Face-front, True Believer" tone. A few years later, when we did the more hobby-market Advanced set (the Blue Box), the same reviewer complained that he missed the "Face front, True Believer" tone of the original.

16) The contract called for a dozen products from TSR in the first year. We were unsure if that meant a calender year or a full year from the first product. That was one reason we had so many early products, 16-32 pages in length. We had the advantage that we had the entire Marvel Universe to play with.

17) We were also an early pioneer for full-color maps in the gaming product, since the game used area movement. The city maps could be eventually fitted together into a larger city. It was kinda New York, but I made the mistake of making the numbered streets East-West instead of North-south. The businesses were all named after other people in the company, until someone in management found out that didn't like the idea and we stopped.

18) I was incredibly excited when we got John Byrne to do a cover for us - Murderworld. On the back of his original art were some sketches re-drawing the TSR logo.

19) Working with Marvel was great. In those days, all the art was in a warehouse "across the river". To get pick-up art, I could ask by issue and page number, and they would send out the stats. It was very easy, and the process made it possible for us to do a lot of things very quickly.

20) Another Murderworld story - Someone at Marvel's legal department asked us to put all the trademarked names in ALL CAPS. We pointed out this was a bad idea but they insisted, which is why the names in Murderworld are in ALL CAPS. After they saw the product in print, they changed their minds and we went back to the original presentation.

21) Marvel owned all the characters, of course. I created one character, Cascade, for an Alpha Flight adventure. They never picked him up. Pity.

22) When we did the Basic MSH, Marvel didn't want us to put in any character generation - they wanted people to play Marvel character (which makes sense). We put in a rudimentary system in the back. When it came time to do the Advanced Set, Marvel sent the note "Whatever you do, be sure to put in a character generation system. That's what fans really want to see." I'm not bashing on Marvel here - they were learning like we were learning.

23) MSH did a wonderful job opening the doors of the comic book shops to RPGs. It arrived at a great time, when local direct-sale shops were blossoming, and looking for ways to expand. I'm sure a lot of them would have picked up D&D on their own, but it provided a nice bridge.

24) The first time we showed up as a company at the Chicago Comics Con (then in a hotel in Rosemont), we had a table in the hallway outside the main dealer's hall, and were armed with a map, a tripod with a picture of the cover on it, and some metal miniatures. We gave away a lot of Wolverine miniatures at Comics Con to people who would play our demo, and to this day people tell me they got a miniature from me.

25) The Ultimate Powers Book came about because one of our editor's boyfriends was in the office, making a list of every superpower he could think of. One of the managers found out about this and thought it was a great idea, and that was how the UPB came about. That sort of thing happened more often than you would think.

26) Similarly, the Official Gaming Handbooks came about from the same sort of inspiration - A manager reasoned that Marvel must have computer files of all the text from the original Official Handbooks of the Marvel Universe (OHOTMU), so all we have to do is add the game stats. Unfortunately, Marvel DIDN'T have all the text in a computer file, and we had to input it all in. In-house, we referred to the large books as "The Phone Books" since they were the size and shape of the Lake Geneva White Pages.

27) Early on, we had a knack for publishing things that were immediately outdated in comic book continuity. We would publish a map of the Baxter Building and they would blow it up. We would do an Alpha Flight adventure and they would change the line-up dramatically. Peter David once suggested we do a New Universe adventure so they could wipe out the line (they did, eventually, without my help).

28) Most of the fan comments I got about Marvel over the years fit into three categories:
1) I love your game!
2) I love your game, and here's how to fix it!
3) I play Champions, but I buy all your stuff to convert it over!
29) Eventually, I drifted off to other projects, and the responsibility for running the line moved to Steven Schend, who did a great job through the phone books and later projects. He was also our next door neighbor in Lake Geneva. Thanks, Steve!

30) We ran the Marvel-Phile articles in Dragon magazine for what seems like forever - so much so that I became a "Contributing Editor" on the masthead. The main purpose for the articles were to cover characters that changed suddenly, or character that would never show up in a regular product (say, Howard the Duck). We even did ROM, Spaceknight, which resulted in Marvel and Hasbro getting together to figure out who actually owned the character.

Finally, my best Marvel games were always ones were people brought their own heroes into the world of Marvel Comics, mixing their own stories with the "established continuity". It was a blast, and I really enjoyed it, and it feels very good to know that the game still has a warm spot in a lot of gamers' hearts.

OK, enough being old school and nostalgic.

More later,

Monday, December 27, 2010

As your Lawyer I advise...

There are a million more nuances, approaches, styles, tricks procedures...but that's it: Say yes & Don't invest.

Honorary mentions and tangential formulations: be a good person, be a good friend, bring the enthusiasm, bring the awesome, be a fan of the characters.

Be involved and engaged, ready to go when it's my turn, and able to cede my turn to the other players once I'm done. Pass the spotlight around.

Gaming is about hanging out with friends, not playing by rules. Once the latter gets in the way of the former, you've stopped gaming.

Remember, the players aren't your enemies. They're your entertainment: give them room, and they will find ways to be either awesome or awesomely stupid; either way, I get entertained.


Don't get bogged down with the rules, especially when it comes to skills. If you don't know the rule, and can't find the rule in about 5 flips of the page, roll versus the most applicable statistic, and maybe apply a quick modifier.

Let the players do cool shit in combat, like swinging on the chandelier. You'll spend most of your time in combat anyway, so you might as well make it more interesting than "i attack, i hit, i do 7 damage".

Reward good description and good roleplay with mechanical benefits, no matter the system, no matter the situation.

Make a normal, average everyday GMPC that tags along with the characters to do some mundane thing that the players can't be bothered spending the XP on to learn, like pilot the boat or fence stolen goods, but is otherwise useless.

Speak in funny voices.

For playing, trust your GM.

Be on the same page as your GM and the other players.

If you're playing bad guys, be bad constructively for the game. In fact, always favor constructive actions that help the game, whether good or evil or in between.

Don't roll unless both success and failure will mean something interesting.


Try to stay focused on the game. It doesn't have to be constant laser focus, but  makes it suck for everyone else.

Let the other players play as well.

Sunday, December 12, 2010

Tuesday, December 7, 2010

Sunday, December 5, 2010

Phone/Computer APPS + Table-Top = ???

[Zombie Game] Using phone/computer apps for/at Table-Top RPG

Watching "The Walking Dead" my girlfriend mentioned the app we have on our (Android) phones called "Zombie Run".
"Zombies, Run is a trans-reality game for the Android platform that pits you against a world full of zombies in a race for your life. This game requires you to have your GPS enabled and that you're outside before you can play.
After you select zombie type/speed options, the app will take it's time trying to figure out exactly where you are. Once it's done locating you, it will ask you to enter in an endpoint for your journey. Once you do that, the game begins and it's your job to get to your endpoint without running into any of those red dots representing zombies."
My question is... Has anyone used it for your table-top games or anything like this to build a zombie survival experience?
Another idea I had for GMing a zombie game would be to invite the game gang over to my apt. start the game (as if they are coming into my apt for a game) THEN say that I (as an "NPC") go outside to get something and the zombies KILL ME!! The players "see" this from the window and then need to deal. The zombie invasion has begun!!

Now... The players can use anything in my (the recently in-game dead version of me) apartment to help their plan and escape. From using (taking) my computer (for Google Earth or other maps/resources) to anything they could LITERALLY find in my apartment to use to survive.
Out-of-Game, I'd plan the game day to even allow everyone to "search" my apt and possibly even go outside (limited) in my apt. building, my car, and even my building's garage, and cars parked outside. Whatever they can "scrounge" from that limited source. They can record on their character sheets!

Then we return to my apt for the table-top fun of any "planned" encounters I've created for the game session. All based on the players leaving from my apartment and moving about the local area. (an area I know well, of course)


Anyway.
I'm wondering what people think.
Any suggestions, thoughts, questions or advice if you've tried something like this before.

Especially if you can think of any "technology" used for a laptop or (Android) smart-phone that might add options (like the idea above for a "Zombies, Run" app).

Anything?
-kev-


PS... my Zombie RPG of choice is the wonderful "All Flesh Must Be Eaten", but I'm open to hearing other ideas that might work in tandem with any of the above technology ideas.
Edit/Delete Message

Saturday, December 4, 2010

Modular Modules

the requirements of story structure apply to DMs and adventure writers just as much as to novelists, playwrights, and screenwriters. As a unique form, RPGs have some unique adaptations … but perhaps not as unique as we'd like to think.
For example, act 1 of an adventure—the setup—tends to be very short. Characters typically meet a patron who needs their help, get some exposition from that character, and launch directly into act 2. Alternatively, they might stumble right into the main plot on their own with hardly any act 1 at all.
Act 2 occupies the bulk of the adventure as characters fight their way through a series of conflicts before finally cornering the villain. Then act 3 kicks in for the final confrontation—and that's usually where it ends. Seldom do we get a real denouement, a 'scouring of the Shire' to bring it all home after the chief evil has been vanquished.
In Dungeon, we publish three types of adventures: encounters or encounter sites (1-3,000 words) that are like one-act plays; side treks or delves (4-6,000 words) that are like short, off-Broadway productions; and feature adventures (8-16,000 words) that are the hour-long TV dramas and feature films of the magazine. Each should have a setup, a confrontation, and a resolution, whether it's a one-session delve or a multi-level marathon.

Rule Pixel-Bitching... ugh

Thursday, December 2, 2010

Gooooooo TEAM!

getting the "TEAM"
together. I'm not that concerned.

As for gathering a "team"... There are a couple ways to go when playing a game.

#1. No explanation or It's in the backstory: Where the group just agrees that
for whatever reason the team is already together.

#2. GM forced: Where the team is just assumed and/or put together by the GM.
Sometimes having an NPC "employer" or the like to say "you're a team!" and
done.

#3. Player created: Where the players come to the table looking to role-play
through the team creation. Looking for ways/opportunities to role-play and form
the team in-game.



I will note that in my humble opinion, gathering a TEAM in the game is one of
the PLAYERS responsibilities. The GM can help this with setting up situations
and giving opportunities, but in the end - obviously my preference is option #3.
The players want to play a game. A role-playing game is almost inherently going
to need some form of "team" no matter what setting/system or set-up. So the
players SHOULD come to the table willing to role-play their characters and find
means, methods and options to "build" the team in-game. Even if their PC hates
the idea of a "team" the player can angle that PC to "accept" or "deal" with
being on the team... while (perhaps) another PC is "ACTIVELY" looking to form
the TEAM.

Who needs a GM?

Wednesday
Why is there only one person that's the GM, calling the shots, making the rules...