Monday, August 7, 2006

Recent reads

I enjoyed Danny Fingeroth's Superman on the Couch, but I'm not sure how much I really learned from it. I got the impression that Fingeroth was writing to a more general audience. Superman on the Couch does a good job of explicating the underlying premises of our most beloved comic icons. But the results of these explorations end up looking completely obvious to me. This leaves me with the impression that Superman and Spider-Man are really just as shallow as many people suspect. That doesn't bother me much, but I bet that conclusion wasn't the one Mr. Fingeroth was hoping I'd reach.

It's somewhat suprising that the Anthony Rogers of Philip Frances Nowlan's Armageddon 2419 A.D. is the forerunner of Gil Gerard's character from the TV show Buck Rogers in the 25th Century. Anthony Rogers isn't an astronaut and no part of his original adventure takes place in outer space. Nonetheless it was a nifty adventure yarn, albeit lacking in the sturm und drang I like in my sci-fi. The violence is described in an almost clinical fashion, the first person 'memoir' narration is often detached from the emotional impact of each scene, and Anthony and Wilma Deering's courtship is so chaste you'd think June Cleaver was the author.

The epilogue (almost assuredly written by editor Spider Robinson) attempted to hamhandedly justify the blatant racism of the original tale. No, Mr. Robinson, the evil Han aren't space men that happened to start their invasion of Earth in Mongolia. They're the Yellow Peril and we all know it. A lot of good fiction from bygone eras has racism embedded in it, but whitewashing (ahem) the issue will not make it go away. Yes, I flinch when the writings of favored authors like Howard or Lovecraft wax racist, but I'd rather flinch than see their words altered or justified by later fans.

Sunday, August 6, 2006

Notes from a Gamer Geek Party

Yesterday the family and I attended a party hosted by Dave and Heather, two longstanding members of the local game scene. It was fun to spend a couple of hours talking with maybe a dozen fellow gamers in a non-game setting. Nobody smelled of cat piss. Dave and Heather did a good job when drawing up the guest list. At no point did I overhear anyone discussing game theory or speculating as to the contents of a fourth edition of D&D. So yay for that. A couple gamers pitched me the second edition of Mutants & Masterminds as a game that might suit my needs, much moreso than the original version of M&M. Apparently M&M 2e does away with tactical combat, one of the parts of the original that I didn't like. It was also recommended to me that I take a pass on Truth & Justice. One source told me that my own past efforts at FUDGE were close enough to Mr. Underkoffler's work as to make it a waste of twelve bucks. I wasn't expecting to hear that. We also talked a bit about Traveller. Since GDW's offices used to be less than an hour from here, a lot of the old guard can still be found locally.

On a personal angle most of the players in my now-defunct supers game (see the post immediately preceding this one) were at the party. We had a laugh over the fact that none of us had every seen a game end via blog before now and shot the breeze a bit on the subject of what we're going to play next. Also at the party was an ex-girlfriend of mine. We haven't really talked since she dumped me. Seeing her again was... awkward. You'd think that bumping into her wouldn't weird me out all these years later, but it still kinda does. But I also got to see many of the players from the Pancake Hut Gang. I seriously need to play with those folks again. They're great for games involving large explosions and fist-fights.

Friday, August 4, 2006

Speaking of superheroes...

First off, I heartily suggest that anyone interested in supers gaming ought to read RPG Pundit's post yesterday and the comments following. Now, on to the post.

One of my incomplete game projects right now is Home Team, a Marvel Universe superhero game. The basic concept is that the PCs are the primary defenders of Manhattan while all the big names in early 80's Marvel comics are off fighting the Secret Wars. I really liked that concept, as it allows me to bring a lot of third rate Marvel villains out of the wood work. (The campaign is set a couple years before Scourge starts offing guys like Turner D. Century.) I like the PCs, being especially enamored of The Dingo, the character whose premise is "What if baby Kal-El's rocket landed in Australia?" (That's exactly the sort of question no one ever needed to ask but the answer is pretty funny to see in play.) And the player group is tight. Don, Sue, John, Paul, and I have been gaming on and off together for over a decade now. They're pretty dang cool people to game with. Lately I haven't been getting together with that group as much as I used to, and one of the reasons I want to do this campaign is to remedy that situation.

But the campaigns has flaws. I might call the whole project a failure if it weren't for the fact that the players are enjoying themselves enough that I get emails from them asking me to schedule the next session. I've been dodging the next session for a while because I first wanted to get a handle on why I see this campaign as a train almost ready to derail. At first I was looking for the One Big Issue, the resolution of which would turn the game golden. But now I realize that at least three things are wrong with the campaign.

First, there's the system. We started out using an old copy of Palladium's Heroes Unlimited. Randomly generating the characters was a hoot, but the combat system left much to be desired. Later in the campaign, at my suggestion, we converted the HU characters to Mutants & Masterminds. M&M is a great set of mechanics, but I had the same basic problem with it as I currently have with D&D 3.5: making bad guys that are properly balanced against the heroes is a lot of work. And I'm not entirely convinced that a direct descendant of the D&D combat system can ever really capture the awesome-osity of a good superhero throwdown. But having switched systems once already, I am hesitant to ask the players to switch again.

And what do I switch to, anyway? Part of me wants to go back to where I started in supers gaming: the old FASERIP version of Marvel from the 80's. That would give me some great advantages. I have a ton of characters for my setting already statted out. MHAC7 Concrete Jungle alone gives me a campaign worth of bad guys. And the system is so easy that even though I haven't played it for almost 20 years I can still make characters with hardly a glance at the rulebook. The downside is that at least some of my fondness for this game has got to be nostalgia. What if we start using FASERIP and it turns out to suck? Do we switch again? I can barely contenance a second conversion, I can't bear the thought of switching systems a third time.

The two other systems that I have been looking at are Mikko Kauppinen's Powergame and Chad Underkoffler's Truth & Justice. Internet freebie Powergame is a close relative to Marvel Super Heroes, basically substituting small d6 dicepools for the big coloful percentile chart that powers MSH. I wanted to try it for several years now. I haven't seen the insides of a copy of Truth & Justice yet, but a lot of very smart people are saying credible things about it. I haven't bought a copy because I bought every other super game that seemed to hold out hope for rocking. And here I am, 2 decades and God knows how much money later, still talking about Marvel friggin' Super Heros. Maybe T&J will be different. A lot of people are saying it's a game for the FASERIP fan. So I hold out a glimmer of hope.

And system is only one problem with the campaign. Another problem is that the NPC cast is woefully under-developed. Sure, there have been plenty of villains to punch, but there's been no Jarvis or J. Jonah Jameson. What little cast we've used needs to be properly fleshed out. And the PCs need their own unique NPCs. In the earliest posts on his comics blog, Scipio of The Absorbascon makes a convincing argument that the greatest superheroes achieve depth through the strength of their supporting casts. He calls the concept the Dynastic Centerpiece, wherein you build a cast around the hero. One of the reasons the iconic Justice League (Superman, Batman, Wonder Woman, Flash, Green Lantern, the Professor, and Mary Anne) possesses so much gravitas is because so many of the characters come to the table with their own storied past. Giving each PC in my campaign something like their own dynasty would go a long way towards achieving that effect. And it would give each PC more to do besides running around stopping rampaging villains and performing missions for Nick Fury. Superhero comics aren't all about ridiculous urban fisticuffs, there's also the ridiculous soap opera portion. And my campaign has been seriously lacking in the latter.

These first two concerns are fixable. Switching systems sounds awfully painful, but can be done. Heck, if we switched to Marvel I could do 90% of the PC conversion in my head. It's not the mechanical crunchery that worries me, rather I find it appalling rude to ask my players to adapt to new system, again. But my third problem is much harder to solve and still retain the Home Team game: I no longer enjoy GMing a game set in someone else's comic continuity. When I started this project I looked forward to playing in the sandbox of the comics I grew up reading. But whatever bug was in my system when I started this project seems to be gone. If I do another supers game I want to start from scratch, with no expectations that come from working with an established universe. But to take the Marvel out of Home Team is to rob the campaign of its identity. I don't see a solution, other than simply quit while we're behind or to tough out a few more sessions of campaign I'm not digging in hopes of bringing some sort of closure to the lives of Radar Man, Cyborg, the Dingo, and Jill Montgomery: Agent of SHIELD. And if I choose to try to see this project to the end, do we try to cram some more NPCs in? Do we switch systems for a few sessions? Would it do any good to follow through on these ideas, knowing that the GM isn't fully committed to the campaign? Maybe fixing the mechanical and structural issues of the campaign will be enough for me to be more enthused about running some sessions. Or maybe it will be much effort expended only to see the game fizzle out.

Even with that third concern, I'd still like to find a way to become re-energized about the campaign and play out the rest of the planned "12-Issue Limited Series". It may be that one of the reasons I don't have that energy level is because I spend so much of my free moments prepping for my current D&D campaign. Perhaps the solution is as simple as re-approaching this problem after the Wild Times game ends. Trying to solve this problem and run an ongoing, high-level D&D game may just be too much for my brain to handle.

I don't think any of the players of the campaign are regular readers of my blog, but I'm going to e-mail them a link here. Hopefully they'll post some comments or e-mail me a response. I want to hear what they have to say about these things. I've been letting this campaign hang over me like a dark cloud for a while now, but I needed to sit down and type out the problems in order to really see what's been bugging me.

Thursday, August 3, 2006

A No-Brainer

I haven't been following it, but this year's Big Event from Marvel Comics is a little number called Civil War. The basic premise, as I've gathered online, is a rift between two groups of superheroes. One side favors government oversight and regulation of superhero activity and the other prefers the normal wild west state of affairs. In order to play to the tension of the event, fans are taking sides. I've seen banners on websites in support of the leader of one or the other faction. It seems you have the choice between:

This is the greatest comic book cover in the entire history of forever.


Captain America: The guy who has been punching Nazis non-stop for 6 friggin' decades.

-OR-


I hear he and Dick Cheney go hunting together sometimes.

Iron Man: Rich playboy/washed-up drunk.

Is that really supposed to be a tough choice? Can anybody explain to me why Spider-Man and Thor are apparently siding with Tony Stark over Cap? Why does Thor care about the politics of mere mortals at all?

I suppose if Cap where on the side of oppressive government sanctions against supers and Iron Man was for vigilante action, you might be able to make a case for siding with Shellhead. That might be an interesting scenario. But Captain America is on the side of unauthorized badguy punching and Tony Stark is for NSA wiretaps.

As the man himself would say: 'Nuff said.

My 3 PCs

Lately I've been thinking about the kind of characters I play in D&D. I'm starting to suspect that every PC I've ever gotten a kick out of falls into one of three stereotypes. First there's the Fighting Man, who wants every problem to be solvable with a straight-up throwdown. Osric, my current Alidor PC, is this kind of character, as was Bart Bolt, one of my all-time favorites. Osric and Bart have clear differences in personality, but when push comes to shove the only way they know how to overcome life's little difficulties is by whacking on them.

Then there's the Affable Scoundrel, who is usually some sort of multi-classed half-elf. Endric Greencloak, the world's laziest druid, and Randolph of Falcon, the bard who would rather train pokemon than be the messiah, are my two most recent examples. Despite noticeable cowardice these guys go on hair-raising adventures because working a regular gig is completely abhorrent to them. Few day jobs win you glory and fabulous treasures.

The third type of PC I usually play is the Wee Bastard, a right rotten little fooker who gets ahead any way he can. My most notable example of this type would probably be Razzak Gristlyguts, a renegade xvart witch doctor who traveled with an otherwise normal group of elves and dwarves and humans. Lord Munge, my half-orc assassin/cleric of Demogorgon, also falls into this category even though he was of average height. His heart was tiny and twisted, and that's what really counts.

Maybe there are some other types of PCs I can play and just don't realize it. I do the dungeon master thing a lot more often than I run a player character. But since hooking up with Jon's Alidor campaign I've fallen in to two of these three basic types without really considering any other possibilies. Maybe I play pretty much the same 3 characters over and over, but if Osric buys the farm now I have at least one idea for a replacement. I'm thinking a character modeled on Belkar from Order of the Stick would make a perfect Wee Bastard for Jon's campaign.

Wednesday, August 2, 2006

The next adventure for my campaign?

It looks like those nifty folks over at Goodman Games have come through for me again. This month they are scheduled to release Dungeon Crawl Classics #33: Belly of the Great Beast, an adventure suitable for PCs of level 21 to 24. This adventure might be just what the doctor ordered after my Wild Times group has completed the current "Infernal Legion" plot arc. I'm cracking myself up at my own use of the term 'plot arc'. Beating the hell out of a bunch of devils hardly deserves to be referred to as such.

If you're not familiar with the Dungeon Crawl Classic line it really is great stuff. The basic idea is to combine the design ethos of the best of the 80's D&D adventures with the modern mechanics of 3.5 D&D. Wrap it up in a trade dress that's a respectful homage to the TSR modules of the era, and *presto*, perfect material for the old school dungeoneer playing by the new rules. My campaign wouldn't have gotten this far without the excellent DCC #14: Dungeon Interludes.

Tuesday, August 1, 2006

I Like Swords, Part 4: Classic Traveller

8-Bit Theater rules!In Part 1 of I Like Swords I statted up three blades for S. John Ross's Encounter Critical. Part 2 put some Mazes & Minotaurs weapons on the field, as well as M&M stats for some totally sweet ninjas. I Like Swords, Part 3 ended up as a d20 homage to the classic 80's barbarian flick The Sword & The Sorcerer. For today's installment it's time to break out the light sabers.

Now, I want to warn any kids reading this that they shouldn't try this at home. Statting laser swords for Traveller is highly heretical and could get you expelled from the Secret Cabal of Traveller Nerds. I'm already on thin ice with those guys for my use of apocryphal scriptures. All kidding aside, adopting these sorts of things to your own campaign can kinda freak out some of the more intense canon monkeys in the Trav scene. But most geeks have their own buttons. I'm one of those Han Shot First guys, for example.

Anyway, here are some Classic Traveller combat stats for a quartet of energy blades. For more information on the first two items below I highly recommend Clifford Linehan's article "Mondi Plasma Saber".

Plasma Saber

Damage 3d6+2

Required Dexterity 6
Under Required Dexterity DM -3
Advantageous Dexterity 10
Advantageous Dexterity DM +2

Close Range DM -2
Short Range DM +1

No Armor +2
Jack +2
Mesh +2
Cloth +1
Reflec +2
Ablat +2
Combat 0

Dual Plasma Saber

Damage 3d6+2

Required Dexterity 7
Under Required Dexterity DM -3
Advantageous Dexterity 11
Advantageous Dexterity DM +2

Close Range DM -4
Short Range DM +2

No Armor +2
Jack +2
Mesh +2
Cloth +1
Reflec +2
Ablat +2
Combat 0

Anyone with at least 2 ranks in Dual Plasma Blade skill may make 2 attacks per combat round.

[Right here I was gonna drop an awesome pick of Obi Wan and Darth Maul throwing down. Frickin' Blogger.]

Psi Focus

These weapons are inert rods of metal and crystal, except in the hands of a properly trained Psionic (treat the skill for this weapon as a "Special" psionic power). When activated by the users own Psionic powers, the Psi Focus produces a nearly invisible sword-like blade of force.

Damage 4d6

Required Psi 5
Under Required Psi DM -2
Advantageous Psi 8
Advantageous Psi DM +2

Close Range DM -2
Short Range DM +1

No Armor +1
Jack +1
Mesh +1
Cloth +1
Reflec -1
Ablat +1
Combat +1

Electrofoil

A handle with a thin, semiflexible antenna-like extension. When activated this weapon crackles with electricity. This weapon is popular with nobles on some high tech worlds.

Damage variable. "Soft contact" sporting units do only 1d-5 points of damage. "Hard contact" sporting units do 1d-3. Full combat models inflict 2d+1 damage. Some units are built with a switch allowing the user to vary between these options.

Required Strength 4
Under Required Strength DM -1
Advantageous Strength 8
Advantageous Strength DM +1

Close Range DM -1
Short Range DM 0

No Armor 0
Jack -1
Mesh +2
Cloth -1
Reflec 0
Ablat 0
Combat -2

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