Thursday, August 4, 2011

Campaigns and Maps


Following up on yesterday's topic of Campaign Management I have not been good at using map programs either. I really wanted to get into Campaign Cartographer but there is a learning curve and a cost and I hate spending money on something and then not using it. I tried and just could not get into it. It's so much easier for me to just grab some colored pencils and go nuts than to start clicking on tools and things. I know there is Dundjinni and there are probably others as well but none of them have really grabbed me. I have played around with Hexographer and that one I do get and it makes old-school D&D maps quite excellently. It's not much help for a Supers game, but for D&D or Gamma World and the like I think it's pretty cool. I've very slowly been working on a map for my Basic D&D campaign and I am pretty happy with it. I suspect my future in software mapping will be hand-drawing it then scanning it in and adding some separate DM-firendly and player-friendly layers to be used later.

One of the problems is that I long ago retired from the Detailed Map school of planning. I drew up big multi-sheet hexmaps of continents with cities and regions and geographical features wrtitten in. I once mapped out a city in 10' scale on about 40 sheets of graph paper with a master index and grid references. They were beautiful adnd scratched an artsy/geographical itch that I still have but they were also the opposite of how I came to run a campaign. Excessive pre-planned map details are the enemy of spontaneity and flexibility. Once you nail down where This is in relation to That then players will calculate exactly how long travel between the two takes and it gets a lot harder to be vague about things when you need to - "There's no way the city watch could be here by round 5 as it would take them AT LEAST 10 rounds to get here assuming they ran" - that kind of thing. You become somewhat bound by game physics, and violating that starts to mess with your players and damages the internal consistency of your world. Mapping everything out also uses up good names for no good reason - say you have an idea for an adventure that takes place in  a forest and you think the Howling Wood is a perfect name that hints at the theme of the adventure, but wait! You named that forest at the other end of the continent "The Howling Wood" and named the one by the PC's home base "The Greenfern Forest" - now you either have to change your map (which the players have probably already seen) or you have to skip worrying about the name and just go with it. How much easier and more satisfying is it if you had not nailed everything down at the start and just made a list of "good names" to be used as needed down the road? This is the approach I tend to take nowdays. It makes dropping things in and adapting to the actual play of the campaign a whole lot easier. My 20 year old self would probably still argue that I'm doing it wrong, but my now self says this works better for my games and players and myself NOW.

A lot of the above really applies to fantasy games more than anything else. Supers games tend to be set in the real world so mapping there is more of a tactical nature - a building, a street, that kind of thing. Good references to have there include Sprawl Sites for Shadowrun, Twilight 2000 2nd edition, and Millenium's End because they all have maps for modern type buildings that can be adapated. As far as software tools, well, Google Maps and Google Earth ain't bad. My non-detailed mapping philosophy comes in handy here too because most players don't need much of a large-scale map - "There's trouble in Florida let's go!" does not typically require hexcrawling for most Supers games. A general map of a city can be handy (Google) and then floorplpans of some typical buildings can be found online (or drawn from memory, honestly - exact measurements are rarely required) and even a satellite view of a particular street can be enough of a visual reference to have players start pulling up light poles and throwing parked cars. For post-apocalyptic games take the same kinds of things and mess them up! A marked up US map has served me well in everything from Gamma World to Rifts to Twilight 2K!. Used bookstores have atlases and city maps that can be a lot of fun to modify when prepping a campaign.

Just as an example I do not have a detailed street map of the civilized section of Phlan. I've been running the game for over a year and I haven't felt the need to make one, nor have my players asked to see one. I do have an overview map of the different sections of the ruins and how they relate to the civilized section and each other, but I don't have a detailed map of the entire ruined area either. This lets me drop in new neighborhoods without contradicting myself or screwing up a painstakingly hand-drawn map. I'm sure some people do it differently, and for a full-fleshed out sandbox type game I would probably do it differently, but this approach works for me for now. 

Wednesday, August 3, 2011

Campaign Management Tools


I really like the idea of campaign management software and online campaign manager sites like Obsidian Portal. I like running a game, I like techie stuff, I work on software projects largely in an online environment...but I just can't make them work.Not in the technical sense, but in the usage and maintenance sense. My campaign notes are usually written up in a long Word doc (or Google doc) that starts with a general description of the setting, shifts over to mechanical notes (no drow!), and then outlines various adventures and NPC's and locations that could crop up. My world notes tend to be scribbled in spiral notebooks and stuffed in a binder overflowing with play aids, printouts of things I think are cool and fit well, old notes written on loose pieces of paper, and spare character sheets. It's not disorganized - I can find things in a pretty short amount of time - but it's not an instant-access hyperlinked kind of environment and it's not accessible by my players, which is a shame. Especially since more of them are starting to bring various electronic devices to our sessions (from smartphones to tablets) and some kind of campaign guide with links to various things would help avoid some of the "who was that guy again?" type conversations when an old name comes up.

Now a part of me says that I've been doing it this way for 30 years and all of my players are sitting in the same room with me during a session so since it works don't worry.about it. They aren't complaining so this isn't coming from them, it's just me. It's also not as if I haven't changed up what I do over the years so I don't feel like I've stagnated or anything, I just see where there might be some advantages to using some of the new tools that are out there. I tried using something called Campaign Suite back during the 3E days but it was mainly a glorified database and still required me to type in a bunch of crap - I was already doing that with Word and I didn't see much advantage to using this new program as it still wasn't visible to players and it didn't do anything cool like link info to a map or anything. So I dropped it and kept on going. I don't think the program is even available anymore.

Obsidian Portal is a different animal. The whole point of it is online accessibility and I do like that idea. Plus its theoretically available anywhere so that even if you didn't have all of your campaign papers in hand, you could access your notes from anywhere that you can access the net, another plus. Now I tried to set up an OP site for my last D&D 3E campaign but the campaign fizzled out before I really got going with it. I have been threatening to do it with the current 4E Phlan campaign and one of the reasons I am posting this is that it has been on my mind lately. I have a fair amount of material about the city, the NPC's, and I do have session logs, so it's probably a worthwhile endeavor, but it's going to take some time. I think a lot of the users of these kinds of sites/apps/programs like them because they do at least some of their gaming online and it makes that easier. I do all of my gaming in person so that aspect really doesn't help me. I'm still leaning towards doing it, but I have some inertia to overcome to start it.

...and no, it doesn't mean my notebooks will be going away. Who knows if Obsidian Portal will even be around in 2020? I can tell you who was present, which characters they were playing, and how many rounds my PC's spent fighting the priests in the Fire Temple in Return to the Temple of Elemental Evil during a session from 2004. I like having that kind of stuff and plan to keep on keeping notes on paper and on my local hard drive regardless of what nifty new things appear in the "cloud". But it doesn't mean I cant try something new. More to come.

Tuesday, August 2, 2011

Rolling Up Characters with ICONS

So while traveling with the family we had a night in the hotel where I decicded to break out Icons and have everyone roll up a character. While I have played around with the system a bit and converted some existing characters as a system exercise this was our first real test of random character generation. One thing that instantly struck me was that using a 2d6 roll for power choices rubs me the wrong way because of the nonlinear distribution. There is some attempt to even things out and upon reading the game I thought it would be fine, but the way things are weighted still meant that we saw a lot of 6-7-8 rolls in practice. This made for some really odd occurrance i nthe course of rolling up 5 new characters.

Origins: We began with 3 transformed, one birthright, and one trained origin.

 Attributes: One of the Apprentices ended up with Prowess 1, Strength 1, Coordination 2, Awareness 5, Intellect 6, and Willpower 8. Another ended up with Prowess 6, Strength 8, Coordination 5 etc - Balanced? Not sure. Distinctive and easily turned into a character concept? Sure. Was Apprentice Red happy after rolling those first 3 stats? Absolutely not. Did he turn it around and make it into a pretty strong concept at the end? Yes he did. It was quite the roller coaster ride for him.

Powers:

First, no one rolled any offensive powers. I've never seen a Supers game where no one took any kind of blasting power, so this rang false to me right away. We did see some chosen as part of other powers (below) but it was still odd.

Second, almost everyone rolled at least one Mental power. I don't know why, they just did. It is the "7" result on the table and so the most common, but it was still a little odd. I bought 2 brand new sets of Chessex d6's (12 red and 12 green) just for this game and this trip (the d6-d6 resolution mechanic is easier with the kids IMO if you can present it as green - red + attribute) and handed everyone their own pair of dice for this exercise, and we still ended up with 5 "7's" out of about 17 rolls.

Third we only had two movement powers rolled, one flight and one superspeed, which also seems weird to me. It's one of the more common things among supers and yet it seems fairly rare the way it's weighted in the tables.

Results:

Lady Blacksteel ended up with only two powers, roling Precognitive first and then deciding to take Danger Sense as her second (as allowed under the precog power). This seemed like a fairly limited power to have until I looked over the description and realized that it had a lot of defensive mechanical benefits so she used her origin bonus to pump it up to a 9. Combined with her 6 Prowess and 5 Strength she should have a pretty fun character to play both in and out of combat.

Apprentice Twilight ended up with an Elemental Control and some decent attributes before she bailed on us. Supers is about the only kind of RPG she's interested in  but she doesn't care much for random generation and was annoyed with the boys too. Ah well.

Apprentice Who ended up with Mind Control, Telekinesis, some average to decent stats, and a bunch of specialties and determination. I'm not sure letting the youngest play with a mind controller is a good idea but we will see. He liked the idea of being the trained hero like Batman so I'm looking up some material on The Shadow to help him understand how this might work.

Apprentice Blaster ended up with seriously high stats, Illusion powers, Super Senses, Mind Shield, and Transmutation - and Invulnerability 8! His high rolls were just amazing, especially compared to Apprentice Red's low rolls - bewteen the two of them they balanaced out quite nicely, but being on the low end of that is not much fun.

Apprentice Red had the terribly low rolls described above and then got Mind Shield and Alter Ego for his powers. Alter Ego...sigh - it's basically roll up another character and you can switch between the two. We did and got more crappy physical attributes, decent mental attributes  - apparently that was just meant to be that night for Red - but got Elemental Control and Invulnerability as two of his powers. I let him flip a couple of attributes and he ended up with a somewhat Stephen Hawking - like scientist who spends time in a wheelchair (Strength 1! That's "Feeble" on the MSH scale!) but can activate his cybernetic implants and transform his wheelchair into an armored chariot (Invulnerability) that shoots electricity (Electric Control). This does weaken his natural willpower as the computer kicks in (WP drops from 8 to 6 we figured that might mean it's easier to hack his brain) but it protects him from mental attacks quite well (Mind Shield). This character went the farthest from zero to hero both mechanically and concept wise out of all of them and was a lot of fun to work through.


It was late and we were tired so qualities and complications were not nailed down but options were discussed and before we run them through our first adventure we will set them and then begin. I hope to start Atomic City: The Animated Series this coming weekend and I plan to file a full report.

Wednesday, July 27, 2011

Note for the week






...Vacation
All I ever wanted
Vacation
Had to get away...


 - at least until next week.


Tuesday, July 26, 2011

Carthaginian Patriots Resist Unprovoked Roman Aggression


 Something new! Schedules this summer have prevented us from playing RPG's with the Apprentices. Frustrated with this state of affairs I decided to introduce Apprentice Blaster to one of my wargames and so we set up the first scenario for Command and Colors Ancients. This is a newer style wargame that while still played on a hexgrid it uses wooden blocks for pieces and cards for issuing orders to your troops. This first game focuses on the struggle between Rome and Carthage, with expansion sets focusing on Greeks/Persians, Imperial Rome, and the Late Roman struggles against barbarian invasions. It's a fun game that plays quickly and is realistic/historical enough to make me happy. The wooden block aspect also scratches my itch for ancient miniatures games, and since I discovered this game my 15mm Romans and Thracians have been gathering dust in the garage.

Akragas, 406 B.C.



The Romans begin in a line formation  with a LOT of heavy infantry in the center, some auxilia and light bows on the left and right, and some cavalry on the wings. The Carthaginiains begin wit ha lone heavy infantry unit in the center, supported by medium infantry, auxilia, and some light bows and light infantry on the left and right. They too have some light cavalry on the wings but they also have some heavy chariots on each wing, leading to some interesting possibilities.

The Romans started things off with some limited manuver and some ineffective archery*. The Carthaginians responded in kind, inflicting light casualties on an overly bold cavalry formation. C&C battles often start this way (which is pretty historical) and then Mercury smiled and suddenly the Roman general lit a fire under his core of heavy troops and they advanced on the double - then they did it again and all of a sudden the Carthaginiain line is being mulched and driven back, and the Romans are up 3 banners to none.



The always-cool Carthaginian commander quickly rearranges his troops, isolates the maniple being led personally by the Roman general, and smashes it with his own bodyguard of shock troops, smashing it and killing the Roman general! The renewed assaul by his line also wipes out another beaten up Roman unit and suddenly things are now much more even at 3 baners to 3 banners. The battle hangs in the balance!

Both lines battle back and forth with scoring a decisive result until a foolhardy Carthaginian sub-general makes a distrous error and manages to get himself killed and even though his unit survives another unit nearby is overrun also and so the Romans win the battle 5 banners to 3 and the Carthaginians withdraw in shame.

So Apprentice Blaster wins his first game. He got a little cocky in the middle when he was up 3-0 but he settled back down when things evened up and he realized anyone could have won the game. He was pretty happy with it and wants to play another.



*Combat uses special d6's. Each die is marked with a green circle (the symbol for light troops), a blue triangle (medium), a red square (heavy), a helmet, crossed swords, and a flag. The basic idea is to roll the color symbol that matches the type of troop you are fighting. So when my light bows are shooting at a unit of medium cavalry, I want a blue triangle result as that's what scores a hit. Green or red means a miss. In hand to hand the corssed swords also mean a hit, so the odds jump from 1 in 6 to 2 in 6. If I have a leader in the attacking unit then a helmet result also means a hit. A flag result means a retreat which can also be devastating as units rout into each other or off of the board (which is worked out as additional casualties). The number of dice is determined by the type of unit attacking - light troops usually roll 2 dice, mediums roll 4, and heavies roll 5. So you can see a unit of heavy infantry with a leader is pretty nasty, while the typical unit of light archers that throws 2 dice and has a 1/6 chance of doing some damage is not a heavy hitter at all.

Thursday, July 21, 2011

Star Wars, MMO's, Old School, and player choice in RPG's


Note: This one is a long one but I promise you that it's worth every penny you paid for it...

A few weeks back it was announced that Star Wars Galaxies, the MMORPG, would be shutting down at the end of the year. The game just had its 8th anniversary but with a dwindling player base, a license renewal coming up in 2012, and a new Star Wars MMORPG launching later this year the developer decided that it was time to wrap things up. Now I never played Galaxies but I watched it a lot over the years as I came close to giving it a try several times. It was a controversial game and went through several major changes that I think mirror some of what today's RPG's have to consider when they are in the design phase.

When it launched SWG was a "sandbox" MMO which means that players can do pretty much anything they want. There is a certain segment of MMO players that want to see a virtual world take shape and they are quire happy to play a "normal" inhabitant of that world - a musician, a crafter, a merchant, a moisture farmer. Now why someone wants to pay $15 a month of real money to do virtual work for virtual money is something I leave up to them - it's not my idea of fun, but it is for some people as evidenced by the community that formed in this game. It was a classless system so that whatever skills a player focused on, those are the skills that would improve, whether it was shooting things or crafting boots out of krayt dragon hide. Between this mechanical approach and the aforementioned sandbox player crowd, a virtual economy formed where hunters would bring hides back into town to crafters who would pay them for the hides, then craft them into wearable items to sell to other players. It got more complex than this but you get the idea of how things started out and then grew organically. Now I think this is a very cool thing but the flip side of it is that some people just want to run around and shoot stormtroopers. If they are willing to spend enough virtual cash to look good doing it then you have an interesting and potentially sustainable economy that keeps all types of players happy. The only probelm was that there weren't enough sandbox players to keep the publisher happy, so they decided to change the game in ways that they thought would attract more players.

As an example of this kind of change let's talk about Jedi. The Jedi are one of the unique elements of Star Wars and it's natural to expect that people playing a Star Wars RPG might want to play a Jedi. The problem was that Galaxies was set during the Galactic Civil War (the first trilogy) when Jedi are rare, at best. So the designers put in a long complicated process to allow players to unlock a Jedi character type. This is an example of good intentions and something that looked good in a meeting ending up as a the worst possible answer as it annoyed both types of players: The sandbox crowd looks around 6 months into the game and finds 50 Jedi walking the streets of Mos Eisley and says "what the heck is going on here?" while the more action/heroic type players log in for the first time after watching Attack of the Clones, look at the process for unlocking a Jedi character and say "this sucks". I think a part of this was timing as launching a GCW era computer RPG with rare unlockable Jedi when the prequels full of saber-swinging masters are in full swing is a tough thing to do.

In an effort to attract more players the publisher implemented the "New Game Experience" or "NGE" which is an infamous event in Star Wars Galaxies history and in MMORPG history in general, comparable to New Coke in the 80's but one that was never reversed the way that one was. A class system was implemented. Entire skills & professions were eliminated. Jedi were included as just another class without the extensive unlocking process that had been required previously. It was a remarkable example of making most of the exsting playerbase unhappy about at least one major change (in particular those who had put in the time and effort to unlock their Jedi option and who felt shafted when it was made available to everyone from the start). The resulting blowback frightened off some new players who might have been interested before all of the bad word of mouth - let's rememeber it's not free to play - it's money every month, so why spend it on a game that so many people are unhappy about?

Bringing this back into tabletop RPG's let's start with Star Wars RPG's. First off look at the d6 Star Wars from West End vs. Saga Edition Star Wars from WOTC. WEG started off with Jedi as a rare, "unlockable" type character and no one could officially begin as a full-on Jedi. That made sense in an era when the original trilogy was all we had. It made a lot less sense in the prequel era once we've seen large numbers of Jedi running around fighting and leading armies. It's one of the things that turned my younger players off about the d6 version as they were not able to make effective Jedi, partially because of the era and partly because of the system (which was built to reflect that era). Their expectation was that Star Wars means they should be able to play Jedi that have a lightsaber and some skills right from the start. Jump to Saga Edition and look - there's a Jedi class and even starting out as a padawan you don't suck! This was much more in line with their expectations and they have been much happier playing that game. Considering that it was released 20 years later and included the 3 most recent movies this makes a lot of sense but it's more than just timing.

Broadening this out, early RPG's tended to make character creation part of the game by using random rolls to determine class eligibility. Sitting down to play AD&D one really couldn't decide in advance to play a Paladin because it was unlikely you would roll well enough to "unlock" the class. To a degree this was true of Rangers and some other classes as well. Then to unlock the real "uber" class, the Bard, there were all kinds of hoops to jump through.  Even back in the 1E days some people realized that maybe that shouldn't really be a part of the game. Even without using various alternate methods, there were a lot of Paladins running around back then. DM's over time learned that being a stickler for this kind of thing could mean a slimmer table, as in general people that are sitting down to play a game for 4-12 hours need to have a character they are interested in playing, regardless of how the dice rolls fell. Letting the fighter have an 18/00 strength or the M-U have an 18 Int didn't really break the game and it made the players a lot happier to have the chaacter they wanted to play.

Looking at other early RPG's increasing this element of player control about their character is one of the first thigs we see popping up - Runequest stayed with random stat rolls but went with individual skills instead of a class, letting a player customize their abilities. Traveller stayed with random rolls too but had a whole career system where those rolls could influence other rolls and the whole thing ended up with skills and a past for the character that was likely going to be different even if two characters followed the same path. Eventually you get to Champions (a few years later) where every element of the character is directly controlled by the player and that's about as far as you can go down that road mechanically.

Back to D&D - 2E mostly stayed with the early 1E conventions and although it did add more choices (specialty priests, specialist wizards, kits) it also took some away (assassins and half-orcs - annoying a lot of existing players) and it still stuck with the idea of random rolls to qualify for a class. People got a lot more casual with it in this era - at least in the circles I ran - by implementing things like "4d6 drop the lowest" to improve ability scores to the point that you could pretty much qualify for anything. It was still dififcult to plan ahead for it though.

Later 3E comes along and now there is an official point-buy system to go along with the random rolls. Now there's a part of me that still thinks that D&D means rolling for your stats and taking what you get. There is also, however, a part of me that has seen the practical implications of that approach when the person who wanted to play a Ranger ends up with a Wizard because that's how the dice turned out. No one wants to run with an unhappy player for 6 hours so the point buy option at last gives an official, accepted way out of this box - make what you want! Yes it had been around for 20 years in Champions and for 15 or so in GURPS but for D&D to finally come around to this way of thinking was a huge thing. Now it also gave us the tyranny of the "optimized build" but that's a rant for another time. Letting people play the type of character that they want to play is a major shift in thinking from the early days of RPG's and when D&D implements it I think we can call it "mainstream" at least as far as tabletop RPG's go. The concept has shifted from "making a character is part of the game" to "the game is what you do with the character, so make sure you have one you're happy with".

4E carries on this concept - you can even change which ability scores your character uses in combat! No longer is Str the sole determiner of melee damage! There are numerous classes all of which are mechanically balanced with one another.Ability scores are pre-set or point-bought, so random rolls are not even part of the discussion anymore. The player chooses what kind of character they want to play and the rest of character creation flows from there.  Champions is still around and still the ultimate game for player choice and control over their character. GURPS is still around too. Mutants and Masterminds does the same thing in a different framework. Savage Worlds does too. Pathfinder carries on 3E's traditions of any race, any class, and unlimited multiclassing for a high degree of flexibility. Traveller rolls on in Mongoose format with a refined version of the original career system that allows even more player control when it comes to skill selection. I think it's safe to say that this is the current expectation in tabletop RPG's - the player should always start with a character that a) they like and b) is capable in some way. No more Str 9 Fighters!

As a player who started out on games like 1st Edition AD&D and Gamma World and Traveller it's easy enough for me to slip back into those games because that's the way they worked. It feels normal to me, to the degree that when I step back and look at the degree of player control in more recent designs I am just amazed. That doesn't mean I don't appreciate many of the things that have changed in the years since then,  but having lived through it I can see the trend. When I see some a new game come out that either intentionlly or not features next to no player control when it comes to characters I understand the reasoning (usually) and I think it's perfectly fine when going for a deliberately retro feel, but I think it's usually a bad choice from a "business" point of view.

Example: Mutants and Masterminds 3E starts with a point-buy system - ultimate customization - and then adds a random character generator in the DM Screen package. I think that's a cool approach. ICONS, in contrast, assumes random character generation and then mentions point buy somewhat later and suggests a very low point level for that approach. Being an old Gamma World/MSH/V&V player I appreciate the creative exercise in melding a random set of powers into something coherent but the reaction towards the two games could not be more different: M&M 3 debuted to massive appreciation and the only people who didn't have high praise for it seemed to be some who were highly invested in M&M 2E and didn't like the changes made for 3E - that's understandable. If you think 2E is nearly perfect then odds are that any change from that is going to be less favorable to you. ICONS was pretty widely appreciated too as a lighter, faster system for supers play but many many comments included a line about "except for the random aspect of character generation"  and included a suggestion to just ignore it and use the points. This was common enough that I believe many modern players just cannot stand the idea of random character generation or giving up any control over playing what they want to play.

I'd like to blame some of that on D&D finally giving in, so I will - we have a generation of players raised in the 3E era that spent a lot of time online or with friends learning about "builds" for certain character types and most of that kind of discussion assumes a point-buy approach. So the random roll was already endangered during the 3E era. We also have a generation of players raised on MMO's where there are a lot of classes and races to choose from and where there is zero random element to character generation, not even the amount of coin you have to spend at start*.

In this environment it was interesting to see a new edition of Gamma World (home of the utterly random character). I saw that they attempted to reflavor the random element with cards, because hey, cards are cooler now than tables or charts. Even wargames have embraced cards (take a look at Command and Colors Ancients or Combat Commander) as a replacement randomizer over tables recently. I don't know how well it did for WOTC, but I am curious about it. I suspect it fell into the double-whammy of 4E mechanics annoying the old guard who might get excited about a new edition while at the same time the random character element turns off a new generation who wants total control over character creation. I'm not sure, but that's my suspiciion. I haven't seen it in the bargain bins yet so maybe I am wrong there.

To tie this back up with some Star Wars again, the Knights of the Old Republic MMORPG is supposed to release later this year. It does not feature unlockable Jedi - you can play several different types of Jedi right from the start - again notice the catering to increased player control over the character. When you assume from the start there will be lots of Jedi (and you set the game in an era when the Jedi are plentiful) then it makes sense to let players pick from more specialized types. Heck, you can even choose to play a Sith, so you can play a BAD Jedi in the new game, anathema to every previous iteration of the tabletop RPG at least.  If you thought letting the Drow into D&D as a playable race was a bad idea, you can sit back on watch the fireworks on this one. There's a certain type of player that is really only happy when they can play the rebel outsider or just a flat-out bad guy, and now they get to do it with a lightsaber - wheeeeee!



I don't have some profound insight to share about this, it's just something that I dug into a little more deeply while reading some of the SWG shutdown articles and then looking back through older D&D material and seeing some similarities. The trend towards increased player control over character creation has not been a directly linear one but it does look to me like a solid overall progression. One of the most-noted trends over the past decade or so has involved the lack of time to play, so more games have been streamlined to cater to shorter sessions or faster play  like ICONS or Savage Worlds. I think this trend is more important because it has more of a direct mechanical impact on the game and player satisfaction/interest level and I think the younger set still has plenty of time to play when they want to. Schools still have summer vacation after all. It's just us older types that have to schedule it like a meeting to have a chance to actually roll dice regularly. Even if it's not so much for character generation anymore.



*Boy could that be crippling as a fighter - visions of plate mail and two-handed sword shredded by the tyranny of the starting money roll! Now you have leather, a shield, and a shortsword and maybe a short bow. All the more incentive to get ahold of that first loot, or even strip the first orc bodyguard of his smelly, punctured chainmail, because Real Fighters Don't Wear Leather.

Wednesday, July 20, 2011

Problems with Actually Running Supers Games



Looking at this post over on Barking Alien where he points out all the awesomeness of supers RPG's it made me start to think a little more about why that genre isn't more popular. I mean I have a pretty strong attatchment to it but even I haven't run an ongoing supers campaign in years. Why not? I blame the players...

1) Throw out a "Let's play supers" at a let's-play-something-session to start a new campaign and people tend to be a little fuzzy. Some start seeing Justice League, some start seeing 1980's Avengers comic books, some see the X-Men movie, and some are going to see The Tick cartoon or Mystery Men or even TMNT. Compare this to "Let's play D&D" (where the only questions are which edition and what setting) or "Let's play Star Wars" (Which era?) and you have a laser-like focus and clarity in comparison. Supers is mushy. Probably not as mushy as Science Fiction (Starships? Robots? Lasers? Cynernetics? Post-Apocalyptic? Time Travel?) but it's a suggestion that requires a fair amount of further explanation - Silver Age? Four-Color? Tights and capes or leather/goretex? Straight or ironic? Black and White or Shades of Gray? Planetary scale adventure or street level vigilantes? Cinematic or realistic? If you're lucky this discussion involves an entire group and settles on something that everyone likes pretty quickly. If you're not  lucky then everyone wants to do something different and no one can agree on enough to actually put together a campaign. I've seen the latter happen more often than the former.

2) It's goofy - tights and capes are the most common form and it takes a certain amount of security in oneself to play Captain Tremendous and especially to speak in character, and especially especially to do it in a public place. It doesn't make a whole lot of sense, but people seem to be a lot twitchier about this than they do about playing an elf or a paladin in the same sense. Maybe there's an unconscious role-playing element in many people's heads where it's OK to play yourself as a Ranger or Wizard but people feel like they have to stretch more to play Stupendous Man and they shy away from the opportunity.

3) The tremendous flexibility blows many people's minds - it is an awesomely open type of game - magic, robots, alien invasions, atlanteans, greek gods, space stations - pretty much anything is fair game for this kind of game, so people don't know what to expect. Clarification: They do know what to expect as far as their character, but they do not know what to expect that they will be doing so much ala D&D, Star Trek, and Call of Cthulu and that goes back to the lack of focus and clarity I mentioned above. People tend to like to know what they're going to play and with Supers there is more unknown than in many other types of games.

4) It's for kids - despite all the graphic novels and movies and "maturation" of the genre over the last 20-30 years a lot of people still equate superheroes with kids and kid stuff. Less so than in previous decades but it's still a factor. D&D has been around long enough and has been well-known enough, and Lord of the Rings, Harry Potter, and World of Warcraft have also helped make fantasy more mainstream. Star Trek, Star Wars and a bunch of other movies and books and shows have made science fiction pretty mainstream. Supers still lags behind.

5) It's more effort - thinking up, constructing, and then playing a superhero takes quite a bit more effort than "Roll these three dice 6 times, write it down, pick a race and a class, jot down your equipment, and then let's go" or even "pick a template" ala Shadwrun and Torg and others. Unless using a random roll system there's a lot of creative brain exercise involved in making a hero and sometimes after a day at work players would rather not invest that heavily in it. Just look at something like Champions where to build a character you need to decide on hunteds, dependent NPC's, psychological limitations, and physical vulnerabiolities and limitations - that's a darn sight more involved than "neutral good sword and board human fighter". It's a deepr level of thought than a lot of players want to put in when sitting down for a game

Now none of these are reasons not to play the game. They are just some brainstorming and reflections on why there seem to be more barriers to this sort of game. In the end I don't know why superhero games aren't more popular, but maybe if some of us consider these kinds of things when bringing them up we can find a way to push past them.