This is hilarious and awesome - full story here. Excellent work Goodman Games!
Well it has been a while since I posted anything but that up there is not a direct commentary on the blog. That said it feels like it's time for a general update at least.
It's been a busier than usual year. The apprentices have finished up the college run and are making their ways out into the world - I suppose I'll have to pick a new title for them at some point. I've officially picked up a new co-pilot. We lost one of the canine companions. Mostly ups with a few downs. The Deadlands campaign has been steady though it has been on pause for a bit because of the annual convention obligations of some of my players and also because the Tower is preparing to translocate!
After ten years at the current location it's time for some new scenery and preparations have been underway for a while now and this kind of thing definitely interferes with keeping a regular schedule and with regular blog updates too as it turns out. Once we are settled at the new site I expect things to pick back up again. Right now minis are being packed, not painted. Dice are being stored not rolled. I've packed 46 boxes of RPG books and boxes and binders alone (U-Haul "small") and I'm not quite finished with that yet. My friends have said several times over the years "man if you ever have to move all this ..." - yes, well, that time has come and no I'm not asking them to help 😀
With it down to just me and my in-house editor and the animal companions there was an opportunity to make some changes ... so we are.
Things should be settled by late September or early October and getting back to normal. In the mean time this seems like an opportunity to maybe possibly catch up on posting about the Deadlands campaign when my back is tired of packing and lifting and moving things so there might even be some updates here over the next few weeks.
Anyway there's the news of the day/week/month/year. As always, more to come ...
With word that the Traitor Legions are finally getting their 9th edition codex I'm looking forward to dusting off my Iron Warriors for the first time in a while. Alongside this GW announced that the World Eaters are getting their own codex like the Death Guard and the Thousand Sons so that will change things up a bit around here.
It's good news but I think it's ridiculous that it's taken this long to make any real updates to the CSMs. Sure, armor of contempt, but never addressing the second wound update until over 2 years into the edition is just incredibly stupid. They're putting a White Dwarf update out for the World Eaters to tide us over until their codex comes out - they easily could have done the same thing for Chaos Marines at any time.
Annoyance aside I am interested in seeing what else the new book holds. We know about armor of contempt, we know they're goin to two wounds, we know they're going to 3 attacks base, rumor is that they get a Doctrine system similar to the loyalists ... I have mixed feelings on that one.
On the one hand, having a doctrine system will make them feel more like "marines". That's cool. On the other hand I don't want it to be all that similar as then we get back into chaos marines feeling too much like loyalist marines with spikes and fewer options. So hopefully they do something interesting there.
My Iron Warriors are pretty much ready to go. I've never had as much of a backlog with these guys as with some of my other armies.
The army itself is mostly marines & havocs with a bunch of Rhinos, 3 Predators, 3 Vindicators, some raptors, some chosen, a unit of spawn, some Helbrutes, various characters including a daemon prince, and a Heldrake. It's a pretty traditional chaos force, not a lot of daemon engines etc. It's around 6000 points depending on details. Hopefully they come out alright in the transition.
I am not super excited about the emphasis on cultists in the previews so far. I don't know anyone who gets into chaos marines to build an army of normal humans with some mutations and I kind of think they should really consider moving it to a separate book if they're going to start expanding it. If genestealer cults can be a faction it seems to me chaos cults could be one as well. Maybe mix in some daemons and maybe even the long-awaited traitor guard to really build out the faction.
That said I am ready to get the army on the table again - hopefully soon.
I was a fan of the TSR Marvel RPG back when it came out. I mean ... it wasn't Champions but we had some fun with it over the next few years.
I did not play the SAGA Marvel game. No experience, no reference, so no opinion on that one other than I know some people really liked it.
It took a while but I eventually grokked the entirely different approach taken with MWP's Marvel Heroic Roleplaying and I have never had a bad session while running it.
All of these were innovative in some way - TSR's version had the color chart with different levels of success mapped in. SAGA had the whole card mechanic thing. MWP was a very different take on superheroics and changed the way some of us look at these things.
Now there is a new Marvel RPG. I've had it for a few weeks now. Read through it a few times, thought through it, haven't played it yet though I hope that will change in the near future. My rough take is that it feels pretty playable but I'm not sure it has the innovation that the other versions had. I think it will take a few posts to work thought the things I want to cover so let's start with the basics.
The short take: It's sort of like a d20 game but with 3d6 instead of a d20. Add 3d6 together, add modifiers, and compare to a target number. Beat that target number and you succeed, roll under and you failed.
They call it the "Action Check". One of the 3d6 dice needs to be a different color because it triggers special effects like the Wild Die in d6 Star Wars. They call that one the "Marvel die". Alrighty.
They also call this "d616" because it's a reference. It does help distinguish it from a normal 3d6 roll but we're pushing the "cute" envelope here.
If the Wild Die - I mean Marvel Die - comes up as a 1 then you count it as a 6 - called a "Fantastic" roll. If this happens when the two normal dice come up 6's then you have the best possible roll in the game, called an Ultimate Fantastic roll.
If the special die comes up a 1 when the other two dice come up as 1's (so triple 1's here) you do not get the free 6 - your total is "3", and it's a Botch, the worst possible roll in the game.
I'm not sure how much they will really push the terminology but they do call it out so I'm noting them here. Specifically, a Fantastic success result (so a 6 on the Wild die) is called out as a "Yes and" type of result. A Fantastic failure result (a 1 on the Wild die) is a "No but" type of outcome. Now the preceding rules section specially says "Fantastic" for a success and "Botch" for a fail, but here we get Fantastic Success and Fantastic Failure. I kind of like those terms better anyway and hey, it's a playtest set of rules so it won't be perfect.
An "Ultimate Fantastic Success" is an auto-succeed and ignores any "Trouble" - more on that below.
I get the intent here. I'd say the goal is to get a range of results beyond pass/fail without having to do something like add in a bunch of special dice that generate interesting outcomes if you can interpret the runes in a timely fashion. This avoids both sending new players - and I suspect this game is aimed at a wide audience - out to buy a bunch of weird dice and complicating and slowing down play by asking a GM to interpret a mix of symbols into a fun result. Some powers, especially attack powers, have an effect listed for a normal success and then a stronger effect and/or a bonus effect on a Fantastic Success so there are some places where this is already called out.
That's all fine - Savage Worlds does something similar with Success, Success and a Raise, Failure, and Critical Failure, then it also has Bennies mixed in to play around with that even more.
So ... a player makes a roll - "Action Check" - to see if they pull something off. Similar to d20 there will be a target number. No, there is not really a standard number for this. There is a chart ... because there are Ranks.
Ranks are basically Power Level from Mutants and Masterminds. They serve as a guideline and limiter for powers and challenges but are not really part of an assumed progression by all characters and you do not automatically start at 1.
So first, you have to look at the rank of your character. That gives you the target number for a "Challenging" test. There are 7 levels of difficulty in Marvel Multiverse - Challenging is the middle, the +/- 0 level. Below that are "Routine" for a -2, "Easy" for a -4, and "Trivial" for a -7. Above it are "Difficult" for a +2, "Ridiculous" for a +4, and "Impossible" for a +7 to the base target number. This is of course shown on another chart:
Not a big fan of "Impossible" as a difficulty class. That's a word that literally means "you can't do it". Surely we can find another word to use there. On the other hand I do like "Ridiculous" as a difficulty ... a lot.
Most normal tasks will use this difficulty chart-based number. Sometimes though you are opposed by a living opponent. In those cases each character has a "Defense" number for each Ability as well which is based off of their particular details. A character "attacks" by rolling dice +modifiers to beat an opponents defense.
So, say a PL10 hero ... I mean a Rank 10 hero, like Spider-Man, for example, wants to do something. Rank 10 gives a TN of 23. Say the GM thinks it's a bit tough to pull off so decides it's "Difficult". Now he needs a 25 ... on 3d6. Tricky.
This brings us to modifiers and here the game goes it's own way again. Every character has ability scores - taken from a point buy system - this is pretty normal. The ability score is a modifier to any action Checks using that ability. Basic human ability is rated "0", they can go as low as -4, and super abilities appear to run on a 1-10 scale. This is one of the 3 main sources of a modifier. The stats are:
|Here's the sheet for Spider-Man. Im not going to cover all of it today but it's good to have an example.|
Each character also has to choose an Archetype, of which there are six: Blaster, Bruiser, Genius, Polymath, Protector, and Striker. At first glance you might want to scream "classes!" but they are not quite that. The main aspect I am concerned with in this post is that they grant another set of modifiers for each ability based on your rank. Spider-Man is classified as a Polymath. Say he's trying to do an Agility-based Action Check. He would get the normal d616, +7 from his Agility, and then another +7 because he is a Rank10 Polymath. Yes, there is another chart for each Archetype. I don't think this is automatically bad because once the numbers are on your character sheet you won't be consulting that chart again unless you rank up.
This same chart also covers Defense at each Rank for that Archetype, and that number is modified by the characters Ability. Again, it's noted on the character sheet so you don't have to consult a chart every time you roll or get punched.
The third modifier is circumstantial stuff: It's dark. It's raining. It's alien tech. That kind of thing. There is no table for these it's left up to the GM.
The last wrinkle to the dice system is "Edge" and "Trouble".
|Did someone say "Fantastic"?|
Well, it looks like Horus Heresy is becoming GW's 3rd big game. I mean sure, they have the skirmish games like Kill Team and War Cry, and side games like Blood Bowl and Necromunda, but the effort they are putting into this launch is an order of magnitude higher in my eyes.
They are keeping things interesting at least.
The short version? It's ... disappointing.
There is some really cool stuff here but they are so slow to release material that it feels like something is out of balance when it comes to price or content - it just feels like there are problems in the pipeline somewhere.
Animations are supposed to the big draw here, right? Well ...
They have battle reports too. In 8 months they've managed to put out 8 40k batreps, 3 Kill Team batreps, 5 Sigmar batreps, and 1 Warcry batrep. So, 17 battle reports showing people how the game is played on a service that touts weekly content updates. That's roughly one every two weeks so far. That still seems light for the company that makes these games, makes these minis, and has staff devoted to making and testing and painting these things. There are YouTube channels with strong production values that release more frequently than that.
There is an internal talk show that discusses their other shows, sort of like "Talking Dead" was with Walking Dead. I've never been super excited about these kinds of shows because I have a)friends and b) the internet where I can talk about them myself ... interactively. They've managed 4 episodes of this and if it's your cup of tea that's great but I would never pay for this kind of content.
Beyond these we have:
The other part of the Warhammer Plus subscription service is the Vault and this is something I think could have some real value but it weirdly implemented right now. This web site allows you to access issues of older White Dwarf magazines and the "lore" parts of older codexes and game supplements - stuff from prior editions. This could be really cool but it's presented as PDFs that can't really be downloaded separately, say into a reader program of some kind. They also have all of the game-specific material cut out which is jarring to those of us who were around in those days. It's a weirdly insecure policy, as if they're afraid someone might try to (gasp!) play one of those old versions of the game if they left the stats from Curse of the Wulfen or Warzone Valedor in there. I have mixed feelings about it right now but I think it could turn into a really cool repository of old Warhammer lore someday.
The 40k app still has problems - I see bugs brought up almost every day in various online groups. I trust Battlescribe far more than do the 40k app, even after this much time. I have no idea what state the Sigmar app is in as I haven't touched it in months.
Overall I have very mixed feelings on Warhammer Plus. Part of me says hey, it's only 6$ a month and if you're using one of the apps then all of the rest is a bonus. The problem is that there are free alternatives to everything it offers - many of which are better than what GW is offering. There are many battle reports, painting guides, lore channels, and even army builders out there. Even the vault material is out there in physical from, albeit for a price. The only thing that is truly exclusive to this service is the animation content and I feel like that was over-promised and under-delivered. It's been slow to release and when it is released there have been multi-week gaps between episodes which damages interest in the story - well, where there is one. I'm going to ride out the rest of my first year but at the end of that time I'm going to have to think about whether I want to keep supporting something that feels this lackluster.
I got this a while back and I felt like I really should post about it. While I have some quibbles with the rules themselves this is a really good starter set. It contains the expected basics for something like this: intro rules, intro adventure, pregen characters, a ship sheet, some map sheets, tokens, and dice.
The most recent starter box type products I have used are the Starter Kits for the various Star Wars games from FFG/whoever is doing it now. Those have similar contents - clearly an influence here and I have had good experiences running the Rebel set and the Jedi set for my players. I thought this would be an easy way to start my crew with the new STA game if the opportunity arises and I was pleasantly surprised as I read through this one.
First up the rules booklet is more thorough than I would have expected. It gives a solid presentation of the main rules, covers combat in a separate section, and the starship rules are in a separate section as well. You could certainly run the game with what is presented here. The only major mechanical element missing is character advancement - not really unexpected in a starter set.
The pregens are fine and representative of what you would find in a typical federation bridge crew. The ship is a Galaxy class so it should be familiar and fans will have a feel for what it can do under normal circumstances.
|The dice in this set are the same ones they sell separately.|
The adventure is surprisingly good. There are three parts here and the first starts off fairly mundane - scan stuff. Beam over and check systems on another ship. Some basic combat. But that's alright here as this is very much a "learning the system" situation. It made me think about some of the old D&D Basic Sets in that way, although it is assumed a GM is running the game - it is not programmed self-instruction. This section is still decent as it introduces a mystery involving an old antagonist - one that is not over-used.
The second section involves further exploration of the mystery and brings in some familiar races. This time it expands to planetary exploration and action.
The third section has a ton of potential as it brings in some major lore nuggets, space combat, and puts the PC's into position to make some major choices that could have a significant impact on the setting - much more so than a typical starter adventure. This is not low-level characters in a starter dungeon type material - it's big time Trek and actually made we want to run this to see what my crew would do.
So yes, if you are considering checking out the game this is an excellent starting point and even if you already have the big core book a) the adventure is good and b) the small rulebook would be a handy player reference at the table. You could easily run this with a newly generated crew instead of the pregens and with experienced players that's probably the best option as we all know no one likes pre-gens. At 20-25$ most places it's a great way to start your campaign.
... my kids were mangling the Moathouse garrison on a spring break run.
I could probably do a lot of posts like this at this point. I suppose that's a good thing as I'm still at it but I'm also feeling the passage of time a bit these days as the last of them wrap up school and prepare to head out on their own - mixed emotions for sure.
The same week we also had one of our early Marvel Heroic runs with Breakout from the main book. An awesome game cut down prematurely but we have good memories and I still break it out (Yeah I went there) from time to time. Plus now we have the latest general Cortex book in print and we're also waiting to see what the newest Marvel RPG turns out to be. Amazon is showing "April 19th" for the playtest release - hopefully it will be interesting at least.
Well, look what finally arrived on my front porch over the weekend! I say "finally because, well ...
Yeah ... that's straight from the Kickstarter page. That was set for a year after it funded, which seemed entirely reasonable. Actual delivery date: End of February 2022.
This really seemed like a slam dunk - see my original post on it here. See? I thought this sounded cool. Ask me how I feel about it now ...
Slam-dunk-wise this idea was to take the mechanics from Sentinels of the Multiverse - a well-known and well-liked game - and the setting from Mutants and Masterminds - another well-known and well-liked game with 15 years of development at that point - and make a new flavor of something cool. Both of these companies had been steadily releasing material, it looked like they had a plan - how did this crater so badly? How was this anything but a straight-up win? I don't know for sure but I have some ideas.
Splitting the effort across two small companies may have complicated things way too much. Greater Than Games was doing the mechanics even though Green Ronin was publishing the project overall. GTG got bogged down in finishing up their big finale module for SoTM (which ended up being 18 months late) and that pushed the rules work on SoEP back. Here's a KS update from 2018 where they already know the game is going to be a year late. Then here's another update from later in 2018 where they announce that the rules are finished. Alright, if the rules were done three and a half years ago why are we just now seeing the game?
Art is apparently hard. Like really hard. M&M has really good art and they wanted to maintain that standard - and I get that - but apparently they were not going to use any existing art ... they wanted it to be all new.
Also the art had to wait for the decks to be designed to make sure it made sense for the card. I get that ... to a point ... and here is a 2019 update where the delays and the approach and the process are described. At that point they mention that they are in the final art order and yet that was still two and a half years ago. Then, more than a year later (Nov 2020) - hey! The art is done! So it took TWO YEARS to get the art for this game done after the rules were finished. I mean, I love M&M's art style but ... does it take two years to make the art for even a big book like Freedom City? And that was on top of the original year-long delay getting the rules written.
At some point one starts to wonder if they couldn't have just written, tested, illustrated, and published their own card game in quite a bit less than five years time. I know, once you've made the deal for Sentinels with M&M characters and taken people's money you can't just change the deal but hopefully some things can be learned form this.
And no, I'm not giving allowances for the pandemic because this should have been done well before the pandemic ever started. That is a good example of why you don't want to get behind by a year or more on these kinds of things - sh*t falls out of the sky sometimes and disrupts your plans. Those first few years of delays though were all self-inflicted. Something that funded in 2017 and was due in 2018 doesn't get to claim "Covid".
Side note: In the time between the start and finish of this project SoTM designed, launched, and published a second edition!
Second side note: In the time since I paid for this I backed 19 additional kickstarters, mostly RPG stuff. Only one of them came anywhere close to this kind of delay.
The counterpoint in some ways to this is that I paid $40 for all of that - the listed price is $50 just for the main game. Remember when Kickstarter was kind of a deal? Nowadays it seems like it truly is a preorder system for things that would have been made anyway, particularly with Card or Board games and RPG's. I'm pretty sure Munchkin Batman would happen regardless of KS funding levels. I doubt Pinnacle is going to stop making Deadlands books anytime soon. And you typically get to pay the equivalent of full MSRP! And then not get your product for another year! Well, maybe a PDF ... but that's not what you paid for is it? I've cut way back on the number of Kickstarters I join - only 1 of those 19 I mentioned above was in the last two years. It really has changed and given a few experiences with things like this my policy is "let me know when I can buy it in a store or online" - I'm looking for finished products these days, not hope and promises. I'm happy to pay for things that interest me and look like they will add something to a game but I'm a lot less interested in paying up front for "someday"
To wrap up: Lots of mixed feelings on this one.
There hasn't been much 40K action around here lately. Blaster and I are both interested in the big Eldar update coming in their new codex. It looks like they're rolling Harlequins back into the main book and adding options for Corsairs too so it will be the "Big Book of Everything Eldar" once again - aside from the Dark Kin anyway.
I've considered starting a Custodes army since it would be nice and small but I really need to finish the Necron Project I started last year. Got a lot done in December and then slowed way down in January ... I'm stuck on the "clearcoat" phase for a bunch of the army since it's been cooler here and a spray clearcoat is not something you want to experiment with below 70-ish degrees.
The Blood Angels expansion continues as well. Still working on Death Company and Sanguinary Guard and I've added some painted Terminators and bikes ... and Rhinos. Not the most exciting unit and I held off for some time figuring I would mostly be jumping or drop podding or Stormravening-ing my troops in but ... a marine army should have some Rhinos in it ... or at least available. Now they do.