Showing posts with label heroes. Show all posts
Showing posts with label heroes. Show all posts

Tuesday, January 24, 2012

Gameplay Thoughts: ICONS

So last night we had our first session playing ICONS the rules lite super hero rpg.

Every first session of a new rpg is always a little bumpy but we got through it mostly unscathed. Here's my initial thoughts on how the game played through.

The story portion of it went well as did most of the mechanics. We seemed to get a bit stuck on the slams and stuns but it did appear we did it correctly for the most part. The tests against slams and stuns, though simple, slowed us down and took us out of the combat. Though combat was easy it took a bit to get things flowing.

Having the GM not rolling any dice is a bit odd and took a while to get use to. The thing that I like about it is that the GM can just sit back and enjoy manipulating the game and not have to mess with any dice. As GM I did roll for NPC stuns and slams but I think I may bounce that back towards the players. Dunno yet.

The great thing about the game is it's open-ended rules. There's a lot of space for interpretation which is both a good and a bad thing. Taking the rules as is, some powers are extremely powerful - at the moment it seems too powerful while some weren't powerful enough. That caused some conversation at the table that took us out of the game. I guess if you're using ICONS as a one-shot that might not be such a big deal you just kind of play though it and have a good time, but for something more substantial like a campaign, those issues become much more important.

One power that caused us all kind of trouble was Power Theft which turned out to be quite powerful; stealing opponents powers almost at will. The player took the bonus of being able to siphon powers from a distance without having to touch them. Powers stolen are retained for 10 times the level of power in pages (rounds). So Power Theft with a power level of 6 can hold a power for 60 pages (round). Since combat lasts only about 3 to 10 pages, an opponent can be rendered helpless for the combat or even game session. There's no limit, that I can find, on the number of powers that one can steal. Also no mention on which power is siphoned if the opponent has multiple powers. When running a villain, you don't really want to advertise what powers he might have, that should be left up for the players to discover. That can be fixed with a random dice roll.

Also, my issue as a GM was I felt that Power Theft would only work against natural powers and not gadgets or mechanical powers as these were machines mimicking a power and no real power energy would be available. That was a point of debate especially since a good portion of the villains were machines. And any debate at the table takes away from game play.

Other powers that have come up that the rules leave vague or seem to be too weak or too strong are Invisibility and Regeneration. I'll touch on those a bit later.

Also, during gameplay, powers had to be looked up frequently. The way the book is laid-out makes reference a bit of a hassle. I made a number of cheat sheets and downloaded others but the looking up powers were a bit of an issue. It would be nice if they had a simplified version of the powers with quick reference stat blocks that you can reference at a glance, like monster manual stat blocks. I'll have to look at the powers and see what can be worked up.

Beyond those issues, the action and story moved forward and the mechanics did become easier to work with. It is rules lite and fast paced and I think it's perfect for our rotational GM campaign as a game session can be pretty easy to run. I ran my session last night and Corey is up next. We'll see how the game irons out as we progress through the circle. Overall the feelings were pretty positive.

I'll be posting a session summary soon as well as stat blocks of the villains.

Friday, January 20, 2012

Game Prep: ICONS

A few days closer to the start of our ICONS campaign and I'm really looking forward to it. I've brushed up on rules once again and I think we're ready to go on Monday.

Two of the players have rolled up some ICONS heroes, Automaton, the Mechanical Marvel! A wonder of wires, vacuum tubes, and pneumatics! and Lord Genovasis the father of Meta-humans! The character creation process is great in ICONS and these first two PCs really show that off. We should have a pretty full house on Monday with at least three more PCs and we'll start with chargen for the rest of the players.

The general setting for the beginning of this campaign takes place in Shore City in 1942. Shore City is the campaign city created by John Stater found within his Mystery Men! rules. He did a great job setting up that sandbox, fleshing it out with all manner of locations, plot hooks and characters.
To go along with the campaign I created The Shore City Chronicle, a newspaper formatted blog for the rotating GMs to add plot hooks, red herrings, and general campaign color. You can check it out here.

There's an audio file I made to add atmosphere and kick off the campaign as well. You'll find it in one of the columns of the newspaper or at the bottom of this post.

I'll have more next week about our session, characters, villains and thoughts about the play of the game.

Wednesday, January 11, 2012

The Old Marvel Universe and the Marvel Movies

With our upcoming ICONS campaign and with the upcoming Avengers movie release later this summer I've been thinking a a lot about how the movies relate to the Marvel Universe that I grew up with.

Regardless of some of the movie elements tying in more with the Marvel Ultimates line, I think that the movies, especially in a particular order, pretty well mimic the thrill of the original Marvel Universe of the Silver Age.

So how would one watch these movies best to recreate the initial excitement of the characters created by Stan Lee, Jack Kirby, Steve Ditko and other silver age creators? We'll this is what I've put together:

Captain America: The First Avenger
The obvious beginning; Jack Kirby's and Joe Shuster's 1941 star-spangled creation put the Timely/Atlas/Marvel comics on the map. A well done film which stands as a strong foundation to the marvel movie universe and introduces the super-serum which appears again in The Incredible Hulk. I suggest skipping the post credit sequence, just end it with Cap 'disappearing'.


X-Men: First Class
Though the X-Men comics began in 1964, the same month that the Avengers debuted, I felt that because a portion of this begins during WWII and concludes in the early 60's, this is the obvious second film in the series. The X-Men were always a bit off on their own so this just reinforces that aspect of the movie universe. Another good flick and sets the foundations for the Mutant heroes.

Fantastic Four
Yes. The first FF movie. After Cap and the 'death' of the super-hero during the 1950's (thanks to Prof. Wertheim) superheroes didn't make a comeback until the early 1960's. DC had the Justice League and Marvel came out with the Fantastic Four. As a movie, it has it's problems but I still liked the first one enough. We'll get to the second one in a bit.

Hulk
The second super-hero book marvel put out was Hulk, so the Ang Lee movie places here. I still like this movie especially since it has the Hulk jumping around the desert in a purple spedo.


Spider-man
The Hulk comics only lasted 6 issues but it's canceling made way for the coming of Spider-man in Amazing Fantasy #15. Though the Spider-man series wouldn't actually begin until a few months later, Sam Raimi's first Spider-man movie shows up here.


Now, Thor actually made his debut the same month that Spider-man did but I'm going to hold off on Thor a bit until we enter the more cosmic era of the Marvel Universe timeline.

Iron Man
So now we come to the next hero created, Iron Man. With Robert Downey's portrait of Tony Stark and the Golden Avenger (complete with clunky original Iron Man armor) is a perfect fit for this movie series. SHIELD begins to make it's film universe appearance here.


Fantastic Four: Rise of the Silver Surfer
We begin now with the cosmic era of the Marvel Universe with the introduction of Galactus and the Silver Surfer in this, yes, sub-par flick. Sure it's a bit of a let down, what with Mr. Fantastic doing his fantasti-dance and all, but they did get the Surfer's look right, though Galactus was a huge disappointment. I swear, if you look closely at that cloud at the end you can just barely make out the head of the Big G - barely. But it's included here for continuity sake.


Thor
Okay, in full cosmic mode. Though Thor was getting cosmic a bit before the FF introduced the Silver Surfer and Galactus with the late 1965 appearance of the Destroyer and the full grandeur of Asgard I think it actually fits better after FF2. Again, SHIELD is present with hints towards the Avengers.

Spider-man 2
With the 'death' of the Green Goblin in mid-1966, Doc Ock became Spidey's main protagonist. While the rest of the Marvel Universe went cosmic, Stan Lee kept Peter Parker and Spider-man grounded in the dramas of day to day real-life. Thus Raimi's second flick places here.

The Incredible Hulk
With Ed Norton's portrail of the troubled Bruce Banner, the introduction of the Abomination and the birth of the Leader I'll place The Incredible Hulk here. An appearance by Tony Stark (and SHIELD) unifies the Universe and begins the build up to the Avengers.

Iron Man 2
We start to break a way from the early 60's chronology a bit by this point as a drunken Tony Stark doesn't really appear until the late 70's (or 80's?). But you do have Whiplash, a classic late 60's Iron Man villain and Titanium man. SHIELD's presence along with the Black Widow tie up things nicely for the debut of the Avengers.

X-Men 1
Since the X-men and the Avengers comic series both began in September 1963, I'm placing the first X-Men movie here (for now) though I think after the release of the Avengers movie I would place X-Men after it. But until that happens I'm happy with it here.


The Avengers
The release date of May 2012 should give you plenty of time to view these Marvel movies in this order to 'relive' so to speak, the thrill of the birth of a comic universe that changed comics.

From here I would place
Daredevil
X-Men 2
Spider-man 3 (if you can tolerate another viewing of it)
Ghost Rider
X-men 3

Wednesday, November 30, 2011

ICONS' Appeal To Me, An Old Schooler

What is it about ICONS, a modern rules-lite heroes game, that has such strong appeal to me, a self-proclaimed old-school gamer?

Good question, I'm glad you asked me!

I'm not a big fan of modern table-top RPGs. With but a few exceptions, I think most of the rules are way over complicated, character generation is absurdly drawn out, and the marketing aspect of having to purchase more 'optional' books and crap is, well, just a shitty marketing ploy. I'm a cheap-ass gamer, if I can't get something for a few dollars or less I'll just make it myself. Plus I always felt that the odds of killing some monster are really the same no matter if you're a 5th level Fighting-man battling a room full of Ogres or if your a 5th level Gnome Barbarian who's half Lycanthrope with a +8 quarterstaff of dread and rolling 20d6+3 for dammage battling a room full of Ogres (well, you know what I mean). The game mechanics just scale but the odds are the same just over complicated. Feel free to check my math, but that's my theory anyway.

The same story is told, the same battles take place so why not keep it simple? Who really has the time for all that nit-picking? I just want to have a good time with friends where we all tell a story.

So back to ICONS....

First off, ICONS is a rules/mechanic lite game. 2d6 and the players make all the rolls testing one ability against another. Modifiers are kept to a minimum. Anything goes in combat between heroes and villains but the rules are simple and open enough that with just half a thought rolls can be made. The action and the game is colored by all the players involved. Actions are fully open to the depth of the players imagination, which I think is THE key element to any rules-lite game. The same rolls of the dice my be used to determine similar actions but what the player adds to that action determines the drama. Again, the creativity of play falls back onto the players and not the rules.


Though the layout and production of the rules and supplements may have a Bruce Timm cartoon quality to it don't let that fool you, the game can be played with any mood in mind, from a grim, dark and dirty avenging knight to a Kirby-esque cosmic level world eating threat and anything in-between. The rules give you just what is needed to take it anywhere you want to go. It's a complete game in under 130 pages.

Steve Kenson, the creator of ICONS (and of Mutants and Masterminds) hit the nail on the head with what I feel is a modern old-school style game. There are plenty of references in the rules to 'using common sense' and 'just make it up' which might be alien to some strictly modern gamers but is pure gold for someone coming from an Old School background. In the section that is called Game Rules vs. Common Sense Kenson wryly states:
'...ignore the rules and go with what makes the most sense to you and what
you think will be the most fair and fun for your players; and if one of them should object and say, “That’s not in the rules!” point them to this paragraph and say, “Yes, it is.” '
Beautiful loophole to put rule sticklers in their place.

Character generation is quick and exciting and sparks plenty of imaginative characters. Everything is laid out for a player to flesh out his rolled character with his own creativity. That's a beautiful reference to the early versions of RPGs where the player developed the character based on a few stat rolls and not the other way around. And that's the point, there is plenty of room for developing a well rounded, three-dimensional character based on the players imagination and not dice rolls.

Kenson gives us random charts to create adventure hooks on the fly, a handful (13) of fully fleshed out colorful villains each with origins and three adventure ideas, and even a sample adventure. Did I mention a provided single page character sheet with a full quarter of it left open for you to draw your character?

As I mentioned above, it's a complete game in 130 pages. Adamant Entertainment have the pdf rules on sale right now over at RPG Now for $1.99. So for that price it's worth checking out. I'm not a big fan of using rules in pdf format. I usually need to reference and flip back quickly to clarify and compare elements so I actually purchased the print version of the rules. Now, the cost is a bit steep for what I would pay for a 130 page rule book but I made the exception for ICONS and was very happy with the purchase. A very well produced and printed book, the size and shape of a graphic novel.

So in short, why ICONS appeals to me, an old-school gamer:
  1. Complete game in 130 pages.
  2. Quick and creative character generation
  3. Rules-lite with simple mechanics
  4. An anything goes and anything can happen attitude
  5. Creative game play is left up the the players around the table and not the dice
  6. Adventures and villains included.

One common criticism of the game is that it is limited towards long term campaign play. This I disagree with. It can work fine in long-term play as is or with a couple of simple house rules to allow for character 'advancement' or a point based character creation process. Like many of the games I started out with, Holmes Basic D&D, Traveller, and Top Secret the game doesn't have to 'define' specific rules for 'level' advancement, character development and situations define that. Levels are just a guide.

So there you have it. The mystery of the allure of ICONS revealed.

Friday, November 4, 2011

ICONS Character Sheets

I just can't stop myself from making character sheets for the games I play. Perhaps it's a curse, dunno. So here are my ICONS character sheets modeled after my Mystery Men! Character sheets I put together a while back. The ICONS sheets have all been gathered together into one PDF file, 5 different sheets (one blank space to draw your own image from scratch for those so inclined).


Enjoy!

Monday, August 22, 2011

Mystery Men! And My Ass-whoopin'

Yes, that's right. My Mystery Men! character the Firefly (based on a golden-aged hero) got his ass handed to him in the online PBP game I'm playing in. He was taking on TWO baddies, mind you, but I still think his performance was less than heroic - especially with a bunch of innocents in jeopardy.

He did get one good lick in, bashing a sound-blaster guy, but the Pinball dude kept shooting pinballs at me and that was my end.

But after his failure, and with the aid of The Green Mask, the Firefly brushed himself off and went back to his lab to 'invent' some crime-fighting tools.

That's the one really cool thing about Mystery Men! over ICONS; there is plenty of room for character development and improvement. It's built into the system and I like that a lot. It lends itself to more campaign play and not just a one shot evening.

The other thing I really like about MM! are the three character classes; Adventurer, Scientist, Magician. It seemed a bit odd at first but actually works quite well. Firefly's alter ego, Harley Hudson, is a scientist / entomologist and so I went with that class. The cool thing about that class over adventurer is that not only do you get your powers, but you also can have a 'Science Pool' that you can use to 'invent' new powers for each adventure depending on what you think you might need. It gives a lot of flexibility to that character. Of course you need a lab or workshop which costs you points during character creation.

Determined to not make the same mistakes again with this new age of super-villains (after all, Firefly is a golden-aged hero fighting in a Silver-aged campaign world), Firefly added some 'enhancements' to his abilities.

I present to you the Silver-age Firefox!

FIREFLY (Level 7 Scientist)

STR 13 | DEX 7 | CON 5 | INT 7 | WIL 3 | CHA 5 | HP 34 | DC 16 / 20 w-shields | ATK +4 | SPD 3

Powers: Iron Grip, Potent Attack, Jump, Invulnerability I, Super STR +7, Super INT +2, Super DEX +2, Super CON +4, Super CHA +4, Super Speed +1

Gear:
Shield – when activated, wrist guards create small invisible discs which help FF defend against incoming attacks; Can only be used for up to 7 rounds; FF must see the attack coming for them to be affective. DC 16, hp 5
Firecycle
Chest Symbol emits light 60' when controlled by button in belt. DC 10, hp 5
Apartment/lab

Flaw:
Ordinary human.
Joan Burton love interest and reporter.
Wrist shields only last for 7 rounds before needing recharging.
Science Pool: 4,550
Science Pool Gadgets:
Energy Hands Stinger (wristband)
Web Cocoon (wristband)


Now....Bring on the badguys!

Friday, August 19, 2011

ICONS: The Scarlet Hood

Finally finished reading the rules to ICONS. It sounds like it should be a fast paced fun game an. I hope to get a session going in the next few weeks. There's a couple issues that I have with the game and I'll be talking about them soon. But for now, I'm enjoying the random character creation. It's really a fun challenge to piece together a character based on the powers and abilities rolled but it's a great creative exercise.

The Scarlet Hood
Kane Foster

Trained

Prowess 4
Coordination 4
Strength 3
Intellect 7
Awareness 5
Willpower 3

Stamina 7
Determination 5

Specialties
Investigate
Science (physics)
Athletics
Stealth
Electronics
Weapons (expert Quarter Staff)
Weapons (Gun)

Powers
Invisibility 5

Qualities
Motivation: Wife, Sharon Foster Asst. DA was murdered prosecuting a crime-boss' son.
Identity: Kane Foster
Catch Phrase: The Scarlet Hood passes judgment upon thee.
Motivation: Hunting wife's killer
Connection: Informant on the street Henry Corbits


Challenges
Hunted by police
Obsessed with murder of wife.

Total Points: 39

When physics professor Kane Foster's assistant DA wife was murdered while prosecuting the son of a local crime-boss, something inside of him died. Shattered by the brutal murder and without much aid from the corrupt police department, Foster felt forced by circumstances beyond his control to take the law into his own hands. Thus, inventing an invisibility cloak to aid in his hunt for those responsible for his wife's death, the Scarlet Hood prowls the dark alleys and the grim underworld of the city.

Monday, August 8, 2011

More Mystery Men!: Shore City

I've been going through the Superhero RPG Mystery Men! by John Stater and I've been really enjoying this set of rules for a Supers game. Though I have yet to take it out for an actual test-drive, the quick pace, familiar rules-lite system is much to my liking.

The one thing that has just blown me away is the inspired campaign setting that comes with the rules: Shore City. Stater has put together a really fantastic broad-stroke hero's setting that gives you just enough to spark your imagination but without getting bogged down in over-descriptive location and characters. An imaginary industrial city on the Great Lakes, Shore City is filled with all manner of colorful neighborhoods, characters and plot hooks that can keep a campaign going for ages. Rich industrialists, ambitious politicians, gangsters and clever scientists all help to bring this city to life in any style of campaign; whether it be for a gritty street-fighting hero or a powerful cosmic entity. Shore City can cover the gambit with room to spare.

Every good comic hero has as his backdrop a city that is as much a character as himself; Bat-man has Gotham City, Superman has Metropolis, Marvel Comics has all of New York City. The city itself should be a major character and in Shore City you get that.

Reading it I couldn't help but feel that I wanted to dive right in there and cause some havoc or chase some baddies down and there was plenty of room to add enough color of my own. That's a sign of a well written setting.

I've really enjoyed reading this rule set. It's well put together and written with passion of the genre. I'm hoping to get a game started this fall. I'll keep you posted.

Tuesday, August 2, 2011

Rolling Heroes

All my previous posting about Captain America a couple of weeks ago has got me thinking about running a Supers game. Actually I've been thinking about it for a while now and thought no better time than to dive back into the colorful world of the super-hero.

Back in the day, other than D&D and Top Secret, Champions 1st ed. became one of our regular RPGs. As soon as it came out I scooped it up as I saw no better combination for me than comic book heroes and role-playing games. At the time we loved the chunky rules and building the heroes and villains. The sessions turned into just full on bash-fests but we loved it - not to mention the cool character sheets with the hero figure lightly sketched in for you to finish up.

Late last year I picked up a copy of the old Champions rule book off the interwebs (mine having disappeared many centuries ago) and enjoyed flipping through the familiar pages. Alas, my old brain is not up for working with such a crunchy style game so I began to search for an alternative.

I was looking for something rules-lite. A game with enough rules to play a wide variety of heroes and villains without getting the feeling you're just changing the surface dressing of powers.

We've been playing a Savage Worlds pulp adventure campaign. Though having played Savage Worlds and have been enjoying our sessions I haven't been blown away with the system. Sure it's pretty easy to get going but I was looking for something else. Savage Worlds have a Super Powers Companion supplement for their basic Explorer rules. So that is a possible option but I'm not sold on it.

Right now, what really appeals to me are two sets of rules that are quite different - Icons by Steven Kenson (published by Adamant Entertainment) and Mystery Men! self published by John Stater.



I haven't completed reading both sets of rules yet but here are my initial impressions thus far...

Icons can be a bit pricey for a pdf but that price sometimes fluctuates. Keep an eye on it, you could get lucky. The print version runs about $30 plus shipping. A bit pricey for a cheap-ass gamer such as myself. Mystery Men! offers a free e-book as well as a print on demand for $7.30 (which I will be picking up on my next Lulu order), much more my cup of tea.

Both are rules-lite and seem to be fast paced and loose games.

I enjoy the layouts for both books with Mystery Men! taking a clean layout sprinkled with golden age heroes and images - a nice touch. Icons has more of a modern, Justice League / Bruce Timm look and feel and is in full color which all fits the mood of the game pretty well. The thing I liked about Icons is the terms used for time in the game; when it's your turn it is called a panel, after everyone completes their turn (panels) that's considered a page. A number of pages make up a chapter etc. all of which sticks with the genre. I love that little detail and would use that concept in any heroes game I run.

The main difference is that Icons sports a random generation character creation while Mystery Men! sports the character build.

Having played Champions, I enjoyed the planned character building process and customizing the hero's powers to fit your vision or copy of an existing hero. Mystery Men! seems to capture that pretty well in a much more simplified format. It also seems to give you options to grow your character over time - a big plus for an ongoing campaign.

I've also always enjoyed the random character creation in your typical FRPG (D&D Traveller, etc), but I've always been a bit apprehensive about that process in a heroes game.

So I'm in the process of character creation in both games. I'll post my results later.

For some insight in rolling up Icon characters you can check out Tower of Zenopus recent post.

Monday, July 18, 2011

Captain America Week: Eat It Hitler!

With Marvel's highly anticipated Captain America: The First Avenger movie coming out at the end of the week I though I'd dedicate The Warlock's Home Brew to my favorite comic hero.

Captain America burst onto the world in December 1940, a full year before the bombing of Pearl Harbor, with a jaw shattering smash to none other than Adolph Hitler. With his iconic star spangled costume and shield he captured the patriotic imaginations of both kids and adults in the tense months before America entered the war. When a 90 pound weakling, Steve Rogers, volunteered to be part of an experiment to become a super-soldier, an American hero was born.

Captain America was created by Joe Simon and Jack Kirby for Timely Comics which later would become Marvel. The publisher, Martin Goodman, loved the idea so much they decided to debut Cap in his own title, something unheard of back in the early days of the colorful medium.

Though the comic hero, along with his sidekick Bucky, were a smashing success, not everyone embraced the patriotic hero. Simon and Kirby received threatening hate mail and death threats from isolationists, pacifists, and fascists who found it antagonistic to depict a 'respected' leader of a sovereign nation getting pummeled by the American flag. Within a year though, America would be dragged into Hitler's war and Captain America, in the hands and back pockets of the American GIs, would be marching towards Berlin and Nazi Germany. Cap would be fighting along with the Allies against saboteurs, spies and the notorious Red Skull!

With the great 'evils' of the Axis powers defeated, the post war saw a decline in the Superhero, replaced by horror, crime and romance stories. It wasn't until the early sixties that costumed heroes made their explosive return.

Again, it was Jack Kirby, this time along with Stan Lee, that brought the red, white and blue avenger back. Being frozen in ice since the end of World War II (the post-war years erased), Cap was found by the colorful new team of the 60's The Avengers! Captain America would soon take his place as leader of that group.

Over the years Steve Rogers/Captain America would struggle with being a man out of time and even (post Viet-Nam) what it meant to be a patriotic American hero. But through all the struggles Cap has always held that shield high.

In 2007, Marvel 'killed' off it's major hero. But like all comic book deaths (a post for another day) Cap is back and fighting for the red, white and blue.

Jack Kirby on Captain America:



Next Issue: Captain America Must Die!

Captain America Week:
Day 1: Eat it Hitler!
Day 2: Captain America Must Die!
Day 3: And A Phoenix Shall Rise
Day 4: Bring On The Bad Guys!
Day 5: Silver Screen Hero