I took one day off from working on these characters that I started after seeing what +Jacob Possin had started with World's Strongest. He's been at it full steam ahead and my one day off has turned into several. Let me try to explain why.
1. I have been fighting off a cold all week and each day it gets worse rather than better.
2. Jake and I had a long talk about writing and writing goals the other night. So, what very little energy I have had, I have put toward failing to meet my writing goals.
So, in either case, folks, it really just comes down to human frailty and bad timing.
Not one of my characters has that, well maybe Ms. Miracle, but she got better.
I'm coming back to this, but it may or may not be today.
You know, for all the years I played Palladium, I'm still finding out new things and I STILL can't get character creation under 2 hours. It's like I say, there's a mini-game of character creation before the game starts.
I hope to have some new characters up soon, even though I have to rename my next one due to Jacob's release of Seraph. That's not a whine, but a "rat's foiled again" by someone who is kind enough to allow me to enter his circle although his capabilities are certainly beyond mind. Remember: being the smartest person in the room is boring. Instead, surround yourself with people smarter and more skilled than you are in hopes it'll rub off.
Now, to deal a bit more with the man cold and I'll be back after these messages....
Showing posts with label role-playing game. Show all posts
Showing posts with label role-playing game. Show all posts
Sunday, December 3, 2017
Monday, November 27, 2017
Heroes Unlimited: Ages of Astonishment and The Iron King of Asgard
Previously, in the Age of Astonishment . . .
Hunter, a elven weapons master
Ms. Miracle, a empowered gymnast
Today's entry is going to be a little different. While I enjoy making heroes based on the Palladium rules, what good are heroes without a good challenge? This post is going to talk about one of the the BBGs of my Palladium world of super heroes. It's also going to introduce you all to an organization I've had in mind for quite some time. I'm also going to get into all that background information before the stats.
He worked his way from the mines up to Midrealm. It wasn't easy, or even allowed back then, but what would become our legends were dying around him. His world was ending, but he was not ready to go quiet into that dark night. Instead, he came into ours. His existence was lonely at first, but how long would that last? That answer would shock him as much as if the people around him today were to discover who--what--he really was.
The days and nights turned into months. The months into years. The years into decades. Decades into centuries. Then centuries into millennia.
Lar's son, could not die.
Maybe some of the magical energy of his homeworld had escaped with him. Maybe it was a curse for not staying and dying with his kind. Even over all these years, all the studying he has done, he can't figure it out. He has figured out a lot of things, though.
The dwarf would become Eric Larson over the ages. He would found Larson Technologies and then he would change the name to something....more marketable. Asgard Technologies had a certain ring to it. It also enabled him to gather the resources he would need to revive his dead world. Now, The Iron King lays plans for a new tomorrow to usher in an ancient world.
Asgard Technologies itself has become a mega-conglomerate. It has arms in virtually every industry and all over the world. The headquarters is a city-sized island of metal and resin floating above the Atlantic.
The Iron King
Real Name: Eric Larson
Race: Dwarf
Gender: Male
Age: 4,000-ish
Height: 3'9"
Weight: 180 lbs.
Hair: White
Eyes: Blue
Level of Education: Doctorate
O.C.C. Immortal Godling
Level: 10
I.Q. 27 (+13% to all skills)
M.E. 17 (+1 save vs. psionic attack; +1 save vs. insanity)
M.A. 14
P.S. 41 (Supernatural) (+26 melee damage)
P.P. 10
P.E. 42 (+42% save vs. coma/death; +8 save vs. magic/poison)
P.B. 19 (45% to charm/impress)
Spd. 17 (240 yards/minute, 85 yards/round)
H.P. 294
S.D.C. 1,053
P.P.E. 253
Scholastic Skills:
Speak/Read/Write Dwarven ( 98% )
Radio: Satellite ( 98% )
Basic Electronics ( 98% )
Computer Repair ( 98% )
Electrical Engineer ( 98% )
Robot Electronics ( 98% )
Detect Ambush ( 98% )
Intelligence ( 98% )
Interrogation ( 98% )
Tracking ( 98% )
Wilderness Survival ( 98% )
Basic Mechanics ( 98% )
Locksmith ( 98% )
Mechanical Engineer ( 98% )
Criminal Science & Forensics ( 98% )
First Aid ( 98% )
Holistic Medicine ( 98% )
Paramedic ( 98% )
Medical Doctor ( 98% / 98% )
Pathology ( 98% )
Find Contraband & Illegal Weapons ( 98% )
Prowl ( 98% )
Pilot Automobile ( 98% )
Horsemanship ( 98% )
Pilot Jet Aircraft ( 98% )
Pilot Truck ( 98% )
Pilot Helicopter ( 98% )
Navigation ( 98% )
Read Sensory Equipment ( 98% )
Weapon Systems ( 98% )
Computer Hacking ( 98% )
Pick Locks ( 98% )
Archaeology ( 98% )
Astronomy ( 83% )
Biology ( 98% )
Chemistry ( 98% )
Chemistry - Analytical ( 98% )
Basic Mathematics ( 98% )
Advanced Mathematics ( 98% )
Business & Finance ( 98% )
Computer Operation ( 98% )
Computer Programming ( 98% )
Law - General ( 98% )
Research ( 98% )
Speak, Read, Write Dragonese/Elven ( 98% )
Secondary Skills:
Radio: Basic ( 98% )
TV/Video ( 93% )
Cook ( 93% )
Automotive Mechanics ( 98% )
Recognize Weapon Quality ( 88% )
Athletics
Body Building & Weight Lifting
Running
Cardsharp ( 68% )
Carpentry ( 88% )
Writing ( 83% )
Pick Pockets ( 83% )
Seduction ( 51% )
Swimming ( 83% )
Concealment ( 49% )
Palming ( 43% )
Weapon Proficiencies:
W.P. Axe +3 strike, +3 parry, +2 throw)
W.P. Sword (+3 strike & parry)
W.P. Automatic Pistol (+5 aimed, +3 burst. +2 wild)
W.P. Shield (+3 strike, +2 parry)
W.P. Blunt (+3 strike & parry)
W.P. Machinegun (+3 aimed, +1 burst)
Powers:
Extra Ordinary Physical Endurance
Alter Physical Structure: Metal
Spells:
Blinding Flash
Darkness
Fear
Energy Bolt
Eyes of Thoth
Armor of Ithan
Circle of Flame
Charm
Call Lightning
Wink-out
Locate
Havoc
Life Drain
Combat Stats:
HTH: Martial Arts
+6 attacks per melee
+4 roll with punch/fall/impact
+4 initiative
+8 pull punch
+4 parry
+4 dodge
Karate Kick + 4 more of choice
All Jump Kicks
Critical on 18 or better
Paired Weapons
+2 disarm
Leap Attack
Body flip/throw
Heal 5 x faster
Senses work 1.5 times range
+4 save vs. magic
+8 save vs. possession
+9 save vs. Horror Factor
Resistant to fire and cold
Gear:
Stonecutter: +1 strike and parry; returns when thrown, Ice Blasts up to 200 feet do 4d6 damage
Hunter, a elven weapons master
Ms. Miracle, a empowered gymnast
Today's entry is going to be a little different. While I enjoy making heroes based on the Palladium rules, what good are heroes without a good challenge? This post is going to talk about one of the the BBGs of my Palladium world of super heroes. It's also going to introduce you all to an organization I've had in mind for quite some time. I'm also going to get into all that background information before the stats.
He worked his way from the mines up to Midrealm. It wasn't easy, or even allowed back then, but what would become our legends were dying around him. His world was ending, but he was not ready to go quiet into that dark night. Instead, he came into ours. His existence was lonely at first, but how long would that last? That answer would shock him as much as if the people around him today were to discover who--what--he really was.
The days and nights turned into months. The months into years. The years into decades. Decades into centuries. Then centuries into millennia.
Lar's son, could not die.
Maybe some of the magical energy of his homeworld had escaped with him. Maybe it was a curse for not staying and dying with his kind. Even over all these years, all the studying he has done, he can't figure it out. He has figured out a lot of things, though.
The dwarf would become Eric Larson over the ages. He would found Larson Technologies and then he would change the name to something....more marketable. Asgard Technologies had a certain ring to it. It also enabled him to gather the resources he would need to revive his dead world. Now, The Iron King lays plans for a new tomorrow to usher in an ancient world.
Asgard Technologies itself has become a mega-conglomerate. It has arms in virtually every industry and all over the world. The headquarters is a city-sized island of metal and resin floating above the Atlantic.
The Iron King
Real Name: Eric Larson
Race: Dwarf
Gender: Male
Age: 4,000-ish
Height: 3'9"
Weight: 180 lbs.
Hair: White
Eyes: Blue
Level of Education: Doctorate
O.C.C. Immortal Godling
Level: 10
I.Q. 27 (+13% to all skills)
M.E. 17 (+1 save vs. psionic attack; +1 save vs. insanity)
M.A. 14
P.S. 41 (Supernatural) (+26 melee damage)
P.P. 10
P.E. 42 (+42% save vs. coma/death; +8 save vs. magic/poison)
P.B. 19 (45% to charm/impress)
Spd. 17 (240 yards/minute, 85 yards/round)
H.P. 294
S.D.C. 1,053
P.P.E. 253
Scholastic Skills:
Speak/Read/Write Dwarven ( 98% )
Radio: Satellite ( 98% )
Basic Electronics ( 98% )
Computer Repair ( 98% )
Electrical Engineer ( 98% )
Robot Electronics ( 98% )
Detect Ambush ( 98% )
Intelligence ( 98% )
Interrogation ( 98% )
Tracking ( 98% )
Wilderness Survival ( 98% )
Basic Mechanics ( 98% )
Locksmith ( 98% )
Mechanical Engineer ( 98% )
Criminal Science & Forensics ( 98% )
First Aid ( 98% )
Holistic Medicine ( 98% )
Paramedic ( 98% )
Medical Doctor ( 98% / 98% )
Pathology ( 98% )
Find Contraband & Illegal Weapons ( 98% )
Prowl ( 98% )
Pilot Automobile ( 98% )
Horsemanship ( 98% )
Pilot Jet Aircraft ( 98% )
Pilot Truck ( 98% )
Pilot Helicopter ( 98% )
Navigation ( 98% )
Read Sensory Equipment ( 98% )
Weapon Systems ( 98% )
Computer Hacking ( 98% )
Pick Locks ( 98% )
Archaeology ( 98% )
Astronomy ( 83% )
Biology ( 98% )
Chemistry ( 98% )
Chemistry - Analytical ( 98% )
Basic Mathematics ( 98% )
Advanced Mathematics ( 98% )
Business & Finance ( 98% )
Computer Operation ( 98% )
Computer Programming ( 98% )
Law - General ( 98% )
Research ( 98% )
Speak, Read, Write Dragonese/Elven ( 98% )
Secondary Skills:
Radio: Basic ( 98% )
TV/Video ( 93% )
Cook ( 93% )
Automotive Mechanics ( 98% )
Recognize Weapon Quality ( 88% )
Athletics
Body Building & Weight Lifting
Running
Cardsharp ( 68% )
Carpentry ( 88% )
Writing ( 83% )
Pick Pockets ( 83% )
Seduction ( 51% )
Swimming ( 83% )
Concealment ( 49% )
Palming ( 43% )
Weapon Proficiencies:
W.P. Axe +3 strike, +3 parry, +2 throw)
W.P. Sword (+3 strike & parry)
W.P. Automatic Pistol (+5 aimed, +3 burst. +2 wild)
W.P. Shield (+3 strike, +2 parry)
W.P. Blunt (+3 strike & parry)
W.P. Machinegun (+3 aimed, +1 burst)
Powers:
Extra Ordinary Physical Endurance
Alter Physical Structure: Metal
Spells:
Blinding Flash
Darkness
Fear
Energy Bolt
Eyes of Thoth
Armor of Ithan
Circle of Flame
Charm
Call Lightning
Wink-out
Locate
Havoc
Life Drain
Combat Stats:
HTH: Martial Arts
+6 attacks per melee
+4 roll with punch/fall/impact
+4 initiative
+8 pull punch
+4 parry
+4 dodge
Karate Kick + 4 more of choice
All Jump Kicks
Critical on 18 or better
Paired Weapons
+2 disarm
Leap Attack
Body flip/throw
Heal 5 x faster
Senses work 1.5 times range
+4 save vs. magic
+8 save vs. possession
+9 save vs. Horror Factor
Resistant to fire and cold
Gear:
Stonecutter: +1 strike and parry; returns when thrown, Ice Blasts up to 200 feet do 4d6 damage
Sunday, November 26, 2017
Heroes Unlimited: Age of Astonishment & Ms. Miracle
Yesterday, I followed in the footsteps of +Jacob Possin an dove headfirst into rekindling my love of Palladium RPGs, particularly Heroes Unlimited. I wrote up one of my favorite characters from that old game, Hunter, an elven weapons master. I dove right back in this morning before getting called away by real life obligations. But, now I am back and can't stop coming up with ideas and wanting to hurry up and get them down.
Jake went ahead and have his Heroes Unlimited setting a name, World's Strongest. I figured--as usually--he's right and I should probably do the same. So, now we have Heroes Unlimited: Age of Astonishment.
He's considering my characters and ideas canon--his main setting in Coast City and mine in Gatestone. I'll be doing the same.
Next, I'm going to create a character I had an idea for a long time ago. In fact, when I started this project yesterday, the character came to mind. But, I never had the Powers Unlimited books back when I used to play. The reason that matters is that I didn't think creating this character was possible in a RAW sort of way. Powers Unlimited 2, however, definitely made it possible. I still did a bit of tweaking to the rules to get things just how I wanted them, though.
For the most part, I used the Empowered Power Category. I combined it with the Imbued Power Category, though. There is a reason for this.
I came up with the idea when I was spending a lot of the time in the children's wing of a hospital. The character is, in short, someone who is partially paralyzed due to a debilitating disease, but an experimental medicine worked a lot better than was expected. The alterations I made should make sense once it's all put together.
Now, let me introduce you to. . .
Ms. Miracle

Real Name: Shelia Rhoades
Race: Human
Gender: Female
Age: 23
Height: 5'7"
Weight: 105 lbs. (170 lbs. in Ms. Miracle form)
Hair: Blonde
Eyes: Green (Gold in Ms. Miracle form)
Education Level:
O.C.C.: Empowered Hero
Level: 1
I.Q. 17 (+3% to skills)
M.E. 24 (+5 save vs. psionic attack; +7 save vs. insanity)
M.A. 18 (21) (+65% trust/intimidation)
P.S. 2 (57 - Supernatural) (+42 melee damage)
P.P. 4 (27) (+6 strike, parry, dodge)
P.E. 4 (35) (+8 save vs. magic/poison; +35% save vs. coma/death)
P.B. 19 (31) (+94% charm/impress)
Spd. 10 (56) (run 1,120 yards/min.; 280 yards per combat round)
H.P. 69
S.D.C.230
P.P.E. 21
Scholastic Skills:
Pilot Automobile ( 63% )
Mathematics: Basic ( 78% )
Speak, Read, Write English ( 98% )
Speak, Read, Write Spanish ( 73% )
Speak, Read, Write German ( 73% )
Speak, Read, Write Farsi ( 73% )
Speak, Read, Write Russian ( 73% )
Computer Operation ( 73% )
Research ( 83% )
Photography ( 58% )
Writing - Journalistic Style ( 48% )
Business & Finance ( 58% )
Law - General (48% )
Gymnastics
Acrobatics
Dance ( 63% )
Swimming ( 73% )
Secondary Skills:
Athletics
First Aid ( 48% )
HTH: Martial Arts
Climbing / Rappelling ( 73% / 63% )
Prowl ( 48% )
Art ( 38% )
Writing - Poetry ( 28% )
Cook ( 38% )
Powers:
All powers are only in Ms. Miracle form
Natural A.R. 10
Extraordinary Physical Prowess
Extraordinary Physical Strength (Carry 100 x P.S., Lift 200 x P.S.)
Physical Perfection
Extraordinary Physical Endurance (+1d4 H.P per level)
Enhanced Leaping Leap 15 feet x P.S horizontal, half as much vertically, if able to land on feet able to fall twice as far as horizontal leap distance without damage
Combat:
HTH: Martial Arts
+6 attacks per melee
+2 intiative
+3 strike
+4 parry
+3 dodge
+2 disarm
+7 pull punch
+8 roll with punch/fall/impact
+2 save vs Horror Factor
+2 save vs. mind control
+2 save vs. possession
+1d6 kick attack damage
+3 automatic dodge
+5% save vs. coma/death
Gear, Weapons, & Equipment:
Read the description that follows. he's rich. But, for her crime fighting, she doesn't need anything more than her medicine and her costume. She could admittedly do it without the costume, but this is a family friendly program.
Background:
Sheila Rhoades was an up and coming star in the gymnastics circuit. She always had a natural athletic ability and even made it to the Olympics when she was younger. She won a silver and travelled the world pursuing her passion. She also went to school on a full scholarship for her gymnastics, not that she needed the scholarship. Sheila comes from a rich and powerful family (note: private backers of Project Longshot).
She kept with her athletic studies while in school, but also studied international business in hopes of having a career in the family business--a worldwide financial firm known as Veritas, Inc. During one competition--one that was, by all accounts, going to be easy for her--Sheila fell. She couldn't move. At first, they feared the worst, that she had fallen and hurt her spine. The reality was actually much worse. Her spine is what caused her to fall. A rare degenerative disease was attacking her body.
She became wheelchair bound, all hopes of her furthering her gymnastics career squashed. Her family spent a lot of money looking for a cure. Nothing was working. There was no cure. The paralysis would only continue to grow until it caused her early death. That was all there was to it.
Then, one day, her father ushered her off to a lab somewhere in the mountains. They injected her with a experimental serum. Nothing happened. What little hope was left was lost. Driving home in the back of the limo with her father, though, something did happen. Sheila began to spasm uncontrollably. Her father rushed to her side, trying to help her. In a flash, she changed.
Her arms and legs struck out, but she had no control of them. They busted bulletproof windows and sent glass shattering toward the driver who lost control of the vehicle. The car plunged off a bridge into the icy waters below. Instinctively, Sheila's body twisted and contorted and leapt to safety.
The official story would be that her father had pushed her out the door saving his life just before he and the driver lost their own. Her brother took over the company, but she was able to find her father's information and contact the lab that had made the serum. She got more from Dr. Baki Damji. Their secret would be their own and she would take on criminals throughout Gatestone City under the guise of Ms. Miracle.
Note: The drug has killed anyone else it has been given to. It lasts for approximately 8 hours. Sheila has not developed any chemical dependency/addiction...yet.
Jake went ahead and have his Heroes Unlimited setting a name, World's Strongest. I figured--as usually--he's right and I should probably do the same. So, now we have Heroes Unlimited: Age of Astonishment.
He's considering my characters and ideas canon--his main setting in Coast City and mine in Gatestone. I'll be doing the same.
Next, I'm going to create a character I had an idea for a long time ago. In fact, when I started this project yesterday, the character came to mind. But, I never had the Powers Unlimited books back when I used to play. The reason that matters is that I didn't think creating this character was possible in a RAW sort of way. Powers Unlimited 2, however, definitely made it possible. I still did a bit of tweaking to the rules to get things just how I wanted them, though.
For the most part, I used the Empowered Power Category. I combined it with the Imbued Power Category, though. There is a reason for this.
I came up with the idea when I was spending a lot of the time in the children's wing of a hospital. The character is, in short, someone who is partially paralyzed due to a debilitating disease, but an experimental medicine worked a lot better than was expected. The alterations I made should make sense once it's all put together.
Now, let me introduce you to. . .
Ms. Miracle

Real Name: Shelia Rhoades
Race: Human
Gender: Female
Age: 23
Height: 5'7"
Weight: 105 lbs. (170 lbs. in Ms. Miracle form)
Hair: Blonde
Eyes: Green (Gold in Ms. Miracle form)
Education Level:
O.C.C.: Empowered Hero
Level: 1
I.Q. 17 (+3% to skills)
M.E. 24 (+5 save vs. psionic attack; +7 save vs. insanity)
M.A. 18 (21) (+65% trust/intimidation)
P.S. 2 (57 - Supernatural) (+42 melee damage)
P.P. 4 (27) (+6 strike, parry, dodge)
P.E. 4 (35) (+8 save vs. magic/poison; +35% save vs. coma/death)
P.B. 19 (31) (+94% charm/impress)
Spd. 10 (56) (run 1,120 yards/min.; 280 yards per combat round)
H.P. 69
S.D.C.230
P.P.E. 21
Scholastic Skills:
Pilot Automobile ( 63% )
Mathematics: Basic ( 78% )
Speak, Read, Write English ( 98% )
Speak, Read, Write Spanish ( 73% )
Speak, Read, Write German ( 73% )
Speak, Read, Write Farsi ( 73% )
Speak, Read, Write Russian ( 73% )
Computer Operation ( 73% )
Research ( 83% )
Photography ( 58% )
Writing - Journalistic Style ( 48% )
Business & Finance ( 58% )
Law - General (48% )
Gymnastics
- Sense of Balance ( 82% )
- Work Parallel Bars & Rings ( 92% )
- Climb Rope ( 92% )
- Backflip ( 98% )
Acrobatics
- Sense of Balance ( 93% )
- Walk Tight Rope/High Wire ( 93% )
- Climb Rope ( 98% )
- Backflip ( 83% )
Dance ( 63% )
Swimming ( 73% )
Secondary Skills:
Athletics
First Aid ( 48% )
HTH: Martial Arts
Climbing / Rappelling ( 73% / 63% )
Prowl ( 48% )
Art ( 38% )
Writing - Poetry ( 28% )
Cook ( 38% )
Powers:
All powers are only in Ms. Miracle form
Natural A.R. 10
Extraordinary Physical Prowess
Extraordinary Physical Strength (Carry 100 x P.S., Lift 200 x P.S.)
Physical Perfection
Extraordinary Physical Endurance (+1d4 H.P per level)
Enhanced Leaping Leap 15 feet x P.S horizontal, half as much vertically, if able to land on feet able to fall twice as far as horizontal leap distance without damage
Combat:
HTH: Martial Arts
+6 attacks per melee
+2 intiative
+3 strike
+4 parry
+3 dodge
+2 disarm
+7 pull punch
+8 roll with punch/fall/impact
+2 save vs Horror Factor
+2 save vs. mind control
+2 save vs. possession
+1d6 kick attack damage
+3 automatic dodge
+5% save vs. coma/death
Gear, Weapons, & Equipment:
Read the description that follows. he's rich. But, for her crime fighting, she doesn't need anything more than her medicine and her costume. She could admittedly do it without the costume, but this is a family friendly program.
Background:
Sheila Rhoades was an up and coming star in the gymnastics circuit. She always had a natural athletic ability and even made it to the Olympics when she was younger. She won a silver and travelled the world pursuing her passion. She also went to school on a full scholarship for her gymnastics, not that she needed the scholarship. Sheila comes from a rich and powerful family (note: private backers of Project Longshot).
She kept with her athletic studies while in school, but also studied international business in hopes of having a career in the family business--a worldwide financial firm known as Veritas, Inc. During one competition--one that was, by all accounts, going to be easy for her--Sheila fell. She couldn't move. At first, they feared the worst, that she had fallen and hurt her spine. The reality was actually much worse. Her spine is what caused her to fall. A rare degenerative disease was attacking her body.
She became wheelchair bound, all hopes of her furthering her gymnastics career squashed. Her family spent a lot of money looking for a cure. Nothing was working. There was no cure. The paralysis would only continue to grow until it caused her early death. That was all there was to it.
Then, one day, her father ushered her off to a lab somewhere in the mountains. They injected her with a experimental serum. Nothing happened. What little hope was left was lost. Driving home in the back of the limo with her father, though, something did happen. Sheila began to spasm uncontrollably. Her father rushed to her side, trying to help her. In a flash, she changed.
Her arms and legs struck out, but she had no control of them. They busted bulletproof windows and sent glass shattering toward the driver who lost control of the vehicle. The car plunged off a bridge into the icy waters below. Instinctively, Sheila's body twisted and contorted and leapt to safety.
The official story would be that her father had pushed her out the door saving his life just before he and the driver lost their own. Her brother took over the company, but she was able to find her father's information and contact the lab that had made the serum. She got more from Dr. Baki Damji. Their secret would be their own and she would take on criminals throughout Gatestone City under the guise of Ms. Miracle.
Note: The drug has killed anyone else it has been given to. It lasts for approximately 8 hours. Sheila has not developed any chemical dependency/addiction...yet.
Palladium RPG: Hunter, an Elf in Modern Times
My pal, +Jacob Possin started something over on his blog where he's designing characters and doing a bit of worldbuilding (because, he can't stop himself from telling a good story). He's creating characters for Palladium.
I just noticed it today and found it quite interesting, because I've been thinking a lot about Palladium Games myself recently. Like Jake, my first game was Teenage Mutant Ninja Turtles & Other Strangeness. Then, I kept playing those games they put out, even though Dungeons & Dragons, GURPS, Champions, FASERIP, and others followed.
So, I'm not here to steal my buddy's thunder, but I thought--gee, I've been thinking about this a lot recently. Maybe I should follow suit. I hope he doesn't mind. After all, what's that saying about imitation being the greatest form of flattery.

Now, Jake has a number of rules/limitations he's making for his characters. There's nothing wrong with that. I, however, won't be doing the same.
I'm creating my characters normally--as normal as it can be in the parameters defined by Palladium anyhow. I'll be rolling the stats normally. I'm using any book I see fit. I am adding in the skill percentages. Everything is free game. I'm going to try and keep to the rules as they were written/published/intended. If I decide to stray from the path, I'll try my best to point it out.
I do know one houserule I use is with duplicate skills. If characters get the same skill more than once, I'll add 10% if there is no associated bonus. If it's gained a second or third time as a secondary skill, it'll only be +5%. Weapon Proficiencies will actually add a level to the skill.
Without further ado, here's my first entry. This is a character I made and played long ago. There might be some slight differences, but I tried to make him as close to what he originally was. Here is, The Hunter.
The Hunter
Name: Jack Davis (Kelth du Onan)
Race: Elf
Gender: Male
Age: 36
Height: 6’4”
Weight: 210 lbs.
Hair: Black
Eyes: Grey
Education Level: Masters Degree
O.C.C.: Hardware - Weapons Expert
Level: 1
I.Q. 23 (+9% to skills)
M.E. 12
M.A. 9
P.S. 20 (+ 5 melee damage)
P.P. 24 (+5 parry/dodge/strike)
P.E. 16 (+4% save vs. coma/death, +1 save vs. magic/poison)
P.B. 22 (60% charm/impress)
Spd. 18 (90 yards/round)
H.P. 20
S.D.C. 93
P.P.E. 19
Scholastic Skills:
Read & Write Elvish ( 98% )
Mathematics: Basic ( 74% )
Mathematics: Advanced ( 74% )
Mechanical Engineer ( 64% )
Basic Electronics ( 59% )
Locksmith ( 69% )
Computer Operations ( 69% )
Chemistry ( 59% )
Analytical Chemistry ( 54%)
Anthropology ( 49% )
Biology ( 59 %)
Acrobatics
Sense of Balance ( 89% )
Walk Tightrope/Highwire ( 89% )
Climb Rope ( 98% )
Backflip ( 79% )
Boxing
Prowl ( 66% )
Climbing ( 89% )
Rappelling ( 79% )
Gymnastics
Sense of Balance ( 79% )
Work Parallel Bars / Rings ( 89% )
Climb Rope ( 89% )
Backflip ( 98% )
Demolitions ( 93% )
Demolitions Disposal ( 93% )
Find Contraband ( 55% )
Basic Mechanics ( 69% )
Make & Modify Weapons ( 93% )
Recognize Weapon Quality ( 34% by Sight; 59% by Personal Examination)
Pilot Automobile ( 69% )
Language English ( 79% )
Language Mandarin ( 59% )
Philosophy - Taoism ( 79 % )
Secondary Skills:
Hunting
Identify Plants & Fruits ( 36% )
Wilderness Survival ( 44% )
Pilot Motorcycle ( 69% )
Athletics (General)
Research ( 59% )
Weapon Proficiencies:
Axe*
Blunt*
Chain* +1
Forked*
Knife*
Polearm*
Spear*
Staff*
Large Sword*
Short Sword*
Whip*
Small Thrown Weapons*
Paired Axe*
Paired Blunt*
Paired Knife*
Paired Chain*
Bow* +1
Crossbow*
Revolver
Automatic Pistol
Automatic Rifle
Bolt-Action Rifle
Energy Rifle
Paired Revolved & Pistol
Sub-Machineguns
Heavy Weapons
Sharpshooter
With revolvers, pistols, bolt-action rifles, semi-automatic rifles, energy pistols, energy rifles:
+1 attack per melee
Can fire 2 hander 1 handed without penalty
Shoot over shoulder with mirror without penalty
½ bonuses when firing from animal or moving vehicle
No penalty to shoot while upsidedown/standing on head
Dodge, roll, or somersault and come up shooting--no penalty or bonuses
*kata weapons
Combat Abilities:
Horror Factor (as elf) 10
Horror Factor (as weapon master) 8
3 attacks per round
+1 attack per round w/Bow (Elf ability)
+6 roll with punch/fall/impact
+8 parry and dodge
+5 strike
+1 save vs. horror factor
+1 attack per melee with any type of gun
+3 to disarm on called shot with gun
+4 initiative with guns (quickdraw)
HTH: 18 Weapons Kung Fu
+1 on initiative
+9 to strike
+9 to parry and dodge
+2 to roll with punch/fall/impact
Weapon Tap (Special): The attack does no damage, but makes a loud snap or bang by knocking the weapon against some part of the opponent's body or equipment. Getting a bang off a belt buckle, the skull, or a weapon is considered the most challenging. It adds +10% to any roll to impress or intimidate.
Combat Skills:
Attacks per Melee: 4 (5 with bow)
Escape Moves: Roll with punch/fall/impact and maintain balance.
Basic Defensive Moves: Dodge, parry, automatic parry.
Advanced Defenses: Multiple Dodge and Circular Parry.
Open Hand Attacks: Strike (Punch), Knife-Hand, and Palm Strike.
Basic Foot Attacks: Kick Attack and Snap Kick. Jumping Foot
Equipment, Weapons, & Gear:
Kliq Weapons: A series of small rods/batons that can be fit on a belt/bandolier or his specialized forearm holster. When activated, mechanisms fall into place to collapse or extend into:
Kliq Longbow: 2d6
Kliq Staff: 2d6
Kliq Escrima: 1d8
Fighting Chain (x2) 1d8
Kusuri Kama (x2) 2d6
Dual Quiver (full quicker to right and left)
Grappling Arrows x4
Explosive Arrowheads x8 5d6
Smoke Arrowheads x4
Sleeping Gas Arrowheads x4
Barbed Arrowheads x10 2d6
Throwing Knives x8 2d4
7.62 Sniper Rifle 4d6
Desert Eagles x2 6d6 damage
Modified Modern Plate Armor on key areas AR 12 SDC 75
Medium Cycle
Fully Set Up Shop
Other tools of the trade
Kelth du Onan is an elf. Sound ridiculous? Most would agree. In fact, his current cover identity, Jack Davis, would agree. It’s better for everyone to know that his people are merely the stuff of children’s stories and myth. The reality is, they do exist. In fact, so do many of the tales we have all come to accept and falsehoods.
They exist just beyond the shadows, hidden away from the world. Kelth was a young scout for an Elvish force known as the Huntsmen--their mission to help guard the veil that separates us. On his first mission, however, he fell through to our reality completely. He hit his head after literally falling into a river. He got caught up in the tide, pushed into an underwater cave and spat out on the floor of the same cave. His team couldn’t find him and left him for dead.
He would awaken later and begin to wander, his young self unable to pierce the veil. He came upon a small town, his long hair luckily covering his ears--the sure tell sign of his heritage. He had learned rudimentary English as part of his earlier training and quickly adopted his new identity, Jack Davis.
He adapted quickly and even managed to attend a local school on scholarship, working nights in a factory that manufactured weapons. He showed a real talent for more mechanical aspects of the job and continued his schooling. He earned a Master's degree in mechanical engineering with a focus in weapon design. As part of his schooling and work, he trained with weapons he designed and modified, also showing natural talent.
When he moved to the city, he was aghast at the injustice that permeated the concrete jungle. He began working on his own projects in his own time, soon developing yet a third persona--that of The Hunter. Now, he continues to work in a design lab during the day, but stays awake at night, meteing out his own personal brand of justice amid the streets of Gatestone City.
I just noticed it today and found it quite interesting, because I've been thinking a lot about Palladium Games myself recently. Like Jake, my first game was Teenage Mutant Ninja Turtles & Other Strangeness. Then, I kept playing those games they put out, even though Dungeons & Dragons, GURPS, Champions, FASERIP, and others followed.
So, I'm not here to steal my buddy's thunder, but I thought--gee, I've been thinking about this a lot recently. Maybe I should follow suit. I hope he doesn't mind. After all, what's that saying about imitation being the greatest form of flattery.
Now, Jake has a number of rules/limitations he's making for his characters. There's nothing wrong with that. I, however, won't be doing the same.
I'm creating my characters normally--as normal as it can be in the parameters defined by Palladium anyhow. I'll be rolling the stats normally. I'm using any book I see fit. I am adding in the skill percentages. Everything is free game. I'm going to try and keep to the rules as they were written/published/intended. If I decide to stray from the path, I'll try my best to point it out.
I do know one houserule I use is with duplicate skills. If characters get the same skill more than once, I'll add 10% if there is no associated bonus. If it's gained a second or third time as a secondary skill, it'll only be +5%. Weapon Proficiencies will actually add a level to the skill.
Without further ado, here's my first entry. This is a character I made and played long ago. There might be some slight differences, but I tried to make him as close to what he originally was. Here is, The Hunter.
The Hunter
Name: Jack Davis (Kelth du Onan)
Race: Elf
Gender: Male
Age: 36
Height: 6’4”
Weight: 210 lbs.
Hair: Black
Eyes: Grey
Education Level: Masters Degree
O.C.C.: Hardware - Weapons Expert
Level: 1
I.Q. 23 (+9% to skills)
M.E. 12
M.A. 9
P.S. 20 (+ 5 melee damage)
P.P. 24 (+5 parry/dodge/strike)
P.E. 16 (+4% save vs. coma/death, +1 save vs. magic/poison)
P.B. 22 (60% charm/impress)
Spd. 18 (90 yards/round)
H.P. 20
S.D.C. 93
P.P.E. 19
Scholastic Skills:
Read & Write Elvish ( 98% )
Mathematics: Basic ( 74% )
Mathematics: Advanced ( 74% )
Mechanical Engineer ( 64% )
Basic Electronics ( 59% )
Locksmith ( 69% )
Computer Operations ( 69% )
Chemistry ( 59% )
Analytical Chemistry ( 54%)
Anthropology ( 49% )
Biology ( 59 %)
Acrobatics
Sense of Balance ( 89% )
Walk Tightrope/Highwire ( 89% )
Climb Rope ( 98% )
Backflip ( 79% )
Boxing
Prowl ( 66% )
Climbing ( 89% )
Rappelling ( 79% )
Gymnastics
Sense of Balance ( 79% )
Work Parallel Bars / Rings ( 89% )
Climb Rope ( 89% )
Backflip ( 98% )
Demolitions ( 93% )
Demolitions Disposal ( 93% )
Find Contraband ( 55% )
Basic Mechanics ( 69% )
Make & Modify Weapons ( 93% )
Recognize Weapon Quality ( 34% by Sight; 59% by Personal Examination)
Pilot Automobile ( 69% )
Language English ( 79% )
Language Mandarin ( 59% )
Philosophy - Taoism ( 79 % )
Secondary Skills:
Hunting
Identify Plants & Fruits ( 36% )
Wilderness Survival ( 44% )
Pilot Motorcycle ( 69% )
Athletics (General)
Research ( 59% )
Weapon Proficiencies:
Axe*
Blunt*
Chain* +1
Forked*
Knife*
Polearm*
Spear*
Staff*
Large Sword*
Short Sword*
Whip*
Small Thrown Weapons*
Paired Axe*
Paired Blunt*
Paired Knife*
Paired Chain*
Bow* +1
Crossbow*
Revolver
Automatic Pistol
Automatic Rifle
Bolt-Action Rifle
Energy Rifle
Paired Revolved & Pistol
Sub-Machineguns
Heavy Weapons
Sharpshooter
With revolvers, pistols, bolt-action rifles, semi-automatic rifles, energy pistols, energy rifles:
+1 attack per melee
Can fire 2 hander 1 handed without penalty
Shoot over shoulder with mirror without penalty
½ bonuses when firing from animal or moving vehicle
No penalty to shoot while upsidedown/standing on head
Dodge, roll, or somersault and come up shooting--no penalty or bonuses
*kata weapons
Combat Abilities:
Horror Factor (as elf) 10
Horror Factor (as weapon master) 8
3 attacks per round
+1 attack per round w/Bow (Elf ability)
+6 roll with punch/fall/impact
+8 parry and dodge
+5 strike
+1 save vs. horror factor
+1 attack per melee with any type of gun
+3 to disarm on called shot with gun
+4 initiative with guns (quickdraw)
HTH: 18 Weapons Kung Fu
+1 on initiative
+9 to strike
+9 to parry and dodge
+2 to roll with punch/fall/impact
Weapon Tap (Special): The attack does no damage, but makes a loud snap or bang by knocking the weapon against some part of the opponent's body or equipment. Getting a bang off a belt buckle, the skull, or a weapon is considered the most challenging. It adds +10% to any roll to impress or intimidate.
Combat Skills:
Attacks per Melee: 4 (5 with bow)
Escape Moves: Roll with punch/fall/impact and maintain balance.
Basic Defensive Moves: Dodge, parry, automatic parry.
Advanced Defenses: Multiple Dodge and Circular Parry.
Open Hand Attacks: Strike (Punch), Knife-Hand, and Palm Strike.
Basic Foot Attacks: Kick Attack and Snap Kick. Jumping Foot
Equipment, Weapons, & Gear:
Kliq Weapons: A series of small rods/batons that can be fit on a belt/bandolier or his specialized forearm holster. When activated, mechanisms fall into place to collapse or extend into:
Kliq Longbow: 2d6
Kliq Staff: 2d6
Kliq Escrima: 1d8
Fighting Chain (x2) 1d8
Kusuri Kama (x2) 2d6
Dual Quiver (full quicker to right and left)
Grappling Arrows x4
Explosive Arrowheads x8 5d6
Smoke Arrowheads x4
Sleeping Gas Arrowheads x4
Barbed Arrowheads x10 2d6
Throwing Knives x8 2d4
7.62 Sniper Rifle 4d6
Desert Eagles x2 6d6 damage
Modified Modern Plate Armor on key areas AR 12 SDC 75
Medium Cycle
Fully Set Up Shop
Other tools of the trade
Kelth du Onan is an elf. Sound ridiculous? Most would agree. In fact, his current cover identity, Jack Davis, would agree. It’s better for everyone to know that his people are merely the stuff of children’s stories and myth. The reality is, they do exist. In fact, so do many of the tales we have all come to accept and falsehoods.
They exist just beyond the shadows, hidden away from the world. Kelth was a young scout for an Elvish force known as the Huntsmen--their mission to help guard the veil that separates us. On his first mission, however, he fell through to our reality completely. He hit his head after literally falling into a river. He got caught up in the tide, pushed into an underwater cave and spat out on the floor of the same cave. His team couldn’t find him and left him for dead.
He would awaken later and begin to wander, his young self unable to pierce the veil. He came upon a small town, his long hair luckily covering his ears--the sure tell sign of his heritage. He had learned rudimentary English as part of his earlier training and quickly adopted his new identity, Jack Davis.
He adapted quickly and even managed to attend a local school on scholarship, working nights in a factory that manufactured weapons. He showed a real talent for more mechanical aspects of the job and continued his schooling. He earned a Master's degree in mechanical engineering with a focus in weapon design. As part of his schooling and work, he trained with weapons he designed and modified, also showing natural talent.
When he moved to the city, he was aghast at the injustice that permeated the concrete jungle. He began working on his own projects in his own time, soon developing yet a third persona--that of The Hunter. Now, he continues to work in a design lab during the day, but stays awake at night, meteing out his own personal brand of justice amid the streets of Gatestone City.
Sunday, March 30, 2014
On Last Night's Zounds Character Creation Session
Over oh his blog, +Mark Knights offers an excellent
mini-review of Zounds, the fantasy RPG by +Joshua Macy . I will be running the
game Mark is involved with and would be remiss if I didn’t talk about the game
a little bit as well.
As Mark mentioned, we did only do character creation last
night. And, I’m okay with that. We were introducing new people to the game and
familiarizing them with new concepts. Which reminds me, here’s a special call
out to Mark and the rest of my players, +Keith Bailey, +Robert Hanz, +Lloyd Gyan, +Jennifer Corniuk, +Jonathan Henry, and potentially +peewee rota and others. If you’re
looking back over your character, and you want to make a change, that is
perfectly legit to do between game sessions. That isn’t just a house rule, but
something right in the rules set. So, as Mark mention I gave him a little bit
of grief over the generic, “back stab” power his character has, it’s perfectly
fitting, but one of the other ideas he mentioned in his blog he might find more
useful.
One thing that I really like about this game is the level of
customization without having to spend hundreds or even thousands of points,
doing math with some sort of archaic abacus to complete your character. It is
also neat that you can make up a character in about five minutes or you can
spend all week putting different tweaks and moving things around and the two
characters may be very different, but still the same level. Thinking and
putting more work into your character, if that’s what you like to do, allows
you to draw some distinctions, but mechanically, they are no better off. And,
that’s one thing that was cool to get my wife, Jennifer involved. She always
comes up with these cool character concepts and ends up being disappointed. One
of the following things inevitably happens in other systems:
- She’s told “you can’t do that.”
- “Yeah, we can do that we just need to figure it out” at which point she loses some amount of control and player agency in the character creation.
- She is told that she must make choices—opportunity cost based decisions, if you will—where you can do this or that, but not both. Or, if she can do both, she’s not going to be great at either.
Zounds, and the whole SFX line encourages her creativity.
The cool thing is, it wasn’t a matter of “how could we do this,” but rather “which
way do you think works best for YOUR character?” It was a lot of fun and it’s
the first game in awhile she hasn’t come back to me later and said kind of
rubbed her he long way or quickly lost her interest. And, that’s just based on
character creation. That’s a winner for me and, if you sit back and hear Joshua’s
tale some day of how the SFX system came into being, you’ll see why it handles
something like that so well.
As a note, I will be running this Sunday game and a Monday
game regularly—two very different settings, but both still fantasy. More
players are welcome, especially as I do expect people to come and go with it
being an online game. So, if you’d like to get in on one of those games, create
a character before or next session, or just learn more about the game, feel
free to hit me up on Google+.
Labels:
free,
reviews,
role-playing game,
roleplaying game,
RPG,
SFX!,
Zounds
Tuesday, March 25, 2014
Fate Core Venture City Stories Review
Venture City Stories is a supplement for the new Fate Core
game by Evil Hat Productions. It is a 34 page book written by Brian Engard and edited
by Joshua Yearsley. Tazio Bettin handled both the cover and interior artwork
while art direction and layout was helmed by none other than Fred Hicks himself.
The book opens right up with describing Venture City, a Fate
campaign setting designed mostly for street and city level heroes. Well,
superheroes really, but not necessarily of the Justice League or Avengers caliber.
The city itself is one of contradictions with vile villains and shining heroes.
All of that amidst varying shades of grey.
I should point out that Venture City Stories calls itself an
adventure toolkit rather than a campaign book. This is because it is filled
with gaming goodness and ideas that you can pick and choose. Choose to play it
wholecloth and you will find, once players have been introduced and decisions
have been made, the world takes on a life of its own. And, that is part of the
beauty of Fate.
Within the book, several example issues—otherwise, plot
ideas or hooks are introduced. There are also a number of factions and
descriptions of important places and people you’re likely to run into one way
or the other in the fictional city. The issues are handled in Venture City
Adventures just as they are within Fate Core, with the suggestion to select two
immediate issues, two impending issues, or one of each. Some of the sample
issues presented include: Not safe after dark, Are
supers still human?, Gangland powderkeg, and Citywide
blackout. There really isn’t any explanation for these issues and that’s
okay. They are pretty self-explanatory and they are meant to get the creative
juices flowing. So, if you’re looking for someone to plan out your entire
adventure or even the beginnings of one for you, this isn’t where it is going
to happen. There is one example where they take one impending issue and one
immediate issue and show how the two work in conjunction to lay the groundwork
for an interesting and exciting game.
Factions, places, and people are all part of the same
section, although separated out. And, with so few pages, it makes sense. The
Fate Fractal is toyed with here a little bit. Factions are defined not only by
their descriptions, but by new aspects including the slogan and secret
aspects. Factions also have up to six skills: Bureaucracy, Security, and
Violence being three of them. Each of the Factions also include a location
which includes a new issue. They also include people which could be villainous NPCs
or supporting cast members. There isn’t a hard and fast rule on how the
Factions should have their skills figured as far as how many points should be
spent on them. That might have been nice to have, but figuring it is all
relative, your group’s game might have various Factions with widely different
skill spreads to show different levels of helpfulness or threat yet be
completely different from someone else’s game’s Factions.
The book continues with the example setup used earlier to
show how issues can be used, now adding in factions, places, and people. One
thing I noticed is that Faction skills are represented numerically with +3, +6,
etc. However, the people are rated by the adjective associated with their level
of competency: Superb, Great, Good, Fair, and Average. I know this might look
neat to a lot of people—something besides boring old numbers, but it is one
thing I always disliked. Put the numbers in parentheses next to the adjectives
if needs be, but give me the numbers to make it faster and easier, especially
when I am someone who doesn’t play Fate all the time.
While the section on Factions, People, and Places is
excellent background fodder, providing things to slide into your game and
giving you some neat ideas, my main course is served up on page 23 of the PDF.
Here, the team goes into talking about character creation and super powers. I don’t
want to give away too much, but it is very well done. Powers are based on
stunts from Fate Core, but they are also something much more. They go into
detail on adding special effects, drawbacks, etc. This is topped up with yet
more sample characters—all neat and original.
While this book is PWYW (Pay What You Want), I’d definitely
say it’s worth more than the $0 many will surely put into the box. It is a
great read and it is put together very well. It goes quickly, but I think, if
you’re into this sort of thing or even just hacking Fate Core, you will find
yourself turning back to this resource more than a few times in the future.
Sunday, March 23, 2014
Adding on to SFX Zounds!
I am preparing to run a fantasy RPG using +Joshua Macy's excellent SFX! System Zounds! Now, if you haven’t heard of it before, you can
download it for free from DriveThruRPG. He has created a handful of fine games
based on different genres: Kapow! For superhero games, Zap! For SciFi games,
ARGH! For modern horror games, and Zounds! For fantasy games. These are great
fun, easily available for one shots and ongoing campaigns.
I plan on running an ongoing campaign through Google
Hangouts. I may need to adjust the timeslot to get more people in the game, but
that’s besides the point. I am lucky enough to have Joshua in my circles, so he’ll
probably join in, which is always great to have a developer there if you’re
looking at changing how things work. They can give you reasons why they did
something the way they did or suggestions on how to make your change better.
Also, if you have missed something already covered, they can point it out.
Already, here I am looking at things that I want to be able to do in my game
that isn’t necessarily covered in the book.
Influence and Reputation
To be fair, Reputation is listed as a suggested Asset within
the Zounds! Framework on page 28. However, there is no follow up for it. I look
at it as allowing characters to use in order to gain favorable outcomes from
certain groups. Those groups might be a ruling council of elves or members of
the secretive Thieves’ Guild. It might be used in combing powers to carouse, negotiate,
or investigate. One thing I consider alongside this is granting XP specifically
to be used toward increasing reputation or influence. Influence is pretty much
written like rank, although for my own campaign, I’ll define the areas of
influence and ranks in more definitive terms. The same can be said for
reputation. I’m also considering looking at a way to “damage” either one of
these assets. You overextend your influence or you lose face in front of a
group that respects you.
Legendary Magic Weapons
What about weapons that level up with the character? Now,
SFX! And Zounds! Already make room for doing this easily, permitting characters
to spend XP in the form of Boosts on whatever they want really. However, once
again, how about specifying XP toward improving special pieces of gear. It
would work a lot like Magical Research, but wouldn’t necessarily be that. It
might be a warrior meditating with their blade, or a rogue training with their
lockpick tools. These are just ideas, but I think they are worth bouncing
around. The concept is not too different
from D&D 3.5’s Weapons of Legacy.
Specialized Powers, Gear, and Boosts
| SXC.hu |
This one is a bit odd. Because Zounds! Is already designed
to be quite freeform both in character creation and advancement, it is near
impossible to limit a character’s abilities. However, if a character has
unlimited options, is it possible to have options that are limited to specific
groups. Again, similar to D&D’s 3rd edition Prestige Classes, is
there a way to allow characters to perhaps purchase packages that give some
sort of discounted benefits or benefits that are unique to those who have met
the proper requirements. It probably all falls under flavor and the Primary
Rule of what makes sense and what fits the setting. For example, the Dread
Knight package might have a Darkened Blade 6 power that allows them to attack
Will instead of Toughness. Anyone else might have a Power that does the same
exact thing, but is called something different and should also look different,
but it has the same exact effect.
Changing Scopes
In most of the SFX! games, it is recommended that we use
different scopes to indicate the overall power level of the game. I think, as
with traditional fantasy RPGs, we need to be able to transcend scope a little
bit easier. This gives the feel of leveling up like old school RPGs where you
go from the peasant to the local hero to the brave knight to the cosmic
champion.
These are some basic things I’m eyeballing right now. For
those of you who have read or even played in a Zounds! Game so far, what do you
think?
Saturday, March 22, 2014
Is 47 Ronin an Homage to Asian Themed RPGs
Over the past week, I was able to sit down and watch 47Ronin—the one with Keanu Reeves starring as a Tengu-raised hero turned samurai.
While watching the movie, I could not help but thinking how much the story
reminded me of a roleplaying game adventure. I do not apologize for the
spoilers I am about to throw out there. Instead, I only warn that they are
coming.
We start with a young hero from a mysterious past. He has no
family to speak of and people believe he is at least part demon. He is adopted
into an honorable samurai clan where his skills cannot be ignored, however, he
is not of the samurai bloodline and is thus treated almost as a non-person. We
see the kitsune/witch working with the enemy, Lord Kira. The would-be heroes
are firsts tripped of title, rank, and dignity. During a year’s exile in a
filthy pit, Oishi meditates and comes to a new understanding on the world and
everyone’s place in it. He seeks out Kai, who has apparently levelled up a few
times since we last saw him. The two go through a sword swinging, high leaping,
random fire burning chase through an island of pirates and thieves before
returning to the mainland and gathering and inspiring the rest of their forces.
Watch the final battle and see how several pieces all work in conjunction with
one another for it to work. In fact, it ignites most when someone just barely
misses their roll on an archery check. We have magic. We have swords. We have
larger than life heroes with a little bit of witty banter and a soul-wrenching
ending. How is it not a roleplaying game set in Feudal Japan?
Okay, the legends may have been a little off. The armor and
style of dress may have been overly contrived. Bottom line: there may have been
some details that were less than 100% accurate. This doesn’t really change the
enjoyment factor and only serves to make it more like an Oriental Adventures
setting. One such campaign world I have only barely gotten to try out and look forward to playing more of is Heroes of the Jade Oath.
| Rite Publishing Heroes of the Jade Oath |
Tuesday, March 18, 2014
RPG Review Thoughts
| sxc.hu |
When I am reading something for a review, it's impossible to shut the editor off.
I really enjoy the art and like commenting on it (good, bad, or ugly) in my reviews. Taking that art away doesn't detract from my enjoyment of the product, though.
My mind works different than others. After going through several passes by several people, I was catching phrases that just caught me wrong. They read fine to all those other people. Yet still, I found issue with one here or there. And, even though it might be okay for the majority, not being okay for the few was bothersome to me. I want everyone to get the same thing from the book. I hate rules lawyers and I hate rules debates.
When I'm let in early on a project like this, I find myself considering myself part of the team in a strange way. I noticed my notes referred to "we" a lot, although I had nothing to do with the project. I sure hope that doesn't offend actual team members who poured their blood, sweat, and tears into the product.
I can never seem to find a happy medium for fluff in an RPG book. There's either not enough or too much. Yet, somehow, none seemed to work just fine for a fast and easy read.
This is my first time doing an independent review where I've agreed to so many stipulations including an pseudo-NDA and agreeing to allow the publisher to review the article before it's to be published. Many of the terms were similar to my "work for hire" contracts, but my only pay here was an advanced copy of the pre-production. I'm not complaining, but that I did that kind of surprised me.
I think this will be a decent product and I'll let you know more when I can. I am excited to see it published in its final form and I am going to have a go at running it as well.
RPG reviews are important. You'll find a lot of goofy ones out there where people don't seem to have read what they are reviewing. Or, there are some people who follow their mother's advice. You know, "if you have nothing nice to say, don't say anything at all." I know a lot of people get free copies here and there and I do sometimes. More often than not, I'm reviewing something I spent my money on. I can be harsh, but it's rarely for the sake of being harsh. I want people to strive to do better. And, sometimes, my matter of fact nature simply comes across as being harsh.
I haven't had any hate mail yet, so I guess I've done okay there. Or, you know, I just haven't publicized my blog enough.
What kind of review realizations have you come across? Any fun review stories? Not so much of the product, but of the review process itself. Share them here, I'd love to hear them.
Sunday, March 9, 2014
Fate Core RPG Weapons
Many have heard me drone on before about how I hate the fact
that, in many games, a gun is a gun is a gun.If you’re into combat and martial
arts and action movies and paramilitary/espionage RPGs like I am, that just doesn’t
work. There is a reason someone picks what weapon they want for their
characters and it’s not just based on because it looks cooler. That is to say,
when you look at it like I do. Yes, surely sometimes, it’s just flavor. But to
limit it to only flavor is a bit…meh, in my mind. So, what can I do with
weapons in Fate Core? It turns out a lot, really. I thank the Fate Core G+
Community and especially +Robert Hanz and +Jacob Poss for their guidance with
this. And, admittedly, this would be better done if I collaborated more with
the likes of them and +Jonathan Henry , +Robert Brumbelow , +Gerardo Tasistro , and +Douglas Cole if
not for their familiarity with Fate, their familiarity and understanding of
combat and a variety of modern weapons.
Diamond Edged Sword
Because the diamond edged sword is so sharp, it grants +2 to
forcefully cut through objects.
The diamond edged sword is dangerous in the wrong hands.
Sniper Rifle
Because the sniper rifle is scoped, it grants a +2 to
carefully create advantage when aiming.
Made for long range,
not close quarters.
Multi-scope
With various view options the multi-scope provides +2 to
carefully overcome obstacles when aiming.
Delicate and expensive.
Full Auto Machinegun
Because it is capable of full automatic gunfire, the weapon
provides a +2 bonus when trying to forcefully create obstacles with suppressive
fire.
Great weapon, when it
doesn’t jam.
Playing with Fate Accelerated
Fate Accelerated and Fate Core
I see a number of games coming out that offer an expansion
to meet Fate Accelerated, but I am always reminded of a post by +Fred Hicks on
how the two are not different games. Fate Accelerated tones down some of the
options, but not by actually toning them down. Instead, it says if you want to
know more about this or that, check out the thicker book (i.e., Fate Core). I
have been wanting to try out Fate Accelerated for a while now and I finally got
a chance the other night. I ran a game.
Now, not to blow my own horn or anything, but it sucked. I
didn’t hit on a lot of the Fate-esque things. We barely touched aspects,
compels, setting up advantages, etc. But, I did do what I set out to do. I got
to see how approaches work. Now, admittedly, I do one thing a little
differently. And, in talking with +Robert Hanz , it is probably better this way.
The book for Fate Accelerated talks about players choosing which approach to
use based on their description of the action. I submit, however, that the GM
should be able to declare which approach is best based on the description of
the action. Sure, players can and should suggest what approach they believe is
best, but it should be finally decided upon by the GM.
As an RPG, Fate Accelerated allowed me to do some things
that I’ve been trying to do for some time now. Take, for example, the modern
espionage or GI Joe type role playing game. There are actually a lot of ways to
do it. However, even with Fate Core, players are left having to play with
modified rules or fewer options than usual, because you would expect characters
who are all part of an elite military force to have certain skills and
abilities. Want to try d20? Look at all the feats and levels one would have to
acquire. Even the d20 spin-off Spycraft leaves you wanting as you could spend
10+ levels and never be able to make Snake Eyes. Savage Worlds has the same
kind of flaws, but isn’t too far off, especially with rules modifications built
into the system. Cortex Plus comes in as a close second.
Fate Accelerated, which still the same game as Fate, makes a
difference with approaches. Here, the descriptors (or aspects) you give your
character encompass a wide variety of skills and abilities. Where we would
normally have skills and traits, we instead have approaches, which equate more
to how our characters go about getting things done rather than what they can
accomplish. This allows me to run a game of paramilitary specialists without
having people feel like they are playing anything near the same character or
spinning their wheels in an attempt to create the character they really want to
play.
For fun, I’ve even created a handful of GI Joe RPG
characters using FAE below.
Mutt & Junkyard
G.I. Joe M.P.
Junkyard is meaner than Leroy Brown
Jungle warfare training
Spec Ops security specialist
Careful Superb (+5)
Clever Good (+3)
Flashy Fair (+2)
Forceful Great (+4)
Quick Average (+1)
Sneaky Good (+3)
Because Junkyard is meaner than Leroy Brown, Mutt gains a +2
when creating an obstacle with his loyal companion.
Because Mutt is a Spec Ops security specialist, once per
session, he can easily work around one security checkpoint or piece of security
equipment without having to roll.
Stress X X X
Consequences:
Mild (2)
Moderate (4)
Severe (6)
Refresh: 3
Firefly
Mercenary frequently allied with Cobra
If you can tell who did it, it wasn’t me
False Arashikage, true Koga
Always a way out
Careful Good (+3)
Clever Great (+4)
Flashy Fair (+2)
Forceful Average (+1)
Quick Good (+3)
Sneaky Superb (+5)
Because Firefly is the Faceless Master, he gains +2 to sneakily
create obstacles whenever others are trying to discover his identity.
Because Firefly knows there is Always a Way Out, once per a
session he can concede a conflict and manage to escape without further
penalties.
Stress X X X
Consequences:
Mild (2)
Moderate (4)
Severe (6)
Refresh: 3
Saturday, March 8, 2014
Can Daring Comics Pull off a Fate Supers Game?
This morning, I awoke at an odd time and I did what I always
do shortly after I wake up. I checked my email. Sitting there, in all its
glory, was an announcement from +Rich Knight that the Kickstarter campaign for
the Daring Comics Role-Playing Game had begun. Those who know me know that I
have a certain love for supers, RPGs, and the Fate system by Evil Hat Games. I
was excited and decided to hop on over to the Kickstarter and have a look.
Now, those who have read my blog before know that I have a
tendency to be a bit stingy with my money and harsh on those who ask for it. At
the same time, I am the first to sing the praises of those who impress me. It
saddens me to say that this particular project failed to do just that. I mean,
there were some solid ideas presented along with the project, but there were
also several concerns raised.
First, in the very beginning, there is an explanation for
why the Kickstarter campaign page lacked the video that many of us have come to
expect. It is understandable, really. Apparently, the artist had been paid to
put the video together, but delayed and eventually pretty much vanished. It
happens. If I had to count the number of artists—particularly comic book and
RPG artists—I have seen flake out over the years, I’d be here all night. Okay,
but why not have a backup plan? You’re a publisher, you’ve almost assuredly
dealt with this before or at least know it’s a risk. You could’ve planned
ahead. You could’ve come up with a plan B. You could have put together a video
using a slideshow application and a microphone. But, that wasn’t done here. The
project needed to get out the door so money could be made. So, what other excuses
will we see during production and what other shortcuts will we take in the name
of a product getting out the door.
As a writer, I know I am far from perfect. I often say that,
as a writer, I’d have a fool for a client if I were to also serve as my own
editor. However, there were some editorial issues with the Kickstarter. As a
writer, I also hate being told “it could have been better” without anyone
offering any specifics. And yes, this blog post could have probably been
better, but I’m doing it for free, in my spare time, and not asking for any
money. Take, for example, a line right from the announcement on G+: “But we
didn't stop there, just as you can expect to see rules for building your own
Stunts, we also provide you with the rules for building your own powers,
special effects, and limits using the same basic Fate rules.” Why wasn’t “But
we didn’t stop there” its own sentence. Okay, maybe I’m being picky and
confusion grammar for stylistic choices, but things like that leave an annoying
ring in my brain, like most people experience with nails on a chalkboard. “Heroes
like you!” is great, but it lacks build up and connection. And, there are
certainly more I could point out, but it probably is better to just say “it
could have been better.” The Daring team didn’t ask for me to critique or edit
every last word, and I’m not trying to pick on them here. Hopefully, they and
others will understand I’m really just offering up some constructive criticism
here.
And, let’s face it, when you read what they plan on doing,
this is a massive project. They’ve spent two years working on it so far and
have made adjustments to make it more compatible with the most recent version
of Fate. Boasted features of the product include:
- 100 pre-built powers
- More than 100 special effects and limitations
- Full color artwork
- Series and settings creation
- Sample archetypes to enable fast play
- And more
It sure seems to be a massive undertaking. And, it seems to
have everything I would expect and/or want from such a project. I’m actually a
bit excited about it. But, these initial problems have me a bit concerned. The
fact that this project was posted about 7 hours ago and already has more than
30 backers and $2000 under its belt says something to me. And, like Kickstarter
advises, I do a little internet sleuthing. Their domain has been around since
2009, although the posts go back as far as late 2011 and refer to the
previously successful Kickstarter project World of the Dead for Savage Worlds
and this game here. The blog updates have been sporadic—mostly a week or two,
but sometimes a month or two between. The Google Plus community had 88 members
(now 89, because I do want to follow this). I’m hoping to see more activity
here as there are a few earlier posts, but the ones related to the Kickstarter
release talk about pricing or the video. The video isn’t considered a big deal.
Then why open the Kickstarter page with it?!? And, it can’t be compared to the
Fate Core pricing model, but why? I’m absolutely basing the value of this project
off of related projects.
That being said, it is a bit pricey. For all they plan on
adding, it might be a fair price. Let’s have a look at that. They have gone
through the process before and learned at least one or two lessons the ahrd
way, but they group seemed to keep people updated throughout the way—something we
know not all Kickstarter projects do. There delays from that previous product
didn’t seem too bad either. These are both good things.
They were apparently Arbor Productions which apparently made
a name for itself, but since changed names. From a business perspective, this
sets off warning bells—if the business was doing well, why change it? They
boast of publishing close to 70 products, although it seems a number of these were
part of the adventure series related to their last Kickstarter. That’s good, because
they support stuff instead of run off roughshod from project to project and I
can’t speak to the quality of those products because they’re in a line that
simply doesn’t interest me or as to whether they should be considered 70 or so
different products or really just mostly one big project that was released over
time.
Looking over the provided artwork, it is decent. It isn’t
anything stellar that reaches out and grabs me, though. For a supers RPG, I
think it needs to do just that. And, once money comes in and artists can afford
to dedicate more time, I would be hopeful that we’d see the work get better.
But, it leads back to the part about the video—why not put the best foot
forward right off the bat?
They also provided a brief into by gathering dev notes and
putting them into a PDF. This was an interesting read. I seem some of the same
stylistic and editorial choices that leave me a bit luke warm. They talk about
the campaign scope and creating the setting. I was a bit let down that they
didn’t deviate more from standard aspect creation for the super heroes, but
that’s a personal choice, really. I dig the rogue gallery overview, but is that
going to be too much work and turn off people that love the fast and easy way
of Fate? They start using points to do skills and stunts and powers, which
takes away the pyramid a bit. I don’t have a problem with this, although I’ve
seen a number of people stomp their feet at the mere suggestion of such a
thing. Powers definitely get a bit more complex as the discussion goes on,
leaving me feeling less like I am looking at a Fate book and more like
something from other systems, or at least a cross between the two. I get it,
but am not totally sure I like it. To me, it fails to encapsulate Fate.
That was actually the deal breaker for me. I could possibly
look past everything else. But, when I realized I was seeing something that was
less and less Fate, I realized I have tons of supers RPGs that are not Fate
already at my disposal. It may end up being
an awesome game, but I’ll have to wait and see once it is out rather than
jumping on the Kickstarter bandwagon. I wish the team all the luck in the
world. Not everything is for everyone, though, and I think we can all
understand and agree on that.
Wednesday, February 5, 2014
Free RPGs for Better or Worse
Like a lot of gamers out there, my disposable income is
limited. When a new RPG comes out a new roleplaying game supplement, I can get
excited. Then, I take a look at my wallet and think—boy, I have to make some
more money. For years, people have been putting out free RPGs, though. More
recently, publishers—mostly independent, smaller publishers—have been putting
games up for download as a product where you Pay What You Want.
Now, traditionally, these free roleplaying games have had a
lackluster presentation. While they may have had some clever ideas, a great
deal of them were merely house rules and settings changes for already popular,
for-profit, published games. They were often done as a simple text or HTML
file, sometimes converted to PDF. Artwork may have been non-existent, little
more than stick figure drawings, clip art or cut and paste from public domain
art. Some went as far to use art without permission or to ask artists if they
could use their work in the free products. Without getting into the ethical
debate about what art should or shouldn’t be used, things have certainly
changed.
The popularity of digital publishing has made it easier for
a lot more games to hit the market. Kickstarter and similar crowdfunding sites
have made it possible for other, mostly higher quality games. More people have
computers with even basic word processing software that is freely and easily
attainable, so the production quality has increased across the board.
Meanwhile, if you know where to look, those games that are
not put out for free can be downloaded for free. It really isn’t hard. And,
there is research that indicates this helps the hobby. However, it is still
frowned upon for all the right reasons. It is funny, however, to see people
posting free to download or pay what you want pay schedules on unofficial sites
instead of just providing a link to those official sites. Those official sites,
like DriveThruRPG help publishers keep track of how popular their games are,
even if they aren’t making any money. If a lot of people have downloaded your
game for free, after all, maybe there is something viably profitable there.
Could you hire better artists, put more time into research or editing, or
unleash further products if just a percentage of the people who downloaded your
game for free would be willing to pay for new updates?
Now, I’ve taken a look at a lot of games over the years.
Some I would never play. It’s not that they are bad games—they just aren’t to
my liking. I really don’t like Fiasco, for example, but it’s not a bad game. It’s
just not for me. Over at my friend +Adam Dickstein's blog, BarkingAlien, he put
together a Muppets RPG that is quite sound. He actually does run the game, but
it’s only format so far is right there on his blog. +Joshua Macy has published
the SFX! Line of genre-based games, and those are all free right over on
DriveThru. Lady Backbird, while widely accepted and shared and spoken of in
high regards, just isn’t a game for me. And, there are many others out there I
simply haven’t found or had the chance to try. Hellcats and Hockeysticks seems
absolutely hysterical and while I wouldn’t normally play that style of game, I
want to try that one as soon as I get it.
My thoughts of the Pay What You Want were mixed at first. I
figured that was, to many people, just another way to say “free RPG.” And, in a
way, it is. I am one of those people who will download the games and pay $0.00.
However, if the game is good, is something I would play, I will go back and
download a fresh copy, paying for it the second time around. It’s like working
at the comic book store when someone asks me what something is worth—“Whatever
someone is willing to pay for it.” It might be $500 to you. But, that $500 is
just sitting around on the shelf collecting dust. Is it worth $100 cold hard
cash in your pocket?
If it’s free, where is the risk for you, the consumer? Some
time lost skimming through it? Note: a lot of these new games are shorter
rather than longer and you can get a feel for whether you like them or not more
near the beginning than after reading cover to cover. You may find some gems
out there that you really enjoy. I think it’s cool too, because these
independent publishers haven’t grown too big for their britches. They take
feedback and listen to what people have to say. They answer questions and they
are a bit easier to get ahold of because they don’t millions of people trying
to track them down.
What cool free RPGs or Pay What You Want RPGs have you seen
out there recently?
Sunday, February 2, 2014
Cool Fight Scenes for Your RPG
I’ve been doing a lot of jabbering about fighting and doing
cool stuff in RPGs recently. Anyone who saw my recent post about making a game
more about what players can do and less about what they cannot saw one clip I
shared from the cinematic trailer for Elder Scrolls Online. Yes, that’s the
kind of stuff I want to see (or, at least imagine) during a roleplaying game.
But, there are certainly others.
Awhile back, I first saw Now You See Me. It had a great cast
of mostly up and coming actors and was a solid movie. I’d definitely recommend
it for +Jonathan Henry or anyone else looking to run a heist style game.
However, the main fight scene they had starring Dave Franco opposite Mark
Ruffalo was awesome. I can totally see doing this with Fate Core. At the same
time, I’m almost reminded of a well-flavored D&D thief, particularly DnD
4e. I like it, because we see no damage is being done really, but the
characters are both fighting, working toward a goal. I don’t see that a lot in
RPGs, but I wish I did—not only for the “damageless” combat, but the creative maneuvers.
Next up is a movie I saw some years back. Equilibrium is set
in a dystopian future where emotion has been outlawed, because it is the root
of all evil. Even fine art and music is contraband. Everyone takes a
Prozac-like drug. But, it also brought in the “gun kata” which is funny and
ridiculous in its own right (although, I have seen several firearms instructors
speak as to how it could work in real life), but what is roleplaying if not
fun, over the top, and unbelievable. The final fight scene here with Christian
Bale and Angus Macfadyen has it all. A 45 in one hand, katana in the other, the
maneuvers make for some visually stunning effects. I like this and want to see
more of it in RPGs, because the fast paced action and complexity of the moves
being able to be watered down mechanically to pull it off so we could actually
envision this would just be awesome. Check out the beginning part where he
slides the magazines across the floor strategically too. Tell me your favorite
gun bunny shouldn’t be able to do that!
Now, I’m up for a good kung fu movie just about whenever
there is an option. I happen to like Jet Li. In Unchained, he plays a prize
fight who really only know how to fight. It was actually a very well done
movie, though. The acting and script were good and it totally wasn’t what I was
expecting. The cool thing about this martial arts flick, though was how a lot
of the fighting was so brutal and animalistic. It wasn’t all style and form,
but had a lot of street fighting in it. That was pretty cool and I think, when
we have the brute that isn’t some sort of kung fu master, we forget how awesome
and entertaining their fighting can be. That isn’t always the case, especially
when there is a military guy in the group, but it often is. This compilation of
scenes shows how awesome street fighting really can be made to look, and it’s
worth keeping in mind for describing cool fighting stuff even if you aren’t
playing some wandering sword master of the 9th clan of the 9th
moon.
Along the same lines, checking out Fighting with Channing
Tatum is worth it. It’s not a good script, but the acting is decent enough. The
fight scenes are brutal. At one point, someone’s head hits a linoleum floor and
I and about three other guys cringed at the sound when we heard it in the
theater, because it was so spot on. That shit hurts, too. This level of
realism, where getting punched actually hurts and—if you don’t do it right—can hurt
your hand, where fighting leaves bruises and torn muscles—it makes sense and is
something to keep in mind, especially for grittier campaigns and is a good
reason many characters might avoid a fight, because—well, fighting hurts.
Now, there’s a lot of cool stuff out there and maybe you
have some of your own you’d like to add to the list down in the comments. I
know I could think of more, but there’s only so much room on the internet and
all. Of course, with martial artists, action film buffs, etc., there tends to
be more description that goes into the fighting. That’s been my experience,
anyhow. And, there can come a time when that individual kind of steals the spot
light. As a GM, I find it important sometimes to have them hold their thought
when only part way through, so others can have a turn. There is a certain
balance required here. It can be done. Let them start in, as it gets a little
too long, ask them to hold on, because other players are acting at the same
time in “fast paced combat” and all. You’;ll come back to them after others
have gone or t least started to go. I’ve actually had it work quite well and
the pause gives players a chance to modify and make their character’s actions
even cooler, sometimes by playing what others in the group are doing.
To me, that’s a big chunk of what RPGs are—stories about
cool people doing cool stuff. There are lots of variations on a theme there,
but—I strong believe—if you’re going to do it in a game, you need to do it “awesomer.”
It’s like +Robert Hanz is always talking about framing the scene and making it
interesting and I know +Joshua Macy often talks about, if it isn’t interesting,
why is it in the game?
High Tension, Fast Pace
This is something I know +Jonathan Henry and I have talked about at
length before. It’s been included in our personal discussions as well as part
of Giant Dragons Gamer Chat (if you haven’t checked that out before, be sure
you do—a bunch of guys and gals sit around between 6pm and 9pm Wed thru Fri and
talk about gaming). There is a certain bit of intensity that you get when you
are in a dangerous situation or even when you watch an action sequence in a
movie. A good writer can even make that tension palpable in a book. And, let’s
face it, combat is an integral part to many a roleplaying game. Even if you
play to the intrigue of a setting, there is typically going to be at least one
combat in most RPG game sessions. Combat can be a complex process with square
or hex grid maps, measurements, a variety of tactical choices, etc. It can also
be relatively light and freeform. It seems that this combat is missing the
adrenaline influx and blood pumping we get in other fast paced, high tension
scenes. There is regular meta gaming going on while we discuss options and have
side chatter. In fact, combat is often full of laughs and moments of awe when
players make an unbelievable roll or come up with a cool idea. But, where is that
ticking clock, stressful feeling we get from combat.
Okay, I know RPGs are supposed to be fun. And, I go so far
to say if you’re not having fun, someone is doing something wrong. And, being
in a death defying situation in real life isn’t fun. However, we have fun when
we see these fights in a movie, read about them in a book. People have fun
scaring the hell out of themselves on roller coasters and in haunted houses.
People can have fun by raising their blood pressure a little, making game
combat a bit more tense. But, how do you do that?
I know +Jerrod Gunning has times where he does a very disruptive and
loud countdown—don’t call out your action within that three seconds and lose
your turn. Some people hate that, some like it. Others use egg timers, set for
a few or thirty seconds. It was even discussed to base a modifier on how long
it takes someone to decide what to have their characters do. Others use cards,
slapping them down quickly—almost like a game of Speed—to help keep things
moving quickly.
Personally, I haven’t found a method that works for me yet.
Maybe it’s because most of my games are so laid back. But, I’m interested to
hear what thoughts others have and what others have used to keep the action
tense, fast, and fun. Do I need to start playing the part of Sam Kinison or
Bobcat Goldthwait to get people to sweat a little during combat? And, it’s not
just for combat, but trying to make that swing across a bottomless chasm on a
vine or being involved in a car chase or anywhere else our where we would be
excited and doing things quickly in order to survive.
Saturday, February 1, 2014
Yes, And...
Admittedly, I really struggled with coming up with a title
for this blog post. I settled on a term that many gamers and GMs love to toss
around these days. I can’t count the number of times +Jerrod Gunning has used
it while describing gaming and running styles. He’s also used numerous times in
the handful of games I have been luckily enough to join in while he was
running. Yes, Jerrod runs a lot of games, but my schedule tends to be a bit
goofy. Anyhow, moving right along.
I was fortunate enough to sit in on a play test of D&D
Next being run by +Tom Morris . I’ve had the playtest documents and played a few
games, but everything had trouble getting off the ground. Tonight, I was a
little late to join in the fun myself, but I was invited to sit back and watch.
+Cavin DeJordy was there with his natural impishness—he’s a lot more macabre in
game than I remember. Then, +Shoe Skogen was playing a character that was just downright
brutal. +Lloyd Gyan was there with a proper and studious healer. The fray exploded
early amongst these and other players.
I realized a few things here. Over the years, I have played
an enjoyed a great many games—everything from Dungeons & Dragons Advanced
Second Edition to Rifts (yes, I put them next to one another on purpose),
Rolemaster, Fate, and so many more. Over time, my tastes have changed somewhat
and in some cases, it was really because I didn’t know what I wanted. I found
on more than one occasion I found an RPG I didn’t know I loved until I tried
it, like asking someone if they enjoy chocolate when they have never had it. +Joshua Macy's SFX is a perfect example of this.
With DnD 3x, I enjoyed feats and skills, but it became
clunky. I later experimented with +Mark Knights running Pathfinder and I finally
realized why I moved away from d20. D20 and DnD are built off a single, simple
rule, a roll of a d20. However, there are literally hundreds of rules
exceptions. Fate Core came out and I enjoyed it, but there was a lot of
applications of rules—it was like peeling back an onion. With SFX! everything
revolved around “does this makes sense?” Genius!
My point is, I’ve been trying a lot of games out over the
past year and I have seen what I live versus what I don’t like. What I have
really been doing is testing systems to see what they could and couldn’t do. I
really wanted to push the envelope for what I was used to seeing in tabletop
games. I wanted the high flying cinematics without having to memorize a
thousand rules or find a way to make it work within a system—have it just work
out of the box with just a roll or two, without and fudging or modifications.
The cool trailers we see for video games—yeah, that’s what I want our
characters to do…all…the…time.
Take a look here for a perfect example of what I mean (especially the archer dude near the end):
Watching this game of D&D Next get played, however, I
was seeing the exact opposite. Testing out rules, you play a system as
designed. You ignore the golden rule of gaming to “use what you want and
discard the rest.” I heard more than once that the system simply wasn’t
designed to do what the players wanted it to. Players pleaded with the DM for
another player to be able to do something just because it would be cool. They
worked something out, she did. It was awesome. They tried to encourage it to be
more awesome and my take away line for the night was “There are no suplexes in
Dungeons & Dragons.”
Meanwhile, I look at games like Fate where people are supposed
to have fun making their characters and what their characters do “more awesome.”
SFX is build the same way. The difference being in Fate, there are some pretty
solidly established ways to do things. In SFX, you determine your desired end
result and roll for that, everything else is just window dressing. +Adam
Dickstien has a modified version of D&D he’ll hopefully run for me soon
that, every time I hear about it, it makes me drool. He says that your
characters are supposed to be mythic fantasy heroes. Meanwhile, D&D is
often built more around what you can’t do.
At the same time, I heard a lot of meta gaming going on in
the D&D Next play test. The healer of the group was trying to figure out
how many hit points his companions had so that he could do cool stuff. Fate
suffers from this a bit as well, as you make decisions based on Fate points.
That’s thinking out of game. As Macy will tell you, just as in SFX, gaming
should be done from the character’s perspective. What would they do or what
would it make sense for them to do in certain situations? You shouldn’t be
worried about this otherwise non-existent arbitrary facets that are included by
the rules. Now, I still like to roll, so I’m not a diceless roleplaying guy. I
don’t enjoy Gossamer & Shadow or Fiasco. I do, however, enjoy being in the
moment and not worry about how many HP or or power points my character has and
dealing with some archaic, otherwise intangible currency.
So, “yes, and…” makes a lot more sense to me now than it did
way back when. I’m seeing the flaws in the games I grew up with. I still enjoy
them for what they are, but I also find myself looking toward what else there
could be. I have taken situations and videos to GMs and designers from
different games. How would you do this with XYZ system? I get answers like it
can’t be done or that you have to either ignore certain rules or follow a
laundry list of rules that add so much table rolling, you can easily get lost.
Then, I also get answers like “that’s easy, just blah, blah, blah.” So far,
however, the only one that has really held true and made sense for me is SFX’s
rule of “does it make sense.” Trying to work that into other games now, and I’ll
have to see how the players respond to it, because it does require a certain
bit of arbitrary ad libbing. And, even I am one who likes codification. It is
an interesting conundrum with two diametrically opposing forces needing to play
nice with one another.
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