“I don’t have any choice, somebody has to save the world”

I’ve been reading a lot of old comics this week.

There’s been a recent thread on RPG.net about creating a setting where Superheroes conquered the world.

This, along with other memes, was part of what I was working on with the Watchtower game.

When I first started writing my own superhero settings for the Marvel Super Heroes game, I started with Zenith. This was the name of a team of superheroes based in the UK (and years before Zenith the superhero started in 2000AD). The original lineup was Metalon (strongman), a Minddancer (telepath) and Shatter (telekinetic). As time went on, the lineup changed. Metalon and Shatter stayed, but they added Aura (telepath), Scorch (pyrokinetic), Sentinel (energy manipulator) and Synapse (speedster). It was around this time that I started writing my own fiction around these characters which turned into my first and only attempt at a novel. As I was about fourteen, it needed some work, needless to say.

Zenith stayed with me for around 3 years until they lost their government funding. Synapse died, Metalon and Sentinel left and a new group called Apocalypse Inc. started, funded by the rich but probably insane Hemlock (snaffled from Jack of Hearts, Marvel Premiere #44). Additions to the team were Stasis (Healer) and Nucleon (radiation controller). There were also villains from the time: Tantrum and Hysteria, Skybreaker, The Red Menace, Lillith. This was all using the Marvel System.

I started writing my combined UK background for superheroes, including the WW1 supersoldier, Yeoman, his modern day clone, Lionheart, Lancaster, Vitesse, Prodigy, La Feu, Striker, Plasma, Blaze “Death!”, Frost, Nano, DeathMaster, Deacon, Schreck.

Not long after I started playing in Jeremy’s game and this introduced the Zombie Squad to my cosmology. The lineup, as I recall, was Sergeant Strike (scrapper with a force field), Demon Motorbike guy (it had a graser too), UnderGraduate Von Doom (you know, ruler of small country, but before he got his doctorate), Stick (a martial artist) and Baron Samedi (voodoo loa). They fought giant robots, travelled to Ravenloft (where we recruited Strahd) and other places and annoyed an ancient evil a million years ago in a place a million light years away which immediately started pursuing them at light speed. And should have arrived…just…about…then. I don’t remember fighting it. I think we may have changed game. Or left the group. I don’t remember. We used Jeremy’s homebrew system for this game.

The next superhero game involved the Protectors. These individuals: Glitter, Warhead, Download, Quill, Inferno – faced off a weather manipulator in Colorado and that was the only game we played. We used the ill-fated Heroes and Heroines for this.

After that, we had quite a few one-offs until I got a few friends together, wrote a backstory for the US involvement in the world and started my first Watchtower game. This was really the first superhero game that I placed in the USA. The Watchtower was an organisation that spanned the US with approximately 40 offices across the nation. They had quasi-legal status with the US government though few actual legal powers but a good relationship with the Federal government made crime-fighting a lot easier. The San Francisco team had recently been killed by a bloodthirsty voillain known as Bloodrage and they were recruiting new members. They were Jade Dragon (Alan), Atomic III (Gavin), Bullet (Iain), Ebony (John) and Ivory (Aidan). Gavin’s second character, Wraith, debuted when he let Atomic III go mad. Aidan’s second character, Quickening, replaced Ivory pretty soon as well. Most notably they eliminated (yes, that is a euphemism for killed) Bloodrage and defeated ARES. the US Supersoldier. They also witnessed first hand the issues with FORTRESS and why time-travel is bad.

This involved creating a whole background for the US as well. This was “The American Dream” and had luminaries such as Atomic I, Lifeline, Moon Boy and others I don’t remember. World War 2 superheroes and their unfinished legacies.

A few years later, we continued with the New York Watchtower. Again it started with a recruitment drive where Balance (Paul), Yellowfist (Gavin), Indigo (Aidan) and Skyhook (Rob) joined up with other existing members (Red Shift, Psiren, Jack White) to bolster out the membership. There was a conspiracy afoot to extend the reach of the Watchtower globally though ‘conspiracy’ often has negative connotations. This was the beginnings of an “Authority” level campaign which is why I permitted the monstrously powerful characters that the players had. e.g.

  • Yellowfist, a modern-day Native American shaman gained his powers by channeling spirits. In theory he could do anything but he only had Falcon and Bear at the start.
  • Skyhook could move huge amounts of stuff around with the power of his mind. This includes a TK gun platform as well as being able to lift huge amounts.
  • Balance has absolute control over matter – being able to shape almost any amount at will and being able to transmute other amounts.
  • Indigo, a high tech hero, had teleportation abilities which could place objects on the outskirts of the solar system.

The “plan” was that they would have the opportunity to step into these roles. Yellowfist as the infantry, with Skyhook as artillery, Balance as the engineers and Indigo as recon and supply. Sadly they only got round to cleaning up the oceans before, due to real life, we had to split the group.

I’d still like to continue that game, in theory, with the same or different characters.

This finishes some of the cosmology for my superhero games.

Posted in WatchTower, WildTalents/Godlike | 2 Comments

New Downloads

Some people were looking for them so I’ve put some downloads on the books page:

Wildtalents fanzine 1 60K PDF
Wildtalents 3 fanzine 1.5MB PDF
Wildtalents 5 fanzine 373K PDF
23rd letter character sheet 22K PDF
zombi character sheet 86K PDF

If there’s anything else in particular that people are looking for, please mention it and I’ll see what I can dig up. Please note that this wildtalents fanzine was something I was doing nearly a decade before Wild Talents (the superhero RPG) was released.

Posted in 23rd Letter, Commentary, Game Design, LateGaming, Zombi | Leave a comment

Man vs…

The topic of conversation this morning in the car was the substance of plots. Traditionally, we have plots which are Man versus Man (and yes, I intend to keep the male pronoun because anyone who would be sensitive to it likely has stopped reading a long time ago).

Man versus Man
This describes the quintessential struggle, the stuff of legend. Good versus evil, human versus alien, hero versus monster, rebel versus tyrant, civilised man versus the savage; the most accurate description might be the struggle between two directed intelligences. These games are easy to play because the adversary is present and real. They have motivations and malevolence. They are Hans Gruber to your John McLain, Lector to your Starling, the Stay-Puft Marshmallow man to your Venkman.

We fight them because they represent the things that are wrong in this world, and they are flashy, obvious wrongs – whether they’re stealing millions of dollars with a funny accent, killing Gary Oldman or trashing Manhattan (although we’re unsure that killing Gary Oldman is a crime). We feel a sense of satisfaction seeing them put down (even if we know they may return).

Man versus Nature
Some of the best adventure stories are those told from the point of view of a single protagonist where his conflict lies not with the righting of wrongs or the marching of armies, but in the struggle against nature itself. Whether you’re weathering a Perfect Storm, trying to survive the Day After Tomorrow or even just making your way through a post-Zombie epidemic Dawn of the Dead, the environment you are in is challenging enough to make a compelling story.

One of the memes of Zombi, was that the walking dead were not your enemy, other people were your enemy. This was borne from every movie:- you can hide away in your fortress and the mindless zombie hordes can beat upon your door but it requires intelligence to breach your defenses. This isn’t to say that nature cannot be a harsh enemy. It is mindless but merciless. It can be witnessed when you travel from place to place, be it the cold of the snow-bound mountains, the drought of the desert or the cold emptiness of the vacuum.

Man versus Self
If religion is to be believed, we struggle with this every day. When we consider physical attraction, we encounter the most base ‘animal’ parts of ourselves. The acknowledgment that another human is attractive goes back to our pre-sentient days and when we continue on our way, we have successfully mastered the animal. This extends obviously to the personal wars against addiction, fetish, desire, greed, sloth and rage. We control ourselves and, as a result, these ideas are possible to play out in a game.

These were most recently examined in the World of Darkness games by White Wolf: I interpreted them as Lust (Vampire), Rage (Werewolf), Pride (Mage), Sloth (Changeling), Envy (Wraith). Though these games it was possible to spend a lot of time engaging in ‘versus self’ gaming as the player articulated the internal struggles of their personal demons. They are the Louis in LeStat, Hulk’s Banner, Star Wars’ Han Solo.

Posted in Commentary, In-Character, Industry, Out-of-Character, Qabal | Leave a comment

The State of the RPG Industry

An article on MSNBC writes about the woes in the RPG market:

“Wizards does not reveal sales figures, but Pramas estimates the overall market for traditional role-playing games at $30 million annually.”

When I first read this, my immediate thought was ‘piffle!’ and that it was a vast underestimate of the market.
Okay. Let’s take this apart.

  1. Wizards doesn’t release sales figures but we have to assume that Wizards is being honest when it says it’s got 300 people on staff. 300 people multiplied by a minimum wage salary of $20 000 is 6 million dollars. But if we assume that people are earning more than that but only a third of them are working on traditional role-playing games (as opposed to board games and card games) and we add in the cost of printing and shipping books, we kinda should keep that figure constant. That’s a huge section of the market gobbled up by Wizards if Chris Pramas is right.
  2. Chris Pramas works for a competitor to the traditional role-playing games department at Wizards. Green Ronin has a photo of 9 chunky people (one of which is a woman, the rest seem to be very hairy) and I think we must assume that they’re earning $60K each? You’d hope. That, plus the costs of printing etc, must drive the revenue of this company to a million dollars or so?
  3. A few lot of years ago, James Wallis told me over a very nice vegan meal in Cork that the industry had a problem. The market was not very large and you had several large-ish companies fighting for scraps and really, no-one was making any money. Which is why, I think, he decided to go elsewhere. What does this mean – people with talent shouldn’t waste their time trying to write RPGs if they can do anything else well.
  4. If the $30 million dollar estimate is right, you can see why Wizards made the land grab a few years ago with d20 and OGL. It was an overt, aggressive move on their part and it created a monster and, due to the economies of small grabby companies and the lowered bar to entry, it really damaged the industry as the market was flooded with Wizard’s d20-branded crap. Small companies, including Green Ronin, saw it as an opportunity to land grab as well. Boom, thousands of shit products hit the market and the consumers did what they do best. They bought them, they read them and they felt burned.
  5. This all serves really to further label the market as the ‘D&D market’ which is a misnomer. I definitely see a lull in the market. Our local club seems to have all the same people, they’re just older and fatter. I don’t have any visibility of QUB Dragonslayers any more and don’t know what they’re doing from day to day. Does Pramas have any real knowledge of the PDF games market. I’ve spent more on RPGs in the last year (PDF and dead tree) than I had in the five years previous.
  6. As a comparison, World of Warcraft is estimated to pull in $1 billion a year by itself. Yes, it’s the largest of the MMOs but it’s not the only MMO out there.

So what’s with the future of gaming then? MMOs are going to be more accessible even though they are more expensive because they offer some social elements with the instant gratification of ‘pretty things to look at’. I admit I’ve been tempted to try WoW and City of Heroes but I always stop myself. I don’t want to sit, sequestered in a room and try and schedule hours of gameplay with my significant other. I like to get out with the guys, sit in a room with other people and have it as my night out. The social side of things is much more important than the quick hit of a game.

From a business point of view, the gaming market is always going to be hard to estimate. There’s no easy way to estimate the number of gamers out there as some of them never interact with anyone outside their own gaming group. And the people who run homebrew games? From an industry economy point of view, they may as well not exist.

Comparisons with other hobbies must be made. We’re not really in a sporting hobby. There’s a thriving market for people who play football, who go scuba diving, who surf or sail, climb or whack balls with sticks. We’re the trainspotters, chess players and stamp collectors. We have to establish and embrace that we’re not cool, we’re not the masters of the world and it doesn’t really matter. We’re not affected by the doom and gloom headlines of the mainstream press. Even card games have some respectability, wargames even more so. It doesn’t matter what you look like – from lardass nerd to malnourished goth – you play role-playing games, you’re a dork.

And would it matter if the RPG companies folded?

I think not.

Posted in Commentary, Industry | 11 Comments

Site refresh

Bear with us while we engage in some site jiggery-pokery.  Those of you who subscribe to the feed shouldn’t notice any difference.  Also it’s a bit harder to tell who wrote what post at the moment, but that’s OK by me – it makes it look like I’ve written more!

Posted in Out-of-Character | Leave a comment

Albion

Okay, maybe this proves I’m not a comic geek but I’m seriously underwhelmed.
It’s like the British version of Planetary. And not very good.

Posted in Review | Tagged | Leave a comment

OREs Magica

I spent some time at work today thinking about things that could be done with the ORE system. I admit that I’ve not yet had the chance to really test it in anger

Part of this is to kick a bit of life into the forums at Project Nemesis as well as the ones at Arc-Dream especially seeing as July brings us Wild Talents second edition.

OREs Magica is a terrible pun on Ars Magica, one of the best RPGs of all time. In Ars Magica, the players can be Grogs (the peasants and footsoldiers), Companions (nobles, ‘adventurers’ and ‘special’ characters’) and Mages. The background is ‘Mythic Europe’ which, to be honest, can be as ‘fantastic’ or as ‘mundane’ as you like. I quite like the “turnips and boils” of low fantasy contrasted with the Magic of Ars Magica.

OREs Magica takes the background of Ars Magica and plonks it onto a ORE-based system. I don’t have Reign yet but I’m guessing that the Reign system works much the same (though they have the concept of Expert Dice which are a little like Hard Dice.)

Anyway – the thought I had was that you could easily replicate the Techniques and Forms of Ars Magica onto the ORE system.

The Techniques (or Verbs) of Magic are:

  • Creo,
  • Rego,
  • Perdo,
  • Intellego,
  • Muto

The Forms are:

  • Animal,
  • Auram,
  • Aquam,
  • Corpus,
  • Herbam,
  • Ignem,
  • Imagonem,
  • Mentem,
  • Terram,
  • Vim.

e.g. Curdus the Fire Mage has 3d in Creo and 2d in Ignem. To create Fire, she rolls 5D. One match is needed minimum and the height of the roll dictates the intensity of the flame. The Width of the roll can indicate speed or skill. She also has 1d in Perdo but no dice in Aquam, therefore she cannot “destroy water” without additional, outside assistance. The most common assistance is Vis.

Vis is the purified essence of magic as extracted from magical things. To convert, for instance, a Magical Bull’s Heart into Vis requires two rolls; the first being Muto Animal and the second being Creo Vim. A failure in the first roll may be attempted again. Failure in the second roll means the Vis disappears in a dramatically appropriate way. Success in both rolls means a number of points equal to the width of the Creo Vis roll are extracted from the heart.

But why do we need Vis? Every Mage wants more Vis. Why? Because Vis has some very special properties. Each point of Vis that is expended in a Magic roll can have one of the following effects:

  • Each point adds a single dice to the Magic Roll adding to Techniques and Forms. This means that you can perform pretty much ANY magic if you have Vis to help.
  • Each point adds a year and a day of permanence (in the Ars Magica book, adding Vis makes something permanent but I never liked that.) After the year and a day, the magic wears off. This has some serious repercussions for Longevity Potions and magical constructs. It won’t affect a house built with magic if the structure itself is sound.

The maximum amount of Vis that may be used in any activity is equal to your Vim score.

To do any more on this I guess I’ll have to buy Reign 🙂 Okay, I’m convinced!

Posted in Game Design, WildTalents/Godlike | Leave a comment

WotW: Earth – The Computational Analyser

“In the Spring of that year I had the good fortune to visit my friend, Mr Askell, at the Royal Society where they were pursuing development of a computational device using the research of intellectual giants who had gone before. Bright young scientists to’ed and fro’d with metal rods and some articles salvaged from the Martian machines. This device, Askell explained, could perform complex mathematics faster than the most talented idiot savant and I watched in awe as nothing particularly exciting seemed to be happening. “This,” Askell explained, “is the future”.
In the background I could swear I heard the tuts of the luddites of the Royal Society making their opinions known.”

The first Computational Analyser was built in Manchester University in 1900. It drew scientists from afar to view the processes which ran it – whole orders of magnitude faster than Babbage’s engine due to the salvaged Martian technology which powered it. What a Babbage Engine could perform in 3 minutes could be calculated in 3 seconds on the Analyser.

The building of the device was originally opposed by both the Royal Society and the British Association for the Advancement of Science. However it was funded entirely by the Royal Navy and by 1903, there were six analysers in Britain and a further two had been shipped to the Americas each with a full maintenance crew of twenty.

Supporting Links:
Babbage’s Analytical Engine
Thomson’s Differential Analyser
Cynical-C

Posted in WotW: Earth | Leave a comment

Feeling Planetary Love

OMG, I’m feeling the love for Planetary all over again.

I’m itching to run a Planetary-like game using Wild Talents. Soooo much….

Posted in Cool, WildTalents/Godlike | 1 Comment

222 years ago

“Blood running in the streets. Mobs of rioters and demonstrators threatening banks and legislatures. Looting of shop and home. Strikes and unemployment. Trade and distribution paralyzed. Shortages of food. Bankruptcies everywhere. Court dockets overloaded. Kidnappings for heavy ransom. Sexual perversion, drunkenness, lawlessness rampant. The wheels of government are clogged, and we are descending into the vale of confusion and darkness. No day was ever more clouded than the present. We are fast verging on anarchy and confusion.”

– George Washington, 1786

Posted in Commentary | Leave a comment

WP upgraded to 2.5

And things seem okay.
Still somewhat frustrated that the theme keeps dropping and I’m not aware of any log files/errors.

Annoying.

Posted in Commentary | 1 Comment

Converting some WatchTower characters to Wild Talents.

Codename: Warhead AKA David Bruce Brandon
Appearance: Warhead is an 8 ft tall humanoid suit of armour. Brandon is a slighty overweight man with unkempt brown hair and bushy eyebrows.
Background: Dr David Brandon is a robotics engineer. He discovered his electrical generation powers as a teen and quickly started to use it to power small devices. The Warhead armour was the culmination of a series of inventions which, while they seemed revolutionary, could only be used by him. Along with the armour, he has a motorcyle and an electric car; neither of which have batteries. David loves the thrill of adventure when in the suit.
Known Talent Abilities: David can generate electrical energy. It’s of a sufficiently low level that it cannot be used to create dangerous attacks but it has been use to power the warhead armour removing the need for bulky power supplies.

  • Harm (AU) – Shock only

The Warhead Armour provides the following advantages

  • Armour (Heavy Armour)
  • Strength (HyperBody)
  • Protection from cold, heat, pressure, oxygen (Immunity)

Sparkle AKA Helen Louise Ross
Appearance: Sparkle is a blonde caucasian woman in her mid-thirties. She’s attractive but her demeanour is very downtrodden. She is surrounded by sparkling motes in the air around her.
Background: Helen was a normal working mum with 2 kids, a busy husband and a dog. She was driving her children home from school when a car ran a red light and was about to hit her car when it was enveloped in sparkling light. The car was hefted over her car and into oncoming traffic causing a 7-car pile-up. Thankfully no-one died. She drove home, shaken more by the Sparkles which still surrounded her, than the accident. Her husband was not understanding, however, and within a matter of weeks she was homeless, presented with a restraining order preventing her from contacting her children and facing charges for criminal damages to 7 cars and 13 personal injury claims. These days, bankrupt and with a 2 year probationary sentence, she work on a construction site as a Lifter and has fallen in with a Talent support group.
Known Talent Abilities:
Sparkle can generate a visible telekinetic field within a short range of her body. The area effect of her ability is indicated by the movement of sparkling motes in the air which affect her ability to remain concealed. She calls this her “Sparkle Effect”.

  • Telekinesis (ADU) – Obvious
  • Flight (U) attached to Telekinesis – Booster, Multiple Targets

Inferno AKA Brad Nelson
Appearance: A well-built caucasian man in his twenties with blond hair
and grey eyes. When using his power, his hair and eyes are usually ‘leaking’ flames.
Background: Brad Nelson was always spoiled. He was tall, good looking, excellent at sports and graduated valedictorian of his class. He had it all and he was a Talent. But, like all spoiled brats, he was greedy. Brad debuted as a supervillain known as Phlogiston in New York. On his first outing, a bank robbery, he was utterly defeated and catapulted into the Hudson. It was desperately humbling. His resolution: become a hero. He took acting lessons, spent more time in the gym and at the dojo, moved across the continent and got himself a PR Agent. He’s not rich, not yet…
Known Talent Abilities:
Inferno can release flame from any part of his body. The shape and intensity of the flame can vary in intensity and he is immune to it’s effects. He cannot lessen ambient flame nor can he shape it into anything other than a burst, though he can reduce the effects.

  • Harm (ARU) – Burn, Killing Only, Engulf, Spray, Obvious
  • Immunity to Flame/Heat – Endless

Hemlock AKA Robert Gage
Appearance: Hemlock is a powerfully built human male who usually wears a close fitting impermeable black garment underneath his normal clothes. His gloves and mask are removable.
Background: Robert Gage developed his toxin producing abilities during gestation and as a result his mother died during an emergency procedure. As he was being delivered, his poisons killed two nurses and incapacitated his doctor. His father fled and refused to have anything to do with him and he was given to an orphanage. He spent his entire youth in isolation, limbs wrapped in plastic, terrified that his touch would kill. Always studious, he was awarded several scholarships, none of which he could accept. After his 16th birthday, he left the orphanage and attempted to make his own way in the world – not an easy task considering his isolationbut he muddled through gaining many useful contacts. Three years later, he was contacted by a lawyer as the sole inheritor of his father’s estate. No longer with any need to work or interact with others for money, he is free to do as his heart desires.
Known Talent Abilities:
Hemlock’s body exudes a powerful toxin which renders a target into an intoxicated delirium and, in very high doses, will kill. He has no control over this effect and therefore gauges the dose as best he can. (Using his poison skill to try to reduce damage).

  • Skill: Poison (to gobble Harm dice)
  • Harm (A, R) – Always On, Touch Only
Posted in WatchTower, WildTalents/Godlike | Leave a comment

This doesn’t make any sense

Alpha Flight used to be my hero team of choice but this doesn’t make any sense. How many times must a guy die?

Well, they were my favourite Marvel team. My favourite DC team were The Outsiders.

Posted in Commentary | Leave a comment

Real Creepy Places

Real Creepy Places is a link for myself.

Any self-respecting GM should be able to pastiche one of these into a game.

Posted in Commentary, Cool | 1 Comment

I get it. Be more concise. Fine.

“Six(1) words(2) can(3) tell(4) a(5) story(6) (while five is too small). Constraints (write without the letter “e”; use only one-syllable words; make every sentence exactly N words ) can force me (and you!) out of windbaggery and make certain things possible.”

– ABriefMessage

It was only recently that I covered Only Six Words To Say Everything, Six Word Stories Redux, One Sentence Settings and One sentence True Stories

It’s probably fair to say that I get it.

Posted in Commentary | 4 Comments

Portion control

One of the hardest things to manage when GMing a game is portion control.

Traditionally we game in the evenings starting at around 7 pm and finishing up around 10 pm or 11 pm. It’s long enough to get something done and relax and make it a social affair. When I gamed in school it was gaming during the 40 minute lunchtimes and for 80 minutes on a Friday evening after school. On the weekend when we were young we might meet up around noon, start a game at 2, finish much later and at times, stay over so we could game more the next day. We had few responsibilties so it worked out well. These days, a 3 hour session is lucky to have because we have these responsibilities to family, spouse, work, other hobbies and being social. We have to therefore tailor our games to these times. Finding the right amount of material for a 3 hour session is not as simple as it sounds. Preparing too much material (or if your players are being a little dense or distracted) is not a major issue as you can pick up next time. Preparing too little is a pain because when the session ends and there’s still a good hour to go, you can feel somewhat disappointed. The time we have for gaming is precious and we want to use it in the right fashion as much as possible.

Enough of a challenge or are they swamped?

When playing an investigative game, it’s important to force feed a lot of players with clues and leads. Why? Because just because the players have characters who are investigative reporters, private detectives, research scientists and other smart professions, it doesn’t follow that the player is any good at looking at the evidence and deducing what happens before the Great Old Ones rise and the world ends. At the same time, don’t make it a railroad where the clues may lead somewhere but it doesn’t matter what they do because they’ll be drawn into the final struggle anyway.

The same extends to ‘combat-oriented’ games. Deduce the appropriate level of challenge and don’t have the half dozen player characters swamped with hundreds of enemies who can’t pose any real threat (due to armour or magic on the part of the PCs) but they do just carry you away from the goal. Once it’s novel, twice it’s amusing, three times and you’re an ass.

Be especially careful of the challenge level you present if there’s real possibility of player character death. Players don’t generally like it when their characters die. Sometimes it’s thematically appropriate and yet, at other times you have the annoyance and boredom of going through the numbers and generating another character.

Ma’ Johnston’s Dinner Recipe

My mum has always cooked extra. It comes from me and my siblings having big appetites and there usually being an extra head at the table to feed because one or more of us brought a friend. As we’ve gotten older, the portions got larger and now I know she actually cooks two dinners when she knows we’re calling over for dinner. This is why you can end up with a plate of spagetti, bolognaise sauce, a pork chop and some broccoli bake on the same plate. It’s because she loves feeding people and making sure everyone gets enough.

Apply the same thought to gaming. Overprepare on the materials but don’t get frustrated if the PCs seem to be getting through it slowly. I’d also recommend having a side order of something left of field just in case they get distracted or they do manage to resolve the issues very quickly.

Also…it is okay to just close the book and say “That’s all for tonight” and not game for the last hour or so. Most players these days have also worked as GMs and there’s a spread of ability. Some people work from published adventures, some from their copious notes and other still from their fevered imagination. Good players will understand.

Posted in GM | 4 Comments

Wild Talents / ORE

I’ve finally finished reading the system bits of Wild Talents and I do wish I’d read it earlier as it is a pretty solid action system with a lot of crunch and grit.

It’s honestly the first time since reading Marvel Super Heroes by TSR that I felt like I could reliably model any power. MSH will always have a special place in my heart because it modelled things so well (in truth, it did no modelling, it was all narrative).

Essentially Wild Talents uses a system where you buy dice in ‘stats’, ‘powers’ and ‘skills’.

Powers are, ironically. the cheapest thing to buy (which I suppose is fair enough in a superhero game.). The base cost of every power is 1 point for 1 dice. It’s when you add qualities to it that the cost increases.

e.g. We want to create a power called “Fire Generation” which will model the power in the MSH Ultimate Powers Book. To keep the Math simple we’re going to guy one normal dice in it which is the logical equivalent of getting the power at Feeble (2) rank.

1 point spent in Fire Generation allows you to generate a plume of flame. It’s a showy effect but not useful for much else.

Each quality added increases the dice cost by 1 per die.

  • Adding the Attacks quality adds a single point cost but it means that the fire can be directed into an attack. Of course, with 1 dice in it, it’s actually useless but bear with me here.
  • Adding the Defends quality means that the fire can be used to defend against attacks by, burning attackers, destroying missiles and the like. Again, with one die it’s useless but you get the drift.
  • Normally, if you get hurt or otherwise distracted, the power cuts out, and in this case, the flame plume would just stop. The Robust quality means that it keeps working even if you are hurt or distracted but it still stops if you’re knocked out.
  • Fire Generation is a ‘fighting’ power but the ability to generate fire has other uses outside of roasting bank robbers. To be able to cook with it without turning the food to cinders, or light a cigarette without roasting someone alive or even just use it to light a room in the absence of a torch means you have to take the quality “Useful Outside of Combat”.

This means there’s an incredible range of Fire Generating Powers available.

It’s possible to buy Fire Generation with only the Useful Outside of Combat quality. Your character could have a career being a human barbeque, being able to perfectly create a Souffle or warm a room with his presence.

It’s also possible only to buy it with the Attacks quality so that it can only be used to blow things up.

This means a somewhat useless Fire Generation power costs 1 point per die, but a Fire Generation that allows you to attack, will defend you from attacks, will continue to defend you even if you get hurt and can be used to toast marshmallows and keep your coffee warm will cost 5 points per die (because we’ve added all four qualities). That’s quite expensive in points so how do we reduce it? By adding Flaws which reduce the cost per point. More on that later.

Very flexible.

In the next WT post, I’ll talk about the dice conventions, the names of which were a major reason for me to have ignored Godlike and Wild Talents for so long.

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It’s my birthday soon….so….

Brooklun Superhero Supply Company

Sadly just a graphic. Always wanted to find a thrifty place to get new Anti-Grav Boots.

But there is a STORE

Here’s the Times article talking about Microtrends. The idea that you can ultra-specialise in something and establish enough of a presence that your store becomes a tourist attraction 🙂

I’d like some canned antimatter.

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All I want for Xmas…

Via Rob:

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Theme disappearing

Something is broken with the blog at the moment as my main theme seems to keep vanishing. I think it started when I added the MyTwitter plugin so I’ve disabled it for a while. For updates about me outside of gaming, you can still see my other blog and twitter status on http://cimota.com/blog/

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