Showing posts with label DC. Show all posts
Showing posts with label DC. Show all posts
Thursday, December 1, 2016
Superhero Settings and Me
I've been digging through the superhero RPG shelves quite a bit the last couple of weeks and I spent some time thinking about settings - specifically campaign settings for superhero games.
In the ancient times of the early 80's there was Champions. Lots of Champions - and occasional episodes of Villains and Vigilantes. We didn't really have a specified setting - we just ran some games and assumed everybody's characters were available and local to "super city USA". There were suggestions in various books about setting it in your home town but I never cared for that idea. Partly because it seems limiting to me to set it in a real world city as-is. Partly because DFW isn't on a coast so you lose all of those ocean hooks from sinking ships to invasions from Atlantis to random sea monster attacks. Champions had an implied setting with organizations like VIPER and various heroes and villains but never went into detail on cities and nations. We treated it kind of like we treated most of our D&D games - assumed/implied setting without getting too detailed on the larger picture.
Mid 80's we got a Marvel game and a DC game. We played them in-universe. Why wouldn't you?
In the 90's Champions finally put out a dedicated setting book with "Champions Universe". It was kind of cool but it was also a jumbled conglomeration of notes about characters, organizations, and world information that was way more than any of us were looking for at the time. I also wonder how much of it came from someone's campaign as opposed to being written up specifically for this book. I never worried about ti too much as anything other than a back up reference in case I needed to throw in a random organization for something.
My Champions games in the 90's ended up set in what I called "Miami 2000". It's a little dated now, but I love Florida as a superhero setting: Ocean access, home of the space program, the Everglades, the occasional hurricane threat, plus proximity to Communist Cuba, the historical pirate waters of the Caribbean, and the Bermuda Triangle. This is all great stuff for running a superhero campaign and it's all built right in. I have lived in Florida multiple times and also watched a lot of Miami Vice, so it was easy for me to envision the whole thing in my head. It represented a softening of my attitude towards real-world cities but only to a degree as my version of Miami roughly ten years in the then-future was altered in many ways. I started with a simple fold-up map of the city circa 1990 and had so many notes and changes by the end I'm not sure anyone could have deciphered it but me. A lot of it never saw table-time as I didn't run nearly as much as I had hoped but it was there, waiting. I still have most of the notes but I lost the main map somewhere along the way. I'm sure at some point Miami will return in one of my games - it's too good to ignore.
The biggest change of the 2000's has been my own personal drift from Champions to Mutants and Masterminds as my supers game of choice. M&M comes with Freedom City as its own setting and it's a great one. A nod to all kinds of comics, particularly the silver age, it's the reason M&M exists as Steve Kenson actually wrote it first for a different game. When that game folded part of the deal to publish the setting was to come up with a new system for superhero play - a d20 game. As much as I like Freedom City and M&M I have probably run fewer than 25 sessions of the game. Most of those were scattered one-offs with the occasional two-parter or three-session run here and there. So we've never really spent time digging in to the setting, making it our own. I'm hoping that will change soon.
The second biggest emergence of the last ten years for me is ICONS. Lighter than M&M it's a great game, a nod to Marvel Super Heroes, and it's amazingly playable. For a more casual style of play it's just the best thing I have found. There are a ton of PDF adventures out there for it along with hero and villain supplements if you want them. Spurred by the revelation that was this game I started coming up with a new setting for my own games and ended up with "Atomic City". It's somewhat detailed in some areas and very loose in others, mainly because it's developing as we play rather than via me writing up 1000 pages of history. Sketch out the big picture, worry about the details when they come up. I went west coast instead of east this time but it's still a coastal American city with a growing population of super-types. I was happy enough with it that I've used it for some M&M games too.
Finally we also had a new round of Marvel and DC games. I've written quite a bit about the Marvel Heroic game here and it ended up being a third style of game (with Champs and M&M being more detailed and ICONS being more fast and loose), one that I liked way more than I expected. Of course we've played it in the Marvel Universe and enjoyed it every single time. DC was the initial release of M&M third edition and I didn't really care about playing it as "DC" until last year when Apprentice Red asked about doing that. I still wanted room to do our own thing within that universe so I used Emerald City, the M&M 3E west coast counterpart to Freedom City, with some tweaks to add it to the DC universe. After all, it's not like the "X City" naming convention is unknown in DC anyway. This turned out to be easier than I thought and I was pretty happy with it during our brief run.
Emerald City makes even more DC sense now since there is a set of adventures for M&M tied to EC that begin with a "precipitating event" which grants a bunch of people superpowers. It looks a lot like the beginning of the CW's The Flash with the particle accelerator explosion and plays into a nice campaign from there. I plan to emphasize this even more the next time we play.
So M&M and ICONS have taken over as our main games and I have tied them to particular settings. Marvel and DC are occasional side trips and I expect to continue with their own built-in settings whenever they come up. I still like Champions and I do want to give it a chance with my current group of friends and Apprentices but it will probably be sometime next year. I'm not sure what I would do there - go with Millenium City from 5th edition and the MMO? Resurrect Miami 2000? Roll it in to Atomic City since I use a lot of Champions villains there anyway? Not sure - we will cross that bridge when we get there.
The dream setup: A regular M&M campaign with a group based in Freedom City, another group running in Emerald City, and an occasional Cosmic game with members of both groups taking part. Additionally a M&M game running in Atomic City in its own universe with its own mix of players and the occasional crossover with the Freedomverse campaign. ICONS would still be "The Animated Series" for Atomic City run as one-off adventures when the option presented itself. Marvel and DC sprinkled in as completely separate games here and there. At some point: an ultimate finale crossover event where everyone picks their favorite character between all of the games, adjusted to make sure we have each one represented as a one-time, translated into one system, and run through a weekend-long epic adventure.
Could it happen? Sure. Will it happen? Probably not, as I'm not sure how I would find the time to run all of these games often enough to call them a "campaign". Maybe of one of the Apprentices started up his own game ... Anyway there's the backstory and the dream. More to come - a lot more - the rest of this month.
Thursday, August 21, 2014
RPGaDAY - Day 21 - Favorite Licensed RPG
This one is fairly easy:
I played a ton of this, even if it was a long time ago.
I like this one too
I even like this version.
There is so much potential with Star Trek that I wish it had been better supported since the end of the 80's and FASA's license. Don't like playing with the stuffy Federation rules and their Prime Directive? Play Klingons! Like a more espionage type game - play Romulans!Want a war story instead of exploration? Pick one, there are a bunch! It's been around so long and is popular enough in gamer circles that while it may be a notch down from superheroes in pop culture today it is still a pretty well-known and easily referenced set of stories, images, and references. With Netflix and Amazon having all of the shows out there to watch pretty easily, it's about as accessible as a universe can be. A GM could set up a campaign by saying "watch episodes X, Y, and Z to understand what this game will be about" and that's a powerful tool to have to communicate your vision.
One of these days...
Runner Up:
I have not been a real DC guy over the years but this game has been working on me.
Four nice, full-color hardbacks and you have a complete comic book universe ready to go.
Even if you don't use the DC universe, there are so many characters, plots, relationships, agencies, and locations in these books that you could run for years even with the serial numbers filed off. Especially if you run Mutants and Masterminds.
I played a ton of this, even if it was a long time ago.
I like this one too
I even like this version.
There is so much potential with Star Trek that I wish it had been better supported since the end of the 80's and FASA's license. Don't like playing with the stuffy Federation rules and their Prime Directive? Play Klingons! Like a more espionage type game - play Romulans!Want a war story instead of exploration? Pick one, there are a bunch! It's been around so long and is popular enough in gamer circles that while it may be a notch down from superheroes in pop culture today it is still a pretty well-known and easily referenced set of stories, images, and references. With Netflix and Amazon having all of the shows out there to watch pretty easily, it's about as accessible as a universe can be. A GM could set up a campaign by saying "watch episodes X, Y, and Z to understand what this game will be about" and that's a powerful tool to have to communicate your vision.
One of these days...
Runner Up:
I have not been a real DC guy over the years but this game has been working on me.
Four nice, full-color hardbacks and you have a complete comic book universe ready to go.
Even if you don't use the DC universe, there are so many characters, plots, relationships, agencies, and locations in these books that you could run for years even with the serial numbers filed off. Especially if you run Mutants and Masterminds.
Friday, April 18, 2014
Super-Conundrum
I find myself stuck and I thought I would throw it to the winds of the web to see if any insight comes back. The problem is this:
- I tossed out an idea to let the Apprentices play some of the DC heavy hitters as a one-shot adventure using the DC Adventures/M&M 3 rules
- I don't have anything prepared to challenge the Justice League, just some vague ideas - it was "hey would you guys be interested in doing this" comment, and they took it as "we're playing this tomorrow so start discussing how many Lanterns we can fit into one team"
- I will be running a "Limited Campaign" set in Freedom City later this summer for some of my other players
- I was planning to run a campaign for the Apprentices using M&M 3 set in Emerald City, likely starting with the Emerald City Knights published adventures, giving me the long-sought two-playing-groups-in-the-same-universe situation
- It occurred to me this week that I could run the ECK advenutres and kill two birds with one stone by setting it (and Emerald City as a location) in the DC Universe
So ...
I am not sure whether to take on the challenge of moving Emerald City to the DCU. On the plus side it gives me a reason to use all that nifty DC info I have in it's natural habitat and let's the characters rub elbows with all of those other characters - and possibly lets my players play some of them. I found some discussion of this on the Atomic Think Tank (apparently I am not the first to think of this) and it was helpful. Admittedly though,my DC knowledge is far less than my Marvel knowledge, but hey - that's what the books are for, right?
However, doing this takes them out of the Freedom City universe and costs me that oh-so-awesome setup of having two hero teams on opposite coasts who can hear about each other's exploits, come into conflict, and work together to stop the truly world-wide threats.
My homebrew superhero universe is staying out of this one. This is really just a decision between published settings for this particular set of campaigns.
So, if anyone has any thoughts on this, please share!
Wednesday, November 6, 2013
DC Adventures Heroes and Villains
I know these books have been out for some time now but I only recently acquired the second one and I wanted to spend a little time talking about just how great they are.
I think of myself as a more casual DC fan though admittedly that's grading on a scale with other people who spent time reading comics. I am more of a Marvel guy when it comes to superhero stuff. Most of my recent DC knowledge comes from the animated shows and specials and the movies. If you are a more casual fan then these books are stuffed full of info about the characters of the DC universe and are an interesting resource even if you're not into the game. You're not going to find a bunch of "in issue x this thing happened" kind of references, just a general rundown of the character and some history and noted on gadgets, sidekicks, vehicles, and lairs. My kids spent quite a bit of time just flipping through them and going "hey, that guy!" - so much of these universes are visual that you may not know a characters name but you recognize the look when you come across it - this is where a book has some advantage over Wikipedia. This aspect of it is why I went with books over PDFs - I want books on the shelf my kids can flip through when they're interested. If it was only a game resource for NPC's and villains I find PDFs work pretty well for me, but these are more than that.
There are over 500 characters presented in these two books. Superhero games run off of a steady diet of interesting characters and these volumes provide an immense reserve of characters to draw from. Even if you don't run explicitly in the DC universe there's no reason you can't use the stats and schticks from these to populate your own universe. Change the name and alter the costume a bit - a simple color change may be enough - and you have usable game stats with whatever personality and background you choose to give. It's a very useful set of books for the practical GM.
I hesitate to even call this a review as I really have nothing negative to say about the books. These are good, solid, useful, nice-looking books. If you're a fan of Justice League and the related shows these are cool. If you're a fan of DC in General these are great. If you're running a game of M&M 3 these are as useful a resource as you will find for actually keeping a campaign going.
Labels:
Comic Books,
DC,
Mutants and Masterminds,
Supers
Monday, August 20, 2012
Rediscovering DC Heroes
I never really grokked DC Heroes. I remember when it came out about a year or so after Marvel Super Heroes. One of my friends got it we looked at it, played around with making a character or two, and then we pretty much let it go. People then and now have varying opinions on the system but in my view it had three major problems: Champions, MSH, and AD&D.
Regardless of the mechanics we already had Champions and liked it for our "serious" superhero game which mainly consisted of us making up new characters and then running around beating up Viper agents and villains from the Enemies books - there was not a lot of plot in our games back then.
MSH was still pretty new but it had a lot of support and that system was a lot of fun mechanically. It was easy to just jump in and start playing with a pre-made hero and making your own - while not the sub-game that was Champions character creation - was pretty fun too with random rolls and a lot of on-the-fly imagination required.
Then there was the fact that most of our RPG time went to AD&D anyway. That's just how it was back then. A day off from school meant scraping together some money, cutting a Domino's Pizza coupon out of the back of the phone book, arguing over what to order, and hours and hours of AD&D most of the time - at least we had some focus back then! We also had a lot more time, but it took a lot for a game to break into our regular rotation. DCH never did.
Additional considerations: I was more into Marvel comics - between the Avengers and the X-Men I was not at all interested in Superman and Batman. Also, Teen Titans? I hated that name and I was unfamiliar with the characters, instant turn-off - they should have focused on the Justice League.
Later in college when the 2nd Edition came out one of that group tried to fire it up - this was around the time of the big Keaton Batman movie - and got all of one session out of it. I remember hating it and wanting to get back to our regular games. We played a lot of GURPS in that group and compared to that it was not intuitive. We also played a lot of Champions which also had a bright new edition about that same time and became our standard set of rules for the next couple of years.
The funny thing looking back is that the rules are not any more complicated than Champs or AD&D or even GURPS. Even MSH isn't necessarily in a different class other than one key area: MSH used one big bright colored table. DCH used two tables, with a lot of numbers in them, and no real color. I think that was a bigger factor than I like to admit, and likely not just for me. Rolling up success and degree of success into a single roll made the game feel like it was an order of magnitude simpler when it was up against the to-hit roll/damage roll mechanic of most other RPG's at the time. Even though DCH still only used one actual die roll, you had to check two tables, and I think that really held it back. Plus colors are friendlier than numbers when you're going to have a whole table of them. Compare:
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| Find your stat, roll your dice, tell me what color you get. |
I think this was one of the barriers to DCH becoming more popular - it looked like a more serious game (yes back in the 80's more charts = more serious game) and most people did not take superheroes as a "serious" game. Now I know it had to have some success as there was quite a bit of material for it but I still think Marvel was the more popular game for most of its run. I know it was locally - didn't know anyone who played it regularly during high school and college. Even at local conventions you might see a Marvel or Champions game but I don't recall seeing any DC games.
Regardless of this prior experience, I have somehow ended up with copies of all 3 editions of the game. I decided to give it another look and started with the 1st edition. I have to say I think it's a pretty good game, and after my comments above I think we can rule out nostalgia as a factor here. I think the mechanics work well and of course the one thing everyone says about the system is that it handles a massive range of powers - I see that and agree. I think it shares a quality with Champions in that it looks complicated when looking over the rulebook but in play it's really not all that complex. I'm going to try it out with the Apprentices in the very near future to test this theory and I expect to be proven right.
Also, this was a damn fine boxed set: intro booklet that actually shows the mechanics - player book with the system and character creation rules - DM book with advice, a universe guide, maps to bases and cities, lists of gear and gadgets, and a big batch of character stats - a striking and well-done 3 panel DM screen - cards with character stats for a bunch of DC heroes - and stand-up counters for all of these same heroes - that's a huge batch of awesome in one box! How did I not like this? I wonder how much something like this would cost now? I'm guessing it would have to come from Fantasy Flight and would cost a lot. Just flipping through it makes me want to put the kids in front of the TV for a Justice League DVD viewing followed by a multi-hour session of this game!
The stats for the game were elegant as well. Physical/Mental/Spiritual on the horizontal, Action/Effect/Resistance on the vertical - that may be the finest way of doing these things that I can remember. It's intuitive, it helps the player remember what these stats mean, and it looks good on the page. Also, I was a fan of the Tri-Stat system's concepts, and I have no doubt that here we see some of its origin.
Now I am sure there are some clunky bits in there somewhere. I'v heard some negative things about the gadget rules, and actual play tends to reveal the sharp edges of any system, but it looks much better than I remember as I read through it 20+ years later. Plus I do have Second Edition, and Third if I need to start tinkering.
A lot of the fun to me in a DC or Marvel game is in being able to play the iconic heroes. Sure, I like making my own just as much as anyone, but I have Champions/ICONS/V&V etc etc for that. Sure, I could play the Amazing Aluminum Man in Marvel New York and have him join the Avengers, but why not just play Iron Man? If I'm going to have all of the background (or baggage) of Metropolis or the Watchtower then let's play the characters who belong there! A long-term campaign might be different but for the games we tend to play I think the brand-name heroes will work just fine. Plus there is the appeal of handing out the cards - "here, you're Superman, you're Batman, and you're Green Lantern - let's go."
I've run on quite a bit here but the net result is this: we're going to give it a try, and of course I will report back when we do.
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