Wednesday, August 7, 2019

Updates for Early August

Activity continues even if the blog has not been keeping up - here's an attempt to improve that situation:
  • PLAYING: I've started a new M&M campaign for the 50 Fathoms group. It's a "limited" campaign and will only run probably ten sessions or less but I'm hoping it will set up interest and momentum for a regular ongoing campaign.
  • NOT PLAYING: The ongoing old-school 5E Isle of Dread Campaign is in a holding pattern while the Con Crew handles their business
  • READING: Pathfinder Second Edition - i like what I see so far and I am of course considering what I might run for an initial tryout of the new system
  • MINIATURES: Working on some new army lists for 40K and I will probably try one of them out with Blaster this weekend.
  • ONLINE: City of Heroes Homecoming - maybe not every day but multiple days each week sees the Amazing Aluminum Man and friends adventuring in Paragon City once again!
The Supersonic Man investigates a disturbance beneath the city streets!

Wednesday, July 24, 2019

He must be ...

.... working on a new campaign ...

Monday, June 3, 2019

Mutants & Masterminds Basic Hero's Handbook

The short version: this is a lot like the recent "Beginner Box" products from some other RPGs without the box but with a little more long-term utility.

M&M 3E started with the DC RPG released in 2010 so we're at 9 years now for this edition, more than 1E and 2E combined. It's a nice change from the typical RPG life cycle and I assume that with the release of this book that Green Ronin is committed to continuing this edition for at least a few more years to come.

A quick breakdown - the first 3 chapters and about half of the page count is dedicated to making characters - stats, skills, powers, archetypes. Then you get about 30 pages (2 chapters) on playing and running the game, covering the basic mechanics and an intro to running superhero games. The last 30 pages or so is dedicated to 4 adventure scenarios and stats for some supervillians and teams.

As a veteran GM and Player, this book doesn't add much to the game for me directly but it is nice to be able to point a new player to this as a resource. the adventures are great droop-ins to any campaign and the bad guys are totally usable as printed though I am pretty sure I've seen some of them before.

For anyone new to M&M I'd say this is the book to get because:

  • 1) as a new player you can build a starting character and advance them a fair degree just using this book
  • 2) as a new GM you can see how the game works, build some characters, and you have several sessions worth of adventures and opposition that you could play through with a group of players
  • 3) it gives you a good dose of how the game works and that's important because it deviates in several important ways from what a typical "d20" game does. The way damage works in particular, with no hit point system, is a huge thing for some people, and I would say it's important to get a feel for that before diving in to a full buy in of the game system.
The picture up above is an example of how the archetypes work  in the book. You have the general type, and then several sub-type options to choose from within that archetype. To me it looks a lot like a class layout for D&D 5E - Class + sub-class options- and I assume that's deliberate to make it easier to grok for new players. It seems plenty smart to me and I have no issue with it. 

However, if you already know M&M 3E and look closely at that you'll see what was the biggest surprise to me: No points!

And the second biggest surprise: No Power Levels!

Ok points are mentioned late in the book as an award for adventuring but nowhere in the book are they discussed as an element of character creation. For longtime players this is a shocking change, at least it was for me: "How can you put out a rulebook for M&M character creation and not include points?!"

Well, you can and they did. It is a limited set of options to choose from in this book, not the totally open-ended version found in the main book and at first I thought this was a fatal flaw. I mean, that's a huge part of the system right?

The more I thought about it though, the more I agreed with this choice for an intro product. In my experience new players to a superhero game do tend to follow some common superhero types. They may not want to play Batman directly, but the stealthy martial artist guy is a pretty common character and this book can accommodate that kind of approach within its "Crimefighter" archetype. This is a great way to get started and -GET PLAYING- without needing a week to "build" a character while still allowing for some customization. The best way to get your game going, and keep it going, in my experience. is to get people playing it, not just playing with it!

They started experimenting with this kind of thing in the GM Screen package years ago by including a random character generation system. it was refined in a later book and I assume this system is an evolution of that. once you have a set of interchangeable packages at PL10, well, if they work for random generation you can certainly make them work for a "controlled" generation system, and make them fit together even better. I'm glad to see the designers continuing to experiment and explore these options.

Power level is mentioned in the GM section but mainly as a tool for rating enemies. Changing up character power level is not really discussed other than "hey it's a thing and you can read more about it in the big book". It does mention that all of the characters created in this book are PL10 and all of the power limits presented are based on that level.

So ... if you have an established group playing M&M I'll say this book probably does not have much to offer you. The GM should get it because we get everything, right? Also it's great for bringing in a new player.

If you are new to the game and want to run it or play it or even start a new campaign for your group then I'd say this is definitely the place to start. It's a one-stop product that gives you enough to make characters, learn the system, and play through 2-3 sessions I would guess, possibly more if you start getting creative.

 It's a 30$ book so it's not no investment but it's not bad compared to a lot of the big books pout there now and it's comparable to most of the Beginner Boxes out there today. The PDF is close to half that which makes it ridiculously easy even for the thrifty gamer.

As a follow up I'll  post up some thoughts on the rest of the M&M game line as it's been a while since I've touched on it and I have Superheroes on the brain right now - stay tuned as the blog staggers back to life!

Tuesday, May 7, 2019

Obsession of the Moment: Paragon City Returns

So many heroes reborn ...

Adamantium Man returns!

Phurious Pharoah returns!

Draco Rex returns!

Not all of my time has been sent with old friends - some new ones have turned up too - more on that later.

Just getting to use that "City of heroes" post tag again has made me smile so it's been an amazing few weeks.

Thursday, April 25, 2019

Not-40K Friday - Resurgence! - Aluminum Man Flies Again

I was going to start posting about 40K again but the big thing this week is definitely not 40K here.

For current details look here - it's a few posts down on this page.

Some fun information here.

Sunday, April 21, 2019

Monday, April 8, 2019

Magic Monday

So Blaster got back into Magic: The Gathering with some of his friends last month and once he started talking about it I realized I haven't bought a pack of Magic cards since before he was born so it's been ... a long time.

I played MTG with my friends back in the mid 90s when it first became popular and it became a regular thing for 3-4 years. We would usually play a few rounds as a warm up before one of our RPG sessions

He and Red got into it back about 7 years ago and played it a bunch up at a local store and I did get my old cards out to show them how to play once they expressed an interest but I didn't go buy any new cards - I pretty much let that be their thing.

Now though ... I figured why not? So I picked up some of the new cards and looked over the rules - they haven't changed much - and decided to jump back in. For now I'm just playing him and talking to some friends about it but with a big release coming up at the end of the month I might actually venture out to a store for that.

Rules-wise the biggest thing I see is that it's just tighter all the way around. I mean, the rules should be pretty tight after 25 years+ and they are. They seem to be pretty good at anticipating conflicts and unclear areas and spelling those out nicely.

The main format is "standard" which is basically using only the newest sets in head to head two-player games. There are others - Blaster's favorite is "commander" which is bigger decks in a multiplayer format and the big wrinkle is only one copy of each card other than basic lands. It's almost a completely different game than standard so there are some interesting options within the Magic "family"

The biggest difference I see is the support - wow what a set of cottage industries have sprung up around this game! Sleeves. Deck boxes. Play mats. YouTube channels. Podcasts. I mean 40K has a lot of stuff growing up around it but I didn't realize just how much there was for this card game.

I'll be posting up some more about returning to MTG after 20 years - it's an interesting adventure so far.

Tuesday, March 26, 2019

Cats: No Respect for the Game

Diving back into Magic this month with Blaster and this guy has to jump right into the middle. The bulldog is perfectly happy to go to sleep under the table ... not this one.

Wednesday, March 13, 2019

Savage Worlds - Adventure Edition

I've been interested in the Savage Worlds game since the earliest days of its existence - maybe before if we're going back to Deadlands and the Great Rail Wars days. I played and ran some Deadlands in its original form, picking up pretty much all of the books and the Deadlands: Hell on Earth setting and books as well. I dove into GRW a little later and picked up a bunch of the miniatures and books for that too. I was on the Deadlands email list in the late 90's/early 2000's and followed the development of the system as bits came out there - you can see a more extensive version of that info here.

In my experience it's a great system with great support and I've had a ton of fun with it over the years. A lot of this is in the actual play of course. It's also in the way the game is supported - for the most part they do not publish 20 books on one setting - they publish 1 book for 20 different settings. Deadlands is the exception here as it's been a thing since before SW existed but most of their settings are a plot-point campaign book that has all you need to run games in a world for probably a year or more if you desire to. It doesn't feel like you're signing on for a long term subscription just to keep up with a particular setting. Recently a lot of their efforts have been published via Kickstarter and while I have some mixed feelings about that it does mean you can get a more complete set of  "stuff" for whatever setting is being presented - custom bennies, cards, extra books, maps, etc.

The last big Kickstarter was for a new edition of the rules - the Adventure Edition. Pinnacle has said before that they don't usually do new editions to dramatically change the rules. It's more about when they need to do a new print run and decide it's time for a revamp of the presentation and of some of the rules tweaks they've been trying out since the last one. I can vouch for this - I have at least one of each version and the rules changes from one to the next are fairly minor.

After reading it I can say that the Adventure Edition is still Savage Worlds. That said, let me talk about the changes:

  • Default Skills or "Core" skills - Everyone gets a d4 for free in Athletics, Common Knowledge, Notice, Persuasion, and Stealth. I get this and it's fine by me. 
    • Athletics is a consolidation of Climbing, Swimming, and Jumping into a single skill and that's fine too. 
    • Common Knowledge is new too. This sort of thing used to be a Smarts roll but they are trying to make things you typically make active rolls with an actual skill and not a stat.
    • Notice, Persuasion, and Stealth are all very commonly used skills in any given session and now new characters will start with a d4 instead of a d4-2. I'm fine with starting characters being a little more competent in these areas.
  • The Shaken change - technically this came out in 2015 but it hasn't been in the main rulebook until now. Previously when rolling to "unshake" success meant you were unshaken but could not act, while a raise let you act normally. Now a success = unshake and act normally. It's good for players when a character does it but less good for them when a monster/bad guy does it so ... I'm fine with it I suppose. 
  •  Experience: The old rule was the GM awards 1-3 XP per session and every 5XP is an Advance which lets the character upgrade in some way. The new approach is to drop XP and just talk over with your players at the beginning of the campaign how quickly you want to advance - every session? every other? every third? This one is the one that grates on me the most despite being the least important in many ways. I think it affects the tone of the game. 1-3 XP shows some evaluation of how much the group accomplished in a session. The set rate of advancement approach devalues that in my opinion. Its not a game breaker for me, it's just a change in approach I dislike. 
  • There are changes to various Edges and Hindrances - to be expected in a new edition. I don't worry about these too much until I'm running a character that has them so I won't go into any detail here. 
  • Lots of new conditions, or Statuses: Distracted, Vulnerable, Bound, Entangled, and Stunned.These consolidate a lot of separate very similar rules, weapons, and powers into a few set conditions. It's a smart change and one many other games have benefited from.
There are a lot of other changes as well. The chase rules changed again, as they do in pretty much every edition. There are short sections that present other ways to handle a scene or a task: Mass Combat, Quick Encounters, Social Conflicts, and abstracted travel and wealth rules. Some of them I like better than others and that's partly because I know what my players like and also because I know how I like to run things. At the very least though they give you something to push against if you want to explore some alternate approaches. 

One other positive thing that stood out is that there does seem to be more explanation on why things are the way they are. Pinnacle has been good about this in most editions of the game but this one feels even more so to me.

Visually the PDF looks great and I am looking forward to getting my hands on the hardcover in the near future. Then of course the question is "what will I run next and will it use these rules?" and the answer is "I don't know but probably so".

Anyway, more to come.

Tuesday, March 12, 2019

The Gygax Story

This article came out last week and I read it, thought about it, waited a few days, and decided to put a link up here. It's tied to the very foundations of the hobby and it's worth a read.

Fantasy's Widow: The Fight Over The Legacy Of Dungeons & Dragons

No judgments other than to say it's fairly sad and it's a shame things don't work out the way you'd hope sometimes.