#RPGaDAY2015, Day 19: Favorite Superhero RPG

Day 19 of #RPGaDAY2015! Favorite Superhero/Comic Book RPG.

Marvel Heroic Roleplaying, no contest.

avengersBack in high school, I played a few Supers RPGs like Champions and Villains & Vigilantes, but despite the characters wearing their underwear on the outside, they never felt like they were actual scenes from a comic book. Marvel Heroic does.

Our heroes were at a remote location, trying to prevent the newest version of Ultron from activating, when at a crucial moment of the conflict our Superman-level hero was suddenly pulled out of space and time by his mystical supervisor and made to recount his failings on his path to redemption. The conflict about the hero’s past choices was just as important as the physical fight to stop Ultron. It felt like a comic book — hell, it felt like a Marvel comic book.

Oh, and the milestone system is so very much “Let me tell you what I want out of this game.” Player-driven agency, yay!

Part of (all of?) the design team on MHR are developing the Sentinel Comics RPG, by Greater Than Games. I’m interested in seeing how that shakes out. Sentinel Comics is the setting for the Sentinels of the Multiverse card game and all of SotM’s spinoffs.

Huh.

Not even 200 words today.

What else?

Oh, how about links to some of the fan work I created for Marvel Heroic?

If you’re playing that, here’s Christmas With The Hulk, an extended fight through midtown Manhattan against a very, very tough Hulk. If you’re planning on playing the Civil War event, you can use this as a prelude to that and have “the Rockerfeller Center Incident” be the kickoff to Civil War instead of Stamford.

Also, the Handling Action Scenes document I created, which talks about, well, how to handle action scenes in Marvel Heroic.

Oh, I forgot I had Deathblow, a mini-event about the resurgence of Hydra and (possibly) the death of America, uploaded! Grab that, too!

What else… maybe this thing I did about using allied heroes in your Marvel game? Or Freakshow, where I ramble on about a street-level police procedural in the Marvel Universe.

#RPGaDAY, Last Year: Day 19 – Favorite Published Adventure

Last year, I wrote about an adventure for AD&D 2 for my Favorite Published Adventure. Has it changed since then? Yes, but you’ll see why in a moment. (Provided, of course, I manage to write about that before this goes live.) Take it away, last year me:


Another easy one for me: Bruce Nesmith’s The Created, adventure RM2 with the big RAVENLOFT logo for AD&D 2nd edition.

rm2It really doesn’t make sense for TSR to publish this adventure the way they did. The Created is marketed as a Ravenloft product, but it really isn’t: the adventurers ride through mists (the standard way to enter that campaign) in a town, are trapped in a mini-domain, defeat the evil mastermind, and the mini-domain returns to the real campaign setting. It’s more of a Ravenloft one-shot. If you were running a Ravenloft campaign, you might pick this up because it’s a Ravenloft module, but then you really can’t use it as written. If you weren’t running a RL campaign, you’d never pick this up. So it doesn’t make much business sense to publish this adventure, but honestly, not much of what TSR did, either. ((Zing!))

Most of the Ravenloft adventures are simple D&D takes on other stories: Adam’s Wrath has roots in Shelley’s Frankenstein, Hour of the Knife is based on Jack the Ripper, Night of the Walking Dead is based on Night of the Living Dead.

The Created is Pinocchio.

Herein the plot, spoiled for your entertainment:

The adventurers enter a town, there’s a murder! Suddenly mists close in and the center of town becomes a mini-domain in Ravenloft! Egad!
This is really cool – the map has color-coded wraparound edges. Continue on the street this way and you come back into the map down this way. Leave the town square heading south, away from the house where the murder happens and you wind up walking right by the murder house. Suitably unnerving. There is no way out until the domain master, our evil Pinocchio, is put down.

For he wants to be a real boy! And he doesn’t care who he has to kill to do it!

There’s a forced capture of all the player characters by the marionettes at the halfway point, and their bodies are switched. It’s railroading, but the destination is Funtown. Suddenly, the players have characters that are only four inches tall, and they’ve got to escape the toymaker’s shop, avoiding the other evil animated toys and the cat.

That damned cat.

Find their bodies, reverse the spell, and kill a wooden boy that would be blood and flesh.

A grand night of fun for all.

So what’s this year’s favorite published adventure?

Princes of the Apocalypse by Sasquatch Game Studio and Wizards of the Coast. Princes is amazing–it’s not only a cool campaign, it’s a gazetteer for an entire region of the Sword Coast. Heck, you could use this book to create your own campaign that doesn’t have anything to do with the Elemental Evil storyline. Sure, there’s a Temple to crawl through, but there’s so much more all over the Dessarin Valley.

DD-Elemental-Evil-2-153x300The book is part of what Wizards of the Coasts calls “storylines”. This, the tabletop adventure component of the Elemental Evil storyline, is similar to Paizo’s Adventure Path products where they have a grand tabletop adventure split across six books. Princes of the Apocalypse has the entire adventure in one book. But it’s a really neat adventure the way it is set up. The campaign structure provides a framework for the Elemental Evil cults to react to the hero’s meddling: instead of waiting for the adventurers to find them, the cults are constantly working and plotting. Your heroes might think that they’re doing well, but once they climb out of a temple’s ruins, they might find… well, let’s just drop the name of a rather potent magical item and let your imaginations run wild: devastation orb.

While the adventure is really suggested for 3rd level characters and there are several hooks for bringing characters from the Starter Set’s Lost Mine of Phandalin (which I highly recommend as your first post-Dungeon Master’s Guide purchase if for nothing more than having the Starter Set Rulebook available for quick rules references), the “Alarums and Excursions” chapter is a great starting point for lower-level adventurers of any class. The initial township the PCs begin in have several locations with cues for low-level adventure hooks and the main campaign’s, which will help get your players invested in the town. ((This paragraph lifted from my review of the product at Purple Pawn))

Sasquatch did a bang-up job with this product. It’s interesting about WotC’s collaboration process for their storylines. Everything seems to be farmed out to other studios: Kobold Press took care of the Hoard of the Dragon Queen/Rise of Tiamat adventure for the first storyline, while Green Ronin is coming up with the Out of the Abyss adventure for the next storyline. Gale Force 9 has been doing the DM Screens for the storylines. I’m not sure how much input WotC is having on these products other than guidance and approvals.

Oh, and Mike Schley’s maps are amazing. Go and buy them.

#RPGaDAY2015, Day 18: Favorite Science Fiction RPG

Yesterday on #RPGaDAY2015, our topic was Favorite Sci-Fi RPG. This topic is a bit difficult for me because a science fiction roleplaying game is different from a fantasy one. In fantasy, you’ve got your default setting of a pseudo-European medieval-ish feudal system where magic works and the countryside is plagued by green-skinned monsters that need killing. Where you get your specific game branches off that there, adding or deleting elements, but pretty much sticking close to that core. Science fiction — oh, man, that could be anything: are we talking Flash Gordon, Star Wars, or The Matrix? For a sci-fi RPG, setting and system matter so much more than fantasy.

landscapes aircraft tokyo trees ruins postapocalyptic fantasy art airports artwork jet aircraft ivy abandoned flooded overgrowth tokyogenso_www.wall321.com_11

I’m drawn to Apocalypse World because of the various science fiction RPGs to consider, it has the best marriage of a system that l like and a setting that’s interesting. Setting-wise, there’s a ton of games that are cool. Topping the list is Blue Planet—a setting wide open for gaming possibilities but whose system is an unfocused haze. ((Blue Planet’s system is good, it’s the implementation that’s particularly awful with how the skills and attributes are broken down. But my biggest complaint is there isn’t any guidance on what to do with Blue Planet: the rules don’t point you in a particular direction, so the massive list of skills/attributes have to cover anything your group decides to do.)) Shadowrun, I love the setting (as gonzo as it is), but the ruleset seems to be stuck in that decades-old mindset of trying to realistically simulate the physics of shotguns and grenades in a world where magical dwarves can very easily instantly conjure 40 foot wide explosions of acid to attack a pack of guard dogs that breathe fire. ((It takes over a dozen steps to cast that force 6 Toxic Wave spell and find its effects on the targets.)) Eclipse Phase is interesting, but intimidating. Other games have an amazing system, but the setting doesn’t do much for me. (Specifically, I’m talking about FFG’s Star Wars RPGs.)

Apocalypse World has a system I really like. It’s simple and the system is really tied to the game. The system doesn’t seem like Vincent mashed together something and stuck a post-apocalyptic theme on the framework, it guides a play style. Unlike Blue Planet’s directionless game system, each character has custom moves that tie into what you’re supposed to be doing in the game. If you’re playing one type of character, it’s spelled out that you, and only you, are able to do these cool things, like open yourself up to the psychic maelstrom that’s threatening (?) the world to heal someone. These aren’t class abilities, like in other games, these are actual rules for how the game is played.

I kind of like that. It’s a bit niche protection, but it’s more like character spotlighting and taking ownership of one’s place in the world.

And the world of Apocalypse World is interesting, too. There’s not a setting here—there’s an implied setting. The change to the world took place over a generation ago, but not several generations back; there’s a “psychic maelstrom”; there are settlements of humanity, biker gangs, cults, and the like. However, the flavor and location of your apocalypse is up to you. We had a game where nature took over, and we were set in a vine-choked Manhattan. I’ve heard of games as diverse as a Las Vegas-area setting where the ghosts of the deceased were used to power electric generators, a cluster of satellites fused together in Low Earth Orbit with no contact from the planet below, a ski resort in the mountains of Colorado trapped in an ice age, and a drowned city being invaded by other-dimensional weirdness.

Yeah, it’s that combination of ur-setting and game-driven system that really calls to me.