Showing posts with label DTRPG. Show all posts
Showing posts with label DTRPG. Show all posts

Wednesday, September 13, 2023

Superhero RPG sale at DTRPG


 I just saw that DTRPG is having a superhero RPG sale all week long and some of the discounts are pretty hefty. We live a golden age of supers RPGs with more options than ever before and there are a lot of interesting new takes on the genre so it's worth a stroll through their selection to see if something catches your eye. 

Anyway, just a heads up!






Tuesday, February 21, 2023

Superhero RPG Roundup Part 1 - Marvel-ish

 

I went down the rabbit hole these past few weeks to figure out which supers game I was going to run for the group. As is typical for me I went way overboard but it was a good excuse to see if there was anything new out there and also to take a second look at some of the more recent acquisitions I might have skimmed and dismissed.

One of the options I was considering was some version of the old TSR Marvel Super Heroes system. One, because I have fond memories of it. Two, because it's pretty easy to grasp and jump in and start throwing cars at bad guys. Three because there have been several efforts over the last ten years to retroclone it and so make it more available to people. Inevitably these do-overs include some rules changes just like the D&D retroclones do so the question usually is "do you like the changes?" because you presumably already like the underlying system or you wouldn't be looking at them. I do like the original so I started pulling up "4 Color" system games to see what was out there.

The oldest one I am aware of is the Four Color System from Seraphim Games. It is pretty much a straight distillation of the old rules, both basic and advanced, without any major additions. The downside is that it renames every.single.part. of the game and changes the colors of the results table, including using red and yellow for different levels of success than they were originally. So it's not FASERIP here, it would be MCBFIAW ... however you want to pronounce that. This really hurts the familiarity advantage for those of us who played the old one. I assume this is a product of it's time and an effort to avoid any taint of copyright infringement but to me personally it was pretty damaging. If you're not worried about carrying over the old familiar then it's a solid choice for a baseline MSH game.


There is also a 4C Expanded by a different author which takes a lot of the same concepts but breaks some things as well - for me at least. Instead of FASERIP your primary attributes are Might, Agility, Stamina, Strength, Intellect, Vision, and Ego ... so "MASSIVE" which is better than the prior version so points for that. The biggest problem for me though is this:


I mean, the colors are still wrong here AND we're dropping the glorious majesty of the full table for this abbreviated version that only shows the break points! Instead of column shifts you'd have row shifts and who wants that? More seriously the biggest objection some people have to the MSH rules is that they ran off of a chart. This still runs off of a chart, just a smaller one, so what is the benefit here?

Outside of these changes it also adds a point-buy option for character generation alongside the expected random tables. The general approach and tone are different though - it clearly wants to be a universal system and I believe a later version 2.0 really embraces this. Here though it still shows with optional rules for more "realistic" results, a lot more detail in skills, and a 25 page gear chapter. MSH was always about broad strokes to me so breaking down five different types of swords plus blowguns and chakrams ... it feels out of place in this system given the game's origins. It does have a nice section of NPCs, minor opposition, animals, and fantasy creatures and that's a nice inclusion. Overall it is comprehensive but it just goes in a direction I was not looking for in my MSH type game.  

The next entry is literally named FASERIP and has been out since 2016. As you can guess from the name it addresses one of my concerns with 4C by using a lot of the same terminology though it does change the rank names and it changes the Results table but it changes it to Bronze/Silver/Gold as the levels of success which while different is also incredibly intuitive - excellent choice here if you feel like you have to change it up. In the authors own words:

The rules of this game are not an exact replica of the rules of the game that it is emulating. While the majority of them are the same there are some differences. The main differences are that this game uses a different list of super powers and that it has a different method of generating characters. However, in play, the game retains the feel of the original game that it is emulating

The changes mentioned as far as creation is that the random generation options are mixed with some point buy options to allow players more control over how their heroes end up. It looks decent enough to me. Overall I like this one a lot and it is a complete supers game with examples, stock NPCs, and some alternate settings. It's laid out by someone who had a clue and remarkably it is free!


Next up was this one. That's a lot of title. "ZENITH COMICS PRESENTS: MIGHTY SUPER HEROES THE ROLE PLAYING GAME BETA-PLAYTEST EDITION" ... yeah. Sure. Great.

First up it's not pretty - it's a beta version and there's not a lot of layout flair and no art. That's fine. They do keep most of the rank names and the chart colors from the original - hallelujah! Task resolution does differ a bit though. From the rulebook:

When making a FEAT you take the Rank of your Ability (also called its Intensity) and compare it to the Rank of the opposing Ability (or Power, or item), and apply the difference as either a positive or negative (expressed as +/-CS) on the Universal Table, starting at the Column called Shift 0 (SH0).

So it's not the linear chart we are used to but something slightly different:

It assumes there will always be an opposing value which is quite different than the original game. 

Character generation is random with an option for modelling one after a known hero -  this boils down to make it up and let your GM look at it. 

The game adds a new stat "Dynamic" which is Charisma by another name. OK.

It also adds Callings, which is described as "why you do this" and can be tagged ala FATE to gain column shift bonuses by the hero or negatives or other trouble by the GM. Cool. The game also adds Weaknesses which are exactly what they sound like with potential negative mechanical impacts. It's a short list right now so maybe updates will solidify this section. There are also Contacts, another limited section, and Quirks, both positive and negative. Quirks are more like Hero or GURPS advantages and disadvantages so now it has that as well. 

There is an extensive Powers section as you might expect and it looks to be pretty well thought out with specific tasks, difficulties, and optional adjustments for each one.

There is some other innovative stuff here. Minion rules, a Villain Karma pool for the GM, and I like the idea of trying to innovate within the MSH framework in some ways.

I'm still not sure about that new approach to task resolution. Given that it expects an opposing value for every task, which effectively translates into column shifts, but there is also a table of column shift modifiers, I think it could get tricky adjudicating some situations. I think I like the approach the earlier system took and that some other similar retroclones take as well but it's not broken or bad in my eyes - just not the exact flavor I want.  


Alright after working my way through multiple FASERIP based games I can tell you this one was my favorite. It has all of the signature traits of the original - the rank names and structure is almost the same, the task resolution is the same, and the color chart is the same - off to a good start. They've taken "Intensity" from the advanced rules set and just incorporated it into the game as "Difficulty". The idea here is that if there is a difficulty rating you compare your relevant ability to that difficulty and if it is higher you still just need a green, if they are equal you need a yellow, and if it is higher you need a red (and if it is much higher you just can't do it). I think this works better than what Zenith is trying to do as it is just easier to grasp in my opinion. 

One significant addition here is the new stat "Resolve" - for social encounters. As damage is to Health, Stress is to Resolve. This opens up some space for characters to be mechanically better (or worse) than others in non-combat situations and I think it's a big gain for the game as there are some actual mechanics around it now.

The other big addition is the Profiles system. These are lifted pretty directly from the Marvel Heroic Roleplaying system (Cortex these days) and effectively replace the old Karma system:

I loved these in MHR once I figured them out and my players did too. Seeing them here really made me think about the impact they had on play and how it could work in this system and I am very much looking forward to trying them out when I get the chance. There are guidelines on how often each level can be earned and then a nice list of ways it can be spent much like the old system - everything from improving the results of a roll to shaking off stun to bringing in a contact to avoiding death ... for a time.

Character creation has two approaches right now - Narrative (or "just pick") and Random (with tables) and there are plans to add an archetype system as well. It looks fine for now and MSH never had a real point-based system anyway. The approach they have taken here is to put the character creation rules with all the power lists, talents, profiles, etc. in a separate book as you mostly use it during character creation. The main book for the game is all about running things so it can be a lot lighter than trying to put it all in to one. Makes sense to me.  Of course there is a GM chapter with advice on running the game and some options rules too so things might not be completely sorted out yet.


 So anyway there's a rundown of my journey through Marvel Retroclones. Lots of things to think about but I did find a clear favorite. More on those other systems I explored will be coming along presently.





Monday, June 16, 2014

Thrifty Gamer Alert - DTRPG 10th Anniversary Sale




Thrifty Gamer Alert: DriveThruRPG is having a Tenth Anniversary sale with some nice deals here.  Lots of RPG games and parts plus fiction, some comics, and even a mapping program. I liked it and thought I would share.

Wednesday, October 30, 2013

Emerald City

So I saw this Monday night:


.. and I thought cool, it's finally on the way. I'll have to look at it and see how much and when.


Then on Tuesday I received this:


... and I was thinking this was a pre-order for the PDF- NOPE! It's the actual PDF! You can go to DTRPG and download it now!

As much as I like PDF's for some parts of RPG's I still forget sometimes how the timing works on these things now: If it's ready to print it's ready to sell as a PDF!

Now if this was another enemies type book I'd be fine picking up a PDF - I've come to realize that those benefit a lot from the electronic option as I can print out only the parts I need. Especially in a supers game I find I only need a couple of pages to run an entire evening. This is how I have been using the Threat Reports for M&M.

Short adventures are handy in PDF too - print the stat parts out, maybe the map pages, and run the rest from a laptop or tablet. The many adventures for ICONS have been nice using this kind of approach.

This, however, is not an enemies book. It's a setting - with a poster map and other goodies.I'd really rather have this one on paper to flip though, pass around the table, and otherwise handle. That's just my own preference.

It is more expensive (double the PDF, and that's not a cheap PDF either, but it is a lot of material) and it will take longer, but it's worth it to me.

Then of course there is the larger question of "how will I use it?" or "when will I run it?" and that's hard to say. I've gotten away from buying stuff I know I won't use but I am trying to pick up everything for M&M as it comes out because it all feeds into a mighty, mighty system for a superhero RPG. Even if I don't run it as-is, there's a chance parts might appear in my own setting.

I'm also toying with the idea of giving it to one of the Apprentices, unread, and telling them to get ready to run it. It's just a glimmer right now, but it's there.

Regardless of the eventual usage I'm happy to see it released and I will post more about it when I do actually do something with it.

Friday, October 11, 2013

Cheap Shot Special - Colorado Flood Relief Bundle



It's been a ridiculously busy week here with kid stuff every night and it continues into the weekend. One new thing came out this week that is a screaming deal - the Colorado Flood Relief Bundle on DriveThruRPG


From Fainting Goat's message on this:
And all proceeds go to help the Red Cross' flood relief efforts in Colorado. Please give it a look and spread the word.


The bundle is $20.- see this link for details.

If you're at all interested in Superhero games this is especially intriguing - look at what's included:

  • Broken Shield (supers game)
  • Bulletproof Blues (supers game)
  • Capes, Cowls, and Villains Foul (supers game)
  • Hope Prep (teenage supers for ICONS)
  • ICONS (supers game)
  • Megapolis (super city setting for BASH!)
  • Mutants and Masterminds Hero's Handbook (supers game)
  • Supers! (supers game)
  • Watchguard (a supers setting for M&M3E)
Those are full games and full settings - plus a bunch of adventures, extra hero & villain compilations, and other support material for most of these games. You could run a campaign for a year at least with this stuff with no other material at all.

Beyond this there's some cool stuff for Savage Worlds too - Achtung Cthulu, Kaiser's gate (alternate history WW1), and a Deadlands adventure - that's a really nice bundle of stuff.

Anyway, no, I'm not involved with any of these companies or writers - I just know a good deal when I see it and thought I would share.

Monday, October 7, 2013

Cheap Shots - Two!

Two new worthy ones this week:



"A Role-Playing Game set in the aftermath of the Highlander TM Movie"

Hmmm...

"First of all, please note that this is a game for relatively mature and experienced players looking for more of a role-play than roll-play experience."

Oh boy ...

I have tried not to infringe any copyright. This is a game set in an existing setting created by someone else. I loved the first film and most of the others – and the TV series – so I thank the creators for providing this world for us to imagine our involvement within it. All I’ve done is create an RPG framework to make that possible.  

Where to start with this? I get it, people like Highlander. Heck, I liked the first one too. I suppose "Immortals" has finally drained out of the bargain bins across the country. I never really thought this was a different enough universe to warrant its own RPG - just play an immortal guy in some other game, like Champions. I made one for City of Heroes, gave him regeneration, a sword, long hair, and a kilt and called him "Eternal Scotsman" - this isn't hard.

Also, I thought the whole climax of the first movie was between the last two immortals? One lived and one died and SPOILER ALERT FOR A MOVIE FROM 1986 LOOK AWAY NOW: and the survivor was rewarded with mortality. That doesn't seem to leave much for a game specifically set in the world after this confrontation. From the preview:


These rules advocated personal growth by slaying others of their kind for their Life Force power which ultimately pointed to a future time and place where the final few would fight to the death to gain some powerful benefit. As it transpired, this meeting in New York in the 1980s is now widely believed to have been an elaborate scam of some kind dreamed up by an unknown agent for an unknown reason.

Somebody is scamming immortals now? That's it? That note above about loving the first film ... while I assume the other movies and the TV series spelled out something about this it seems odd to me to choose to set a game so that it deliberately invalidates the climax of the main story people know about this universe.

It's 18 pages and uses its own system and oh hey - that comment about not infringing copyright? Probably less of an issue if you weren't selling it! It's only a $1.99 but still - there's a difference.


Moving on we have this:


Tagline:
 The Assisted Living DEAD!

More:
Grab your Walker and Compression Socks! The Zombie Apocalypse has started...in your Assisted Living Facility! And you're locked in with them!

Alright this might be fun for a con game. It's 50 pages long, it's $5, and it too uses its own system. Hopefully a very_simple_system.

Wasn't this a GURPS supplement? Maybe not. It's probably the closest we will get to Bubba Ho-Tep the RPG so there you go. Kind of the  opposite of New Era in some ways too.

Anyway there are two new ones that caught my eye this week.

Saturday, September 28, 2013

Cheap Shots

A few things that caught my eye on DriveThruRPG:

  • "Moon Dust Men" - It's Kenneth Hite, it's for Gumshoe and you're chasing aliens in the 1970's for some reason - it's bound to be weird. I've been hearing about Gumshoe for a while now and I couldn't tell if I needed another book or what but I went ahead and spent my $2.95 this one to see. It's not complete - you need one of the other bigger Gumshoe games to get the rules - but it looks like a good enough treatment of the investigating-UFO-crashes-in-1978 genre if that's anyone's thing.



  • Monster Hunter International RPG - looking here this is apparently a licensed game based on a book series that is using the Hero System! It's been awhile since I've seen anything licensed or new for Hero so I was kind of pumped. Then I started reading that it has the setting AND complete Hero System rules in a 300 page book ... hmmm ... that seems ... unlikely. Considering Hero 5th editon's core book was 372 pages, how could anyone fit a decent setting plus those rules into that size of a book? Then I checked Champions Complete ... and it's only 240 pages! OK, maybe this is possible. Maybe they finally have Hero moving in a more sane direction than it was going. It's a pleasant surprise. I'm not buying this particular book, but it's a nice thing to see.


  • "100 Hungarian Sounding Names" - WTF? Is that a product or a google search? It's only 50 cents, but seriously, you would have to have internet service to get this product, and if you can do that you can type "Hungarian names" into your favorite search engine and have in seconds. Like this page. Beyond that, I can't think of a time I've ever said to myself "I really need a Hungarian-sounding name", although in one of my old Top Secret, James Bond, or Superhero games I might have used a few. It's a free market but this seems like effort that isn't going to see much use.




  • "Evil Wizards in a Cave" - Wow, we are really scraping the bottom for adventure titles now aren't we? Not even trying anymore. Look for the sequel "More Evil Wizards in a Different Cave" coming soon. Title aside it's 88 pages long and appears to be a sandbox valley environment for OSR games - it may be fine as far as content. It's clearly no threat to my "Lots of Monsters in Really Small Rooms" megadungeon project.

Saturday, September 7, 2013

Savage September


I try to limit my promoting of things here but in the interest of cheap gamers everywhere I felt like I should mention this one. It's Savage September on DriveThruRPG and they have some nice setting books for Savage Worlds on sale for five bucks. This includes Weird War II and Interface Zero.

No I don't know any of them personally or work for them or get free stuff from them or anything else. I just like Savage Worlds and I also like good deals, so there you go.

Thursday, August 1, 2013

Go Fer Yer Gun



In the midst of "gigantic new release" season I thought I would squeeze in a look at a game that is neither new nor gigantic. It originally came out in 2005, but I only discovered it earlier this year so it's new enough to me. There was a mini-wave of western d20 games back then with "OGL Wild West" from Mongoose (great name for that one), Sidewinder Recoiled based on d20 Modern, Deadlands d20, and probably some others I am forgetting.

My background: Played a fair amount of Boot Hill back in the 80's, fooled around with a little Western Hero and GURPS Old West in college, Spent some time with Deadlands in the 90's (both original recipie and d20 flavors). Own Aces & Eights but have never run/played. The only old west fun we've had in recent years is with the Savage Worlds flavor of Deadlands.

First thing: It's a free PDF! Available here. I like free, free is good.

It's 70-off pages long about half of which is all about making characters. It uses the standard d20 set of attributes, scores, and modifiers. It does use what I believe is C&C's approach of 2 primary, 2 secondary, and 2 tertiary attributes for task resolution. Instead of having a long list of skills and DC's by level the base difficulty is 12 for a check involving a primary stat, 15 for a secondary, and 18 for a tertiary. You make a check by rolling a d20, adding the relevant attribute modifier and the character's level to beat the target number described above. There are other possible modifiers - an opponent's level for example - but that's the basic system. Your class determines one primary attribute and the player allocates the others as they see fit. I like this as it does allow a simple way of defining what your character is "good at" in a completely different way from class abilities. You could have multiple characters of the same class that play very differently using this system. Heck, this has me wanting to go back and look over Castles and Crusades again. In the context of a western game I think it has a lot of potential to liven up what sometimes turn into cardboard characters.


Classes run from levels 1-20 and there are 3 different experience tables - sigh. Each class has an attack bonus that increases per level, a defense bonus that increases per level, and a hit die progression that ends after a few levels. So the Brave gets d10's for hit points but only thru level 4 - after that they get +3 hit points per level. There is also a list of fairly specific powers for each class from combat and healing abilities to defining what they can do without needing to make a check. Classes include:

  • Brave
  • Doctor
  • Drifter
  • Gunslinger
  • Maverick
  • Mountain Man
  • Muckraker
  • Preacher
  • Scout
  • Wrangler
  • Optional: Wandering Monk, in case you want to "wander the earth like Kane from Kung-Fu"
Multi-classing (two classes at the same time) and dual-classing (switching from one to another) are options. Fairly old school options, but they are in there.



The classes are an odd mix in some cases - the doctor is almost an alchemist with the ability to whip up all kinds of things given access to the right ingredients and tools. The gunslinger is a combat monster with ranged attacks. The mountain man is a beast in melee. The preacher can hand out bonus to allies, debuff opponents, and generally looks a lot like a 4E leader type class. Most class abilities are fairly specific so it's difficult to really judge them without getting in some actual play time. The damage capacity of a level 20 Mountain Man is far beyond anything resembling "realistic" given a heavy pistol's 2d6 damage, but hey, level 20 should be legendary in some ways.

Gear: there is a short gear section mostly focusing on weapons. If you're thinking about running a sustained campaign then a GURPS or Deadlands book would be a good resource to expand this.


Combat involves a d20+ attack bonus vs the target's defense class. There are modifiers for things like darkness or shooting from the back of a moving horse. It's lighter than typical d20 and is not tied to a grid. Characters can move and attack once per round or do one other action instead.

There is a section on NPC's, critters, and opponents that is a solid starting set but will be exhausted pretty quickly in regular play.

The book wraps up with some sample adventure ideas (no maps or statblocks here) based on some pretty standard western plots,


So to me, in the end, it's a relatively rules-light western game that has a lot of potential as a con game or a system for some one-offs, but I'm not sure I could run a sustained campaign with it. It benefits from being a d20 game so there is some familiarity on the part of almost any potential player. The task resolution is fast and flexible and so should be both manageable and fun even with a bunch of players who don't know each other. The class mechanics could be fun for a session or two but probably don't come frequently enough or have enough chrome to them to keep a lot of modern players interested - in that sense it is fairly old-school. It is also less cinematic than something like Savage Worlds as low level characters are fairly vulnerable to damage and there is nothing like bennies or hero points or action points to save one's bacon or allow for scene editing.

For a sustained campaign there is the standard question with a play-it-straight western game: what do you do? Sure bank robberies are fun, but are not particularly sustainable. Much like Traveller the PC's tend to slide towards criminal activity rather than heroism and given the state of medicine in the time that leads to a steady flow of dead characters. There's a reason stuff like Deadlands is more popular than any realistic western game - because the supernatural gives you some non-mundane character options and it gives you something to fight besides the law!

I do like the game and for a "pure" western game its particular combination of mechanics hits a sweet spot for me. Heck it's free, so if you're even slightly interested in old west RPG's go download it and take a look.