Sundog Millionaires: Pirates of the Mollek Nebula, Part Two

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Here’s the adventure log for the past session.

We had a bit of an awkward change of characters in the middle of the adventure: Hal’s player wasn’t able to make the previous session, and Jopsi’s player couldn’t make this one. To deal with this, I rather heavy-handedly changed the last moments of the previous session, and said that Jopsi was arrested by station security when he was trying to sneak back to Sundog ((I’ll be giving Chris an extra fate point next session for messing with his character like this.)). As for Hal, I gave his player the option of just joining the group where they were on Kyra’s Wheel or having spent the last session infiltrating the pirates the group was seeking and starting aboard The Shadowed Hand. With visions of Lando Calrissian hiding in Jabba’s retinue at the start of Return of the Jedi, he leaped at the undercover option.

Unfortunately, I wasn’t very good and communicating this stuff to the rest of the group. The gang spent some time debating how to get Jopsi out of jail until I came out and said that I had done it just because the player wasn’t here. And then there was some discussion about whether they should be trying to catch the pirates in a complex sting, or just try and buy the box from them. This went on for a while before I clued in on two things:

  1. The group took my statement about how the pirates totally outgunned them to mean that they could not confront the pirates or else they’d die.
  2. I hadn’t bothered to tell anyone else that Hal was now undercover on the pirate ship, and Hal hadn’t mentioned it.

This is the old, old problem of GM perspective. The GM has more information than the players, and knows how it all fits together. Giving too much information to the players can ruin their fun – they like to earn their victories, and figure things out in play ((Your mileage, of course, may vary. I’m generalizing here, based on my experience as a player and my player groups.)). So, GMs are parsimonious with information, trying to provide just enough to let the players have fun figuring things out and point them in the right direction. But the information we give the players doesn’t have the same context for them as it does for us – we see the whole elephant, but we’re only letting them feel the trunk.

So, I clarified things a bit. First off, I restated that the pirates totally had the PCs outgunned – in a straight-up, head-on conflict. But no one said that any confrontation had to be a straight-up, head-on conflict. Second, I told Hal’s player to let the others know where he was and what he was doing.

You could see the lights go on behind everyone’s eyes. Within minutes, they had a plan to locate the pirate ship, dock with it, and steal the MacGuffin from under the pirates’ noses.

That’s when things began to rock and roll. Some highlights:

  • Stealth docking with The Shadowed Hand in the middle of a nebula.
  • Slicer battles to keep the fighter bays locked down and the power systems off.
  • Creeping through the dim corridors trying to dodge pirate patrols.
  • Trask igniting his lightsaber for the first time in the game, the blade burning through the piece of rebar he had attached to the hilt to hit people with.
  • Jowkabukk valiantly holding off the pirates so Trask could duel with Jyn Starfell ((I should have written this sooner, because I cannot for the life of me remember is Jyn Starfell was defeated or if he scarpered. I think he scarpered, but I can’t be sure. Erik? You remember?)).
  • Hal deciding to start firing Sundog‘s guns at The Shadowed Hand while they were still connected to each other.
  • The discussion between the players about maybe the best way for Hal and HK-86 to rescue Trask and Jowkabukk would be to blast a huge hole in the hull and then catch them in the Sundog as they were blown out into space ((Which sounded awesome! Note to my players: if you come up with a cool enough plan, no matter how bad an idea it would be in actuality, I will give it at least a chance of success. Think about what the movie scene would look like and, if it makes you go, “Whoah!” then it’s worth a try.))
  • HK-86 showing up in full-on maniac-killer-droid mode, shredding the pirates to rescue the critically injured Jowkabukk.
  • Sundog flying away into the nebula, leaving the crippled Shadowed Hand to the tender mercies of the Imperial cruiser that Hal had called in with a distress signal.

After the escape, the gang decided to open the box to see what the MacGuffin was ((I had told them it was just a MacGuffin, but that I also knew what it was. And it was not Marcellus Wallace’s soul.)). It turned out to be Mace Windu’s lightsaber. This had pretty much the effect that I hoped for – they stared reverently at it for a bit, then locked it back up for delivery to their client ((I had some ideas of what to do if they decided to keep it – consequences are important in my games – but they decided to stay honest. Not that that doesn’t have its own consequences.)).

The next session is tomorrow, and it will involve freeing Jopsi from jail, and possibly taking some revenge on Yan Retwin, the smuggler that sold them out.

Should be fun.

Firefly: Switch

A couple of weeks ago ((I started writing this review much closer to the actual date of play, but then life got in the way, and I’m just getting to finish it now.)) was the second session of our new Firefly RPG campaign. Because of reasons ((Trying to catch up at work, making dinner, and poor organizational skills.)), I wound up starting to prep the game about twenty-five minutes before the players were due to arrive. And then they showed up ten minutes early.

The math on that works out to fifteen minutes of prep time. Now, I was using the same Leverage RPG tables that I had used last session to come up with the adventure framework. That meant that fifteen minutes was enough to get the core problem defined, and a few of the NPCs picked from the archetypes in the book, but not enough to really build scenes or plan anything.

Everyone showed up, and had a nice dinner ((Barbecued pork tenderloin, roasted potatoes and vegetables, and grilled pineapple and pumpkin pie for dessert.)), and then we settled down to play. I started with a little talk about what I had done wrong last session – mainly, not pushing things towards action and conflict – and asked everyone to help me do a better job of moving past the boring stuff to the interesting stuff.

So, here was the basic set-up:

  • The crew were on Albion, picking up cargo and passengers for the Tullymore Run.
  • One of the passengers, Nicholas Tate, was on the run from a businesswoman named Arabella Stanford.
  • Nicholas Tate has been framed. Arabella Stanford thinks he’s carrying confidential data stolen from her business. He’s not.
  • Arabella Stanford has sent Zeke Michaels, her personal off-the-books enforcer, to bring back the data. And also Tate, if feasible.
  •  The Triad are involved somehow that I hadn’t the opportunity to work out yet.

I started with a scene of all the passengers coming on board ((At this point, I realized that I needed to have a passenger not tied in to the plot, both for verisimilitude and to provide a little confusion and potential complications. Thus, I created Lin Shu, who was headed out to Deadwood to be a schoolteacher.)), and turning in their weapons ((Interesting to me is that the crew didn’t search the passengers to see if any were concealing weapons. Then I thought about it for a second, and realized that of course they wouldn’t. They were paying passengers, after all.)). Then, Su Jin said, “This is Albion, right? The place they grow cocoa? Why are we not buying chocolate?” So, I gave her a flashback where she bought a Cocoa d8 asset. I figured I should give the rest of the crew a chance for a flashback, too, to reflect what they’d been doing with their time on Albion before breaking atmo.

Price Jiang wen to visit his parents for dinner, and then paid a courtesy call on Uncle Fung, one of the local bosses for the Jiang Triad. This gave me the opportunity to bring the Triad influence I had  previously rolled buy hadn’t figured out what to do with, as Uncle Fung first praised Price for his work on Heaven, then asked for a favour: bring another Triad operative ((Cousin Martin.)) from Albion to Heaven.

Walter Yu went to visit the local Alliance Marshal’s office, and looked over the various available bounties, saying this was his standard procedure when he came groundside. This, I figured, was as good a way to bring the central issue of the session into play – Walter spotted a poster with Nicholas Tate’s face on it, and the name Alexander Lowe. The bounty was good but not overwhelming, and was being offered privately by Arabella Stanford.

Now, it may seem a little odd that I gave this whole speech about pushing towards the action before play began, and then just ask the players what sort of futzing around they want to do before the story kicks in. And that’s a valid point. I did this for a number of reasons:

  • Having a short, everyday life section of play helps lend some verisimilitude to the narrative. Not every second of person’s life is spent responding to action-movie-style crises, so it makes sense to show the calm before the storm, at least a little bit.
  • It also allows the players to spend a little time rounding out their characters, deciding who they are, and showing the rest of the group. Yeah, that happens in the middle of action scenes, too, but the non-action scenes let the players be more thoughtful and deliberate about it.
  • Mechanically, letting the characters have a chance to make a few rolls helps beef up the story by providing some assets and complications before everything hits the fan. This is especially helpful if you’re a little short on prep for the session.
  • I wanted a little time to think about what other scenes I was going to put in the adventure, and what sorts of drama and action I could pour in.
  • I still didn’t have a clean way to open the door to the adventure for the characters – some reasonable and elegant way for the characters to find out about and involve themselves in what was going on. Fortunately, Walter provided that with his little scene.
  • Su Jin’s player asked for a little side-scene while Peregrine was in port, and it seemed reasonable that I should give the option to the rest of the players.

So, that’s why I did it. And why I’d do it again in similar circumstances.

After the solo scenes, there was a little more character interaction, mostly centred around Cousin Martin meeting the rest of the crew, and Walter deciding to keep the bounty on Tate/Lowe to himself. When things slowed down a bit, I jumped to the lift-off, and a day or so of quiet travel. None of the characters was doing much to push things – they were waiting to see what developed. So, I had a bloodcurdling scream reach the Captain one night shift as she was looking for a snack in the galley.

They all raced ((For varying values of the term “raced.”)) to the source of the scream ((Which necessitated a bit of a discussion of the floorplan of the ship. At least one of the players and I had been searching online to find a good ship layout that we could use for Peregrine, but were stymied by the fact that the Roadrunner-Class Blockade Runners stand on their tails, and are laid out like a rocket ship, rather than the more sea vessel/aircraft layout that pretty much every set of starship deckplans I’ve found on the net assumes. We sketched out a quick division of decks, labeling each one. I’m planning to take some time to create a set of deckplans using Cosmographer. Unfortunately, I suck at art, so that’s gonna take a while.)), and the Captain arrived first to find Lin Shu screaming about a ghost that had attacked her in the dark as she was returning to her cabin from the galley. Some quick work by the Captain let her spot someone wearing a stealth suit lurking in the shadows, and she drew her pistol and ordered him ((Or her.)) to surrender. The figure decided to rush her, and wound up with a bullet in the eye.

The body was revealed to be Zeke Michaels, and he had a small pistol and a pouch containing a hypo spray and a selection of coloured liquids on his belt. Upon seeing this, Walter came clean about the bounty on Tate/Lowe, and the crew started interviewing folks and searching their cabins. They came to the conclusion that Lin Shu was not involved in the mess, that Michaels was looking to take Tate/Lowe out non-lethally, and they found Tate/Lowe’s locked cortex tablet hidden in one of the air ducts. Price did his best to crack the encryption on the tablet, but all managed to do was load a worm into Peregrine’s ship network.

Interviewing Tate/Lowe got him to explain his situation – framed for datatheft, on the run from Arabella Stanford, his life destroyed. He gave Price the code to unlock the tablet, and played them a message he had received from someone who looked kind of like him apologizing for framing him and telling him to start running. This convinced pretty much everyone that his story was true ((I had toyed with the idea of flipping things as a twist, so that he was actually guilty and using the story to get the crew on his side, but we were nearing the end of the evening, and I still had some things I needed to happen to wrap up the session. So, as far as I know, he was telling the truth.)) ((Sandy said as I was thinking about this, “So much for making the game episodic. This one’s going to take another session.” That sounded like a challenge to me, so I was determined to wrap up in one session.)).

All this time, I’d been putting about every other jinx into an unknown complication I was tracking on the big board, marked with a question mark and a die type so that the players knew it was there and growing, but not what it was. This was my solution for having Michaels’s partners show up in their ship to retrieve Michaels and Tate/Lowe. I figured that, if the characters checked for other ships in the area, they’d find it, and the die size at that time would be a surprise complication. And if it reached a d12, then the pursuing ship would get a sneak attack on Peregrine.

Well, no one even so much as looked out a window, so it reached d12, and I added the complication Peregrine Disabled d12 to the table. This got everyone moving pretty sharpish.

The scramble to get away was pretty impressive. Everyone pulled together to get the engines turning and the hull patched ((The Green Livin’ distinction came in handy here, with it’s Organic Life Support trigger.)), and to keep the ship from being hit again or boarded. Once the engines were back up, the rest was pretty much a foregone conclusion – Peregrine is fast, and Price is a pretty hot pilot. They left their pursuers in the (space) dust.

We wrapped up loose ends with Cousin Martin saying that Uncle Fung had use for someone with Tate’s skills ((Whatever they were. I dunno. I hadn’t had him do anything special or clever, but I wanted his story wrapped up without a lot of other futzing around. Now, I can bring him back as an expert on whatever I need in a future episode.)), and had an identity all ready for him to assume on New Melbourne.

The last order of business for the evening was picking a name for the episode – obviously, they went with Switch – and going over character and ship advancement once again.

We’ve got our third session scheduled for this Friday, and I plan to actually prep the session a couple of days in advance. It’ll probably carry on this run, New Melbourne to Heaven to Deadwood, and we’ll see if I can’t work Lin Shu into it somehow.

Until then, keep flyin’!

Pandemonium: Gun Bust

Last Friday was our first session of my new Marvel Heroic Roleplaying campaign, Pandemonium. We had previously done a setting creation session, and a character creation session, and now we were finally getting to play.

In between the completion of the character creation session and the actual play session, there was a fair bit of work getting the characters finished and tweaked, and getting the setting bible finished ((If you want a copy of the final setting bible, you can download it here.)). I am really pretty pleased with the way the setting and characters turned out. And I’m especially pleased that we got the feedback loop going. You know what I’m talking about – ideas from the setting inform the characters, and the development of the characters fleshed out the setting.

You’ll notice that, in addition to the actual setting elements, I’ve added a few extra sections to the bible:

  • Milestones. These are simultaneously one of the coolest and one of the slipperiest elements of the game. Using them is absolutely great in helping characters bring up the issues that they are most interested in during play, but coming up with good Milestones is tricky. So, I created a couple specific to the setting, and stole several others from various published MHR products, tweaking them as necessary. The plan was that the players could either pick from the list or use the ones in the bible for inspiration ((They wound up doing both, so score.)).
  • Experience. Unlike most other RPGs, experience in MHR is best spent, not in “leveling up” your character, but in unlocking various campaign resources ((In my opinion, of course, which I will defend. First, the source material doesn’t generally have the heroes getting stronger, or faster, or whatever – the heroes change, but mainly they weave themselves more into the world, learn more, make contacts, etc., rather than leveling up. Second, bigger numbers on your sheet don’t mean the same thing in this game as they do in other RGGs – the way the balance works in play, there’s just not the huge benefit to big numbers that you see in, say, D&D. Third, it’s just more interesting to have your character be owed a favour by a pandimensional deity than to go from Flight d6 to Flight d8.)) ((That was a really long footnote. There may be a whole blog post lurking in there. Have to think about that.)). This section spells out how to spend experience points, including listing an assortment of campaign resources at various levels of expense and utility for characters to spend their XP on.
  • Pushes, Stunts, Resources, and Assets. One of the things that I had a lot of trouble keeping straight in my head during the Civil War game was the differences between all the ways you could get an extra die to roll in your die pool. I wound up playing very fast and loose with it, and that really contributed to the power-bloat that caused me problems in the game. So, this campaign, I spelled things out so we were all ((Except there were a couple of times in the session that I couldn’t remember how one of them worked – whether it lasted for a single action or for the scene – and just glossed over it because I didn’t want to take the time to look it up. But I can brush up on that before the next session.)) on the same page with how these things worked. I also added the idea of Flashbacks, stolen from the Firefly RPG, to allow the characters to fill in some backstory in order to boost the die they get for what they’re doing.

Eventually, I’m going to get this stuff up on a wiki, but at least I got it out to the players in time for them to read it before the game.

Anyway, when people showed up, I spent some time running through the basics of the mechanics for the game. Once that was done, I dropped them right into the action scene.

With the time spent at the start of the game talking rules ((Two of the players were veterans of the Civil War game, and the other two hadn’t played since I had run the playtest when the game was first released. The fact that I had been doing some things wrong in Civil War meant that everyone – including me – needed to be taught or retaught the rules.)), and the fact that the initial session of a new game is always going to be slow as people learn the system, I picked a very simple first action scene. They had found out about a weapons buy by the Styx, a local street gang, at a warehouse in the Narrows. A group of Styx gang members were meeting some mysterious weapons sellers, with local corrupt cops providing security.

To help learn about the way that Resources and Assets work, I told the characters that, though they were at the warehouse and the buy was about to go down, they each had a chance to set something up retroactively. So, Warlock conjured a ring of tiny watcher lights to keep an eye on the warehouse, Escher put together a pouchful of sleep gas bombs, Artemis ((Who decided she had infiltrated the warehouse while the rest of the heroes were outside.)) sealed up the main doors with her telekinesis, and Inquisitor wired some nightvision goggles into his helmet. Once that was done, I explained how the turn sequence worked, and let them choose who was going to start.

Opposition-wise, I had put together simple stat blocks for the gang members and the police. There were five in the gang mob, and two mobs of three cops each. For the sellers, I used the Kree soldier stat blocks from the Annihilation event book ((I am so glad that I at least got the .pdf of this book before the line ended. It’s a brilliant book, with lots of useful stats and some great new pieces of rules, like vehicles, timed actions, and racial power sets.)), and threw in the Kree Captain as a boss. Now, I didn’t describe the sellers as Kree ((In fact, I really didn’t describe them much at all, except to say, “Yeah, you can tell by looking at them that they’re not from around here.” If they are interesting enough for the characters to pursue, I’ll have to come up with some details.)), but people could see the stat blocks I was looking at, so I explained that I was just looting the stats, not the details.

I also added a short list of things that I could spend Doom Pool dice on, ranging from reinforcements for the various factions to an explosive dimensional breach occurring. This was to make the Doom Pool more threatening to the players, which in turn increases the tension of the action, and seemingly raises the stakes of what’s going on. Also, it lets me spring some cool stuff on the heroes.

The heroes sprang into action and, through good planning and being awesome ((As well as through the fact that I deliberately created fairly easy opposition for them.)), they managed to triumph. All the cops were taken out – including the reinforcements that got called in, the gang members were all mind controlled, and the boss seller got chased back to his home dimension. Pretty much right at the moment the warehouse collapsed into the water. Everyone scrambled for safety at that point, though Artemis took the time to try and snag the bag of money they gang had brought to the buy ((She succeeded, by the way.)).

We wrapped the evening up at that point. I went over the XP stuff again, because it’s easy to forget to track such things during the game. Overall, I was really quite pleased with how quickly everyone got into the swing of the game. Not just the way they picked up how to build dice pools but, more importantly, how to do crazy, cool, awesome stuff – stuff that you’d see in a comic book or action movie – and use the system to support that. So, kudos to my players for that.

I sent them e-mail a few days later, asking them to think about what loose ends from the first session – or from the setting bible in general – they want to pursue. That’ll give me some direction for building the next session’s adventure.

Next session is in about two weeks. I’m really looking forward to it.

Sundog Millionaires: Pirates of the Mollek Nebula, Part One

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Here’s the Adventure Log entry for this past session.

This past session was a little ((By which I mean a lot.)) less focused than the previous one. I presented the group with a fairly open plot – seek out the stolen MacGuffin – and let them decide how they wanted to solve it. Now, with most of the group coming from the D&D-style gaming experience, it’s taking them a little time to shift over to the more player-directed style of play that I’m using in Sundog Millionaires. I think I made a mistake in jumping right into such an open scenario so soon; a few more missions that get progressively more open may have been the way to go.

What I’m saying here is that I should have been providing a more clear path forward for the group, instead of dropping hints and waiting for them to construct their own path forward. The paradigm shift from D&D-style location-oriented adventures to player-directed adventures is a tricky one to make, and I should have been more on top of that.

All that said, the gang rose to the challenge. They took to the idea of creating advantage to give them help both solving the core mystery and arming themselves against future problems – essentially using create advantage for both investigation and planning.

I had a loose set-up of scenes that I could use to throw in the path of the characters, but I let the characters determine how they would pursue their goal, and they managed to dance around most of the early scenes. That’s okay, though, because they created their own interesting scenes – the entire Yan Retwin character and subplot ((Which evolved into the main plot, or at least unified with it, along the way.)) was a PC creation, as was the idea of a broker and setting up a meeting with the pirates.

As I say, the gang moved forward, but there was a lot of flailing about between things, as the group sifted everything they had just done and all the new information, looking for the “right” way to proceed. When I finally clued in that this is what was going on, I brought in the ninjas.

The ninjas in this case were a gang of thugs that I threw in to emphasize that time was passing, and that they had yet to actually come up with a complete plan ((Also because they were feeling a bit stymied, and I thought they could use a simple fight where they could be awesome and have fun.)). They made short work of the thugs, though the fight was a little more static than I expected. This was mainly because I had the bad guys box them in, so they stood there and fought, despite the fact that I had sketched in some interesting areas nearby ((An open market, full of stalls of stuff to get tipped over, and a loading bay with some crates and power loaders.)). I have to be a little more careful with the set-up of the conflicts, I think, to make sure that I provide enough opportunity for the characters to do cool, cinematic stuff.

They kept one thug to question, and managed to get information out of him. That meant I had to decide who had sent them, and why ((I didn’t bother deciding that beforehand because, if they took them all out, it wouldn’t matter. But they grabbed one even as they ran away from station security.)). I looked at the notes, and decided that Yan Retwin, whom the players decided was untrustworthy right from the start, had hired the legbreakers because he had an arrangement with Jyn Starfell, captain of the pirates.

That was about time to stop for the evening. I hadn’t planned on this adventure stretching over two sessions, but that’s what happened. For the second session, I’m going to try and provide a clearer path forward ((Without railroading – that’s always the balancing act. But making the session about the opposition being proactive should do that fairly well.)), and throw in some more action.

And that session happens tomorrow. Wish me luck.

Firefly: Something Rotten in Heaven

We had a long weekend here in Canada this past weekend. That made it a perfect weekend to take advantage of the extra day off to fit in the first session of our Firefly RPG campaign. We had completed setting and character creation a couple of weeks back, and I managed to get our setting details typed up just barely in time for the the game on Sunday evening.

Now, because I am a lazy bastard, I wound up getting up Sunday morning with only the vaguest idea of what the adventure for that evening would be. I had some thought about converting over one of the Echoes of War scenarios to remove the canon PCs and fit it into the campaign frame the players had come up with, but that didn’t feel like I was giving enough play to the work everyone had done on the setting creation ((But I hasten to add that the Echoes of War scenarios are all very good. I recommend them unreservedly. And each one comes with all the rules you need to play, so it’s a great way to try the game out.)).

I whined about this on Twitter, and Cam Banks immediately ((It might not have been immediately, but it sure seemed that way.)) responded with a great suggestion:

Use the Leverage tables and tweak!

I had completely forgotten about the great set of tables in the Leverage RPG designed to let you put together a job for your crew of criminals very quickly. The campaign frame for this game meant that the Crew were not criminals ((I was, frankly, agog at that development.)), but instead were subcontractors for someone who held an Alliance contract to carry mail. Still, I figured that I’d give the tables a whirl, and see if I could twist things enough to get them to fit our game. This is what the dice gave me:

Client: Politician/Public Servant

Problem: Framed

Pressure: Police refuse to help; running out of money

Mark: Financier

Mark’s Angle: Greedy, hardnosed

Mark’s Power: Wealthy

Mark’s Weakness: Guilty conscience

Mark’s Vulnerability: Family

Who Else is in Play?: The Vizier

The Twist: It’s personal

Given those factors, and the fact that one of the issues of the game is the lawlessness and corruption of the Rim and Border planets, I boiled these issues down to the following points.

  • Annie Pan, the Federal Marshall based in Bao on Heaven, is a moderately friendly face for the crew. She’s been framed for accepting bribes, and is in jail awaiting trial on corruption and conspiracy charges.
  • The person who has framed her is local business mogul Bunmei Ndiaye, who wants to bring the lucrative flower block market ((See, Heaven has a weird terraforming flaw. It produces beautiful flowers, but they all emit the same kind of smell as a corpse flower. This makes the whole planet stink. But the flowers, encased in clear substances like glass, crystal, or acrylic, are popular exports. Thus, flower blocks.)) under the control of his collective, meaning him and his cronies.
  • Marshall Pan ((That’s the first time I’ve typed that pair of words out. I’d like to claim it was a sly reference to the European Recovery Plan, but it’s just a fluke.)) was concerned about the collective violating anti-trust laws, and so Ndiaye framed her and replaced her with a more… compliant head lawman, Noel Antoniak.
  • Ndiaye’s chief assistant, Gisela Novak, had some undetermined shady ties in case I needed to bring in a gang of skilled criminals to make the crew’s life difficult.

The canny observer might notice that I’ve pretty much ignored mark’s weakness and vulnerability, as well as half the pressure. I kept the notes of these things, but I’ve found that, in Cortex Plus – particularly the Action iteration, like Leverage or Firefly – it’s easier, more fun, and creates a more organic, surprising story to leave a lot of the oppositional details up to the system of Complications. As the game played out, I didn’t really need that stuff ((But if I had needed it, it was there for me to use.)).

The last bit of prep I did was putting together some stats for the various NPCs. I used the archetypes from the rulebook for three of the major NPCs – Annie Pan, Gisela Novak, and Bunmei Ndaiye. Then I stole the sheriff stat block from the intro adventure for Noel Antoniak. And then I spent three minutes writing up stats for minor NPCs – Cops d6, Thugs d6, and Hit Squad (Physical d8, Shoot d8, Fight d8, Knives d6).

Start to finish, prep for the first session took me less than an hour. I giggled about that, and did a little dance.

So, how did things play out? Well, I put together a first scene, with the crew arriving on Heaven, and being greeted by Antoniak who shook them down. I figured that would get them invested enough to go poking into what had happened to their old friend Annie, and I was right.

Almost too right. Walter, being a former lawman himself, got a little cute with Antoniak and his bully-boys and wound up arrested for assault ((Shackled d8 complication, that quickly got stepped down to a d6.)). The fact he kept asking about Annie – who was currently awaiting trial on charges of accepting bribes and conspiring with criminals – increased suspicion about him ((Also the fact that he was being a complete belligerent dick to the cops.)). His plan was, apparently, to get arrested and put in the same cell as Annie, but I really couldn’t see that happening once he kept asking about her. Even these cops weren’t that incompetent. Instead, he “fell down” a few times and wound up in his own little cell ((Me: Take a Beat to Crap d6 complication. Walter: On top of the Shackled d6?. Me: No, just change Shackled to Beat to Crap. They’ve taken the shackles off. Walter: That’s how complications work? That’s cool!)).

After that first scene, though, things started grinding slow. I realized partway through the evening that I had forgotten some important things about running a Cortex Plus Action game:

  1. Skip the boring bits, and go to the action.
  2. Any plan is the right plan, because the characters know what they’re doing, even if the players don’t.
  3. Don’t sweat the details of the plan. That’s what assets and flashbacks are for.

Trying to get back into this mindset, I started pushing the characters a little bit more to be awesome and to get into the right mindset. But we are all steeped in the games of our past, and it was a tough shift for us all. Here’s an example:

Every time they did something illegal, they kept telling me they were wearing gloves. Now, in a more traditional game like D&D or Call of Cthulhu or even Trail of Cthulhu, that’s not only expected, it’s good play. But in Cortex Plus, they’re not going to leave fingerprints at the scene, because they’re competent professionals. Unless, of course, they roll a jinx and get a complication. And then it doesn’t matter what the player says, the character has encountered a problem. Wearing gloves? Fine. The police have a Hair Sample d6. Or they sneeze and set off the audio sensors. Or whatever.

That’s the mindset I need to embrace and share with the players.

So, yeah, the game was a bit rough. Not unexpected, because it was a first session. But it was still fun.

Eventually, they cleaned Antoniak out of all his cash at a poker table, found out who was backing him, and stole a package that was supposed to go to a Jiang Triad front to put in Ndaiye’s office. And Price Jiang, the pilot of Peregrine, had been arrested by Antoniak and was sitting in jail. The players were dithering here about the right order to do things in ((“We need to warn Price that we’re gonna do this.” “Okay, should we warn him before we steal the package, or before we get the package to Ndaiye, or before we…” “JUST DO SOMETHING!”)), so I stole the idea of the end-of-job Mastermind roll from Leverage: I got each character to decide how they were contributing, and put the appropriate skill die into the pool, along with all the assets they’d created throughout the game. Then, one player volunteered to essentially be the anchor, and threw in his/her attribute die, a distinction, and any signature assets that applied. I set the stakes in roughly the same way for the antagonists.

The players handily raised the stakes. So, suddenly Price was released, as was Annie, and Ndaiye was returning to his family home on Bellerophon. Novak, who had Yu Triad tattoos on her arms, was missing after her house burned down. And the Federal Marshalls were showing up to see who was messing with their duly licensed representative.

Summing things up, I was pretty frustrated in the early part of the game, because I couldn’t figure out why it wasn’t clicking the way I thought it should. When I finally got my head on straight regarding the system, one of the players said, “Now it’s starting to feel like an episode of Firefly!” It’s a success, if not as smooth as I would have liked it to be.

To fix that, I am rereading the Episode Guide of the core rulebook ((I just realized I never wrote a review of the Firefly RPG core rulebook. I will have to remedy that.)). This chapter is so much better than any other episode guide I’ve seen, as it uses the summaries of the episodes to teach the game in small chunks, with hefty examples from the TV series. Sheer bloody brilliance.

Next session, I’ll be better prepared, rules-wise. And things’ll go smooth. Right? ((As I typed the question mark here, my iTunes shuffle started playing the theme song from The Weird Al Show. I guess that answers that, huh?))

Sundog Millionaires: Escape From Soab

sundogbannerLast Sunday, we finally managed to get the gang together for our first Fate Core Star Wars session. I spent the first part of the session going over how the system worked – the Ladder, rolling Fate dice, the different outcomes, the different action types, using Fate points, and compels. Then, we jumped into the actual adventure.

Those of you interested in a narrative account of what went on in the session, you can see it in the wiki Adventure Log. This post is going to be more of an analysis of the game from the GM’s point of view ((And, with the way the Obsidian Portal wiki is set up, I think this is going to be my pattern for this game.)).

Done reading? Okay. Here we go.

The first important thing I wanted to teach the group ((Because only two of them had played any real amount of Fate games before.)) was compels worked narratively. They understood the mechanics of compels, but I wanted to make clear that accepting compels ((And compelling themselves and each other.)) was shining a spotlight on that bit of the game that they felt was important. So, my plan ((Which I had discussed ahead of time with Jopsi’s player.)) was to have the gang retrieving something valuable from an archaeological site, and then compel Jopsi’s aspect Always Mixed Up With Smugglers to have some smugglers show up and try and take it from them. And then I’d wing the rest of the adventure.

It was a decent plan, as plans go. And, as plans go, it went almost immediately upon encountering the PCs. I started by saying that they were on a planet, and asked them where it was. They said it was in the Soort Cloud, and then Jowkabukk’s player jumped in with the idea that they’d had to drop out of hyperspace here because of the Sundog‘s Trouble aspect of Maintenance Backlog. That made me rather happy, as I tossed him a Fate point and changed the narrative to show that they had made an emergency landing on an unidentified planet to try and scavenge parts.

So, instead of a relic of a lost time, they were salvaging an ancient reactor set-up to get Sundog off the ground again. That didn’t mean I needed to abandon the idea of bringing in the smugglers, though; I had them start talking about hauling it back, and then had the smugglers show up, calling Jopsi out. I tossed Jopsi’s player a Fate point when I brought in the smuggler and, instead of waiting for me to tell them about who the fellow was, he started off telling me who the smuggler was. This was approximately the conversation:

Me, as smuggler: “Jopsi! I know you’re in there! Why don’t you come out and show me what you’ve found for us?”

Hal: “Is that Drago?”

Jopsi: “Nah, that’s Kaylan.”

Trask: “Why’s he after you?”

Jopsi: “I… might have… slept with his wife.”

And so I immediately added the aspect I Will Destroy Jopsi Tanoor! to Kaylan’s character, and Jopsi suddenly had a nemesis ((Which reminds me, I should talk to Jopsi’s player about the option of using the minor milestone from this session to reflect this. Not that he has to, but I need to make sure he’s aware of the possibility.)). That gave the whole fight a nicely personal touch. It also really drove home for the group how being compelled can make things awesome for your character.

And that, I think, was the final bit that made the game click for the group. The gang opened up, playing with compels and aspects, and really going to town in a fun, cinematic way. A few other highlights:

  • Jowkabukk using a forklift to push some smugglers into a radioactive fissure, then getting stuck in the driver’s cage as the forklift started following them, thanks to a compel of his Big For A Wookiee aspect.
  • HK-86 taking a Shorting Out moderate consequence in order to put the Supercharged ((I think it was a different aspect, but close enough.)) aspect on himself at the beginning of the fight.
  • Hal invoking the Soort Cloud aspect Here There Be Dragons to add the security droids to the mix.

They tied things up for the initial battle in pretty quick order, and I got to show them the concession rules, with Kaylan conceding when things turned dramatically against him, and again during the showdown at the Sundog, when Trask used the Jedi mind trick on him.

The final challenge in the scenario was escaping the now-activated defence platforms that were firing on them. I set it up as a zone they had to pilot through, with ten shifts of damage in it. For every shift generated by a piloting check, one shift of damage would be offset.

I have to say that I was thrilled at the way the group pulled together for this bit. Everyone did something to create advantage for the final piloting check. By the time the pilot ((Jowkabukk, if you care.)) rolled the dice, there were four or five aspects in play for him to invoke – for free – in his attempt. He managed the roll pretty handily, and the ship flew through the enemy fire without taking any damage.

We called it a night at that point, having had a pretty full evening. All in all, I am tremendously pleased with the way the game went. Everyone got into the spirit of Fate Core pretty quickly and, if there were a few moments of confusion and some missteps in the mechanics, well, that’s par for the course with a new system.

The best part was the almost audible click as they got it. That moment when they realized the power of aspects and the coolness of compels – the beating heart of the Fate Core system. When, led by the two DFRPG veteran players, the whole group made the realization that, in a conflict, Create Advantage is often a better tactical choice than Attack. And that unlocked a plethora of cinematic stunts and general coolness.

I’m looking forward to the next session.

Firefly: Crew, Ship, and ‘Verse

When we were starting our Pandemonium game, I offered the group the chance to play a Firefly RPG campaign, instead. I did this because we were coming to Pandemonium from an experiment with space opera ((Using the Ashen Stars game.)), and I wanted to give them the option of continuing with space opera in a new system, rather than jumping genres to super heroes. The decided to stick with the super heroes, and I’m fine with that.

But the little bit of thinking I had done about a Firefly campaign lodged in my brain and I couldn’t get rid of it. So, I invited some other friends to play in a Firefly campaign, and had four of them join.

We got together on Friday evening a couple of weeks ago and did the by-now-familiar process of game and character creation. I started with the Want/Do Not Want lists, as I’ve done for both Sundog Millionaires and Pandemonium, then we came up with the elevator pitch for the game, which is basically this:

Some time after the events of the Serenity movie, the crew of Peregrine are working under a subcontract to deliver mail and parcels from the Border and Core worlds out to the worlds of the Rim. Adventure ensues.

After the initial campaign structure was determined, we went into fleshing out the universe. The two main issues they came up with for the game were the lawlessness of the Rim and the time pressure of their contract deadlines, both of which fit, leading to a kind of Pony Express feeling for the game.

When it came to the locations and faces, they did something kind of interesting. In a lot of ways, they went at the creation process in a much more structured way than the other creation sessions I’d run ((Which were pretty loose and open, very much like brainstorming sessions.)). They’d start by picking a planet ((From my big map of the ‘Verse. Yep. I’m bragging.)), decide why it was important to them, and then proceed to fill in more detail – individual settlements, people, businesses, gangs, whatever.

They fleshed out four different planets, then called it done. At this point, it was still early enough ((One thing that saved time was that, unlike the other two game creation sessions, we didn’t create distinctions or aspects for the various locations, etc. The reason behind that was that distinctions work differently in Firefly than they do in MHR, so it would have either been wasted effort, or would have required me to come up with some way to use them in game, and I figured I should keep it simple. Turns out that it saved a lot of time to not worry about the distinctions/aspects if you don’t need them. But they really enhance Fate games or MHR, so I don’t regret having done them.)) that that we moved on to character creation. Character creation is pretty quick in Firefly – you pick three distinctions, which give you your basic skills and a few funky abilities, spend some extra points to customize, and then choose signature aspects and specialties. It would have gone more quickly/smoothly if I had seen the Master Distinction List on p344, but I missed that, and just printed the distinction list from the Find a Crew chapter. The list I printed had most of the distinctions, but there were a number of them that featured on the character sheets in the Find a Crew chapter but were not included in the list in that chapter. They all appeared in the Master Distinction List, though, so I wish I had printed that one out ((I found the Master Distinction List the day after the session. I sent e-mail to the players, telling them where to find it in the book, and that if they wanted to swap out some (or all) of their distinctions, I was fine with that. Some did, and some didn’t. But I felt better making sure everyone had a broader choice than I had initially offered them.)).

By this time, it was closing in on midnight, and I asked if folks wanted to finish up by creating their ship, or if they wanted to wrap up for the evening. When I explained what needed to be done to create the ship, they said that it shouldn’t take too long, because it was pretty much identical to the process for creating characters, except with discussion and consensus. So, they wanted to go ahead.

There were some interesting debates about the ship, but they ended up agreeing on what they wanted in under an hour. One of the biggest stumbling blocks was coming up with a name; I wound up loading up a ship’s name generator on my iPad and reading off names until they chose one they liked: Peregrine.

I’m still working on getting the setting bible typed up ((Due to poor decisions on my part, coupled with scheduling delays for me and others, this past month I’ve been scrambling to get THREE separate games up and running. It’s caused me some problems because, whenever I put time in getting one ready, I feel guilty about not working on the others. But Sundog Millionaires launched yesterday and Pandemonium is just finalizing a couple of characters, so I should be able to finish the prep for this game and get a first session scheduled very soon.)), but here’s a list of the crew:

  • Domino – Decorated war hero and captain of Peregrine.
  • Price Jiang – Peregrine’s pilot and legal expert, with ties to the Jiang Triad.
  • Su Jin – Peregrine’s mechanic, and not a grifter at all. Want to play some cards?
  • Walter Yu – Ex-sheriff and general able hand aboard Peregrine.
  • Peregrine – A refurbished once-famous Road Runner with a plant-augmented life support system.

Tonight, I should finish reviewing the characters and send out copies of the form fillable .pdf sheets ((I like filling out the sheets for the players. For one thing, I’ve got a full version of Adobe, so it looks right and doesn’t wind up cutting off window text when the entry runs long. For another, it gives me a chance to review the characters and see if there’s anything I was unclear about. Also, it lets me get to know the characters and start planning scenarios.)) and rough out the setting bible. When I send that out, I’ll look at booking the first game.

It should be fun.

Atomic Robo RPG

I’ve been waiting anxiously for the Atomic Robo RPG since I heard it was coming out. I got a chance to try it out last year at Games on Demand at GenCon, and had an absolute blast playing Robo. Earlier this week, after spending a week or so teasing us all with glimpses of the book ((Thus earning the “evil” part of the company name.)), Evil Hat went ahead and launched the preorder ((I’m thinking that’s about enough links for one paragraph. Yeah?)). Now, as is typical with these fine folks, when you buy the game from them ((Or one of the retailers participating in their Bits and Mortar initiative.)), you also get the .pdf of the game at no extra cost. With the preorder, you get the .pdf right away, so you can read through the game ((And, incidentally, do a last, crowd-sourced check for typos.)) while waiting for the physical copy to get printed.

Surprising absolutely no one who knows me, I’m pretty sure I was in the first two dozen preorders – Fred Hicks tweeted that there had been 24 preorders, and mine had already been placed. And then I spent the next two nights reading it.

TL;DR – The game is great. It’s a nice implementation of Fate rules, really captures the feel of the comics, and can be hacked to support a wide range of set-ups similar to Atomic Robo. I heartily recommend buying it. FOR SCIENCE!

The Book ((Well, obviously I don’t have the book, yet. But you know what I mean.))

More than any other company these days, Evil Hat books are cleanly and clearly laid out, and ARRPG is not an exception to that rule. The pages are attractive and inviting, and the overall design is practically invisible, while helping you find your way through the book and get the most out of it. This kind of invisible design is hard to do, and so wonderfully helpful when reading the book.

Mixed in, as might be expected, is a lot of art from the Atomic Robo comics. Indeed, most of the examples in the book are panels and sequences from the comic book, with little talking heads plugged in to explain the mechanics in use. Besides being helpful in understanding the game and how to play it, these examples made me dig out my comic books and reread them all, just because they reminded me of all the fun moments in the series.

There’s also a good index. A good index has become more valuable to me than gold as I have gotten older. I don’t have as much time for prep, and often wind up looking things up on the fly during a game. For that, nothing beats a good index, which most game books traditionally don’t have. Evil Hat has been reversing this trend with their releases, which feature meaty, professionally done indices, and that makes me happy.

The Characters

ARRPG has what is, I think, the second most complicated character generation I’ve seen in Fate games, with the first most complicated being DFRPG, with it’s point-buy powers. Now, before that scares you off, it is still massively less complicated than most of the big name RPGs out there. In the time it takes to create a single D&D 3.5E character, you can have all the characters in an ARRPG game up and running and half-way into the adventure.

ARRPG gives you two ((Really, three, because you can split the difference between the two main ones.)) methods to create characters. One, which they call the E-Z No-Math Character Creation ((I’m torn on the name, here. There is a tiny bit of math, but really, it’s the kind of addition that could fairly be called “counting.”)), has you pick three different character modes ((If you’ve read the Fate System Toolkit, you’ve seen the mode idea discussed there.)) , which are groups of skills, from the default four of Action, Banter, Intrigue, and Science. You then rank the three modes you picked, and bump up those skills that feature in more than one mode ((This is the counting thing I was talking about. Or mild addition, if you prefer.)). You also, because this is a Fate game, choose aspects for your concept, each of your modes, and an extra aspect they call the Omega aspect. Finally, you calculate your stress boxes ((A little more counting.)). And, of course, somewhere in there, you need to come up with a name.

The other character creation method is called Weird Character Creation. It works pretty much the same as the E-Z No-Math method, but pulls the curtain aside a bit to show you the underlying point structure that makes it work. This allows you to build new modes, called Weird Modes, for your character. So, if you wanted to build, say, an atomic-powered robot created by Nicola Tesla in 1926 ((Just to pull an example out of the air.)), you can construct a Robot mode to give him ((Or her.)). The method is pretty straightforward, though I had to read the entire chapter on modes, skills, and stunts to get all the pieces to fall into place ((Maybe it’s just me, though.)) with the skill costs and how to build new skills for the Weird Modes. There are a number ((And that number is 13.)) of ready-made Weird Modes in the book, for everything from dinosaurs and warbots to pilots and reporters.

There are also two flavours of stunts in AARPG: stunts and mega-stunts. Stunts are exactly like stunts in other Fate games – little tricks that make your skills work a little better for you in certain situations. Mega-stunts, which you can only take if you have a weird mode for your character, are more powerful, incorporating multiple stunt-like effects ((Along with some effects that couldn’t be achieved with a normal stunt, like being bulletproof.)). Everyone gets five stunts, whether of the normal or the mega varieties. The cost for taking mega-stunts is that it gives more fate points to the GM to use against you.

One interesting thing about ARRPG character creation is that, despite how it sounds above and how I said it’s one of the most complicated chargen implementations in Fate, it’s designed to get you up and running very quickly. The book recommends that you just choose your modes, a couple of aspects, come up with a name, and figure out your stress boxes, then jump right in. You can fill in the rest of the aspects and stunts ((And use the skill improvements that every character gets but that I haven’t mentioned until now.)) as required on the fly.

The exception to this is weird modes and mega-stunts. These require some thought up front to construct and implement, so it’s best that you nail these downs before the game starts.

I have to admit, I was a little confused on my first read of the character creation chapter. My confusion cleared up a lot when I got to the chapter on modes, stunts, and skills, but between the two chapters is one on aspects and fate points ((Does this mean the book has a problem with structure? I don’t think so. I thought about this a lot, and I see why the character creation chapter doesn’t have all the information you need – it would bulk it out with a lot of information that would need to be repeated elsewhere. And the chapter on fate points and aspects should come where it does for gamers new to Fate games. But as someone already familiar with the basic Fate system, the separation of the material was a little confusing at first. Now I get it.)). What I’m saying is that, if you get to the end of the character creation chapter scratching your head and wondering if you’ve missed something, hang in there. The answers are coming two chapters down the road.

Other Rules

The rest of the rules are, for the most part, pretty standard Fate fare. There are some tweaks to the skills ((Most notably the Science skill, which gets its own subsection called Science: It’s Special.)), but other than that, there are just four big innovations:

  • Across the Fourth Dimension: The stories in the Atomic Robo comics cover events from shortly after his creation up to 2021. Now, when I say “cover,” what I mean is that there are stories and flashbacks ((And one flash-forward.)) set throughout almost 100 years of Robo’s life ((If you bring in the Real Science Adventures comics, you get to see Tesla and his adventuring companions even earlier than that.)). And they aren’t necessarily told in chronological order. The game has a lot of advice for how to get that kind of feel in your campaign, and the ability to throw non-weird characters together in ten minutes means that it’s completely feasible to jump around in time at the game table. So that’s cool.
  • Invention: What would a game about action science be without the ability to kit-bash and create new pieces of tech as required in play? Boring, that’s what! So of course the game contains rules for how to construct useful and obscenely dangerous devices that you can use both to solve problems and create new ones. It’s a neat little system that lets you assemble cool toys, trading functionality against risk and time.
  • Factions: This is a special implementation of the Fate Fractal – the idea that everything in Fate can be treated like a character, with aspects, skills, stunts, etc. Here, it’s used specifically to flesh out Tesladyne and the resources that the action scientists can call on, but the implication that you can do the same thing to M12 ((Or the BPRD.)) is pretty clear. It gives me a lot of ideas about how to run a campaign aimed at destroying ((Or otherwise rendering ineffective.)) an agency or organization, rather than just concentrating on the big boss that runs it. Very cool stuff.
  • Brainstorming: I saved this one for last, because I think it’s the coolest. You know how, in the movies and comics where scientists are featured, there’s always that one ((Sometimes more than one.)) scene where they have to put together the clues, figure out what’s going on, and come up with a solution? That’s the brainstorming mechanic in ARRPG. Everyone involved in the brainstorm gets to roll dice and use their science to come up with clue aspects for the problem and, if they get enough successes over a number of rounds, they can figure out the problem. And that problem is whatever the players say it is at that point. Yeah, the players get to decide what the big problem is. Oh, they have to stay within the bounds set by the clues, and a careful GM can steer things to a degree, but at the end of the day, if they successfully brainstorm the problem, they get to determine reality. Which is awesome. Of course, then they have to come up with a plan, but they’ll have a number of aspects created by the brainstorming which they can use when they implement the plan. This is just sheer genius, as far as I’m concerned.

Hackability

As I was reading the game, it became clear to me that Atomic Robo and Hellboy both use very similar narrative set-ups for their comics ((And Scott Wegner’s art in the early Atomic Robo books showed a great deal of Mike Mignola influence. Over time, it’s evolved into what is very much his own style. I love it.)). It would be trivially easy to play a BPRD game using this system. All you’d need to do is build a couple of weird modes, a few mega-stunts, and maybe replace the flexibility of the Science mode with an Occult mode. It would maybe take an hour to get the whole thing worked out.

Other suggestions online I’ve seen have been for Ghostbusters, and again that seems a pretty easy port. It would also be a good setup to use for one-shots based on disaster movies, like Armageddon or The Core. And, of course, any of the 50s-style science-horror movies like Them or Attack of the Fifty Foot Woman or Godzilla or The Blob are influences on the comic book, and thus make for excellent adventures.

And lifting the mode method of character creation ((As shown in the Fate System Toolkit.)) or the subsystems for cross-time play, invention, factions, and brainstorming is easy. These are easy bolt-ons to other games, or pieces to build a new one.

Summary

Atomic Robo comic books are pretty much perfect in their mix of action, science, and humour. I love them to death. The Atomic Robo RPG does a great job of creating a game that give you the experience of the comic stories. The production values on the book are exemplary, and the rules adaptation is note-perfect. It’s available for preorder now, and you get the .pdf right away. If you’ve made it through the above 2000-word review and STILL aren’t rushing to buy it, I’ve gotta question why you bothered reading this far.

It’s got ACTION. It’s got SCIENCE!

IT’S GOT A ROBOT AND CARL SAGAN AND THE GHOST OF THOMAS EDISON!!!

How have you not already bought it? GO NOW!

Sundog Millionaires: Scum and Villainy

Last week, we got together to do the character creation for our new Fate Core Star Wars game. It had been over a month since we did the game creation session, which is a little longer than I had originally wanted, but life gets in the way sometimes.

And, because life gets in the way sometimes, we got started late and didn’t get as much done as we might have. But we made it through the high concept and trouble aspects, through the phase trio, and through the skill assignments. By the time we got to the stunts ((Arguably one of the most complex parts of character creation.)), it was pretty late, and we were getting kind of punchy ((To be fair, we always start kind of punchy.)), so I gave a brief explanation of what stunts were, and how they worked, and we decided to finish up the characters via e-mail and using our forum ((We have a forum now?)).

As of this point in time, characters aren’t finished yet. Still, I wanted to get a short post about it, because I’m a bit behind on the blog.

So, we’ve got a hidden human Jedi ((I knew at least one of the players would go for this option. And I correctly guessed which one.)), a besalisk archaeologist, a human former Imperial diplomat, a wookiee mechanic/slicer, and a messed-up former assassin droid.

It looks like an interesting group. I hope to finish up the characters this coming week, and maybe even start play next weekend.

Oh, yeah. We still need to decide on what kind of ship the gang has.

Pandemonium: Coming Together to Fall Apart

After we ended our Ashen Stars one-shot, our group decided to try out a Marvel Heroic Roleplaying campaign. The proposed frame was a street-level campaign set in Gotham City. Upon discussion, it seemed we had a big enough diversity of views on what that meant that I felt it would be a good idea to have a game-building session to make sure we were all on the same page.

Hot on the success of the game-building session for Sundog Millionaires, I decided to use the exact same set-up: start with a Want/Do Not Want list, come up with the elevator pitch for the game, then use the Fate Core game-building method to flesh things out. It’s not a perfect fit, simply because, with Fate Core, you come up with aspects, and there are no aspects in MHRPG. But there are distinctions, which are close enough ((Both functionally and philosophically.)) to substitute.

When we got together a couple of weeks ago, we ran through things. We wound up with a street-level game, but less focused on the common gangs, organized crime, and low-level villains. One of the players really wanted a kind of interdimensional city ((Inspired by the city of Cynosure in the Grimjack comics.)), so we talked things out, and decided that our Gotham City wasn’t the DC Gotham City. We’re still using the Gotham City map I found online, and the name of the city, and the gothic comic book feeling. But no Batman, no Commissioner Gordon, no Joker, etc.

The main threats in our Gotham are the rampant corruption ((Similar to the Gotham of the early Batman days.)) and two linked threats: dimensional incursions, and a turf war between the native Gotham gangs and some extra-dimensional terrorists. Our heroes are among the first people in the world to develop powers, and there is no superhero culture as is usually found in most comic book universes. While the concept of superheroes exists in our Gotham, they are relegated to comic books and cartoon shows. No one actually uses the word to describe themselves in real life, no matter what their powers may be.

While we don’t have the whole setting nailed down, here’s a link to the current version of our setting bible, for the curious.

The next week, we got together again to do character creation. I had asked all the players to come with a solid idea for a character – background, powers, concept, etc. – but not to worry about any of the stats and numbers until we got together. There was a lot of talk early on that MHRPG didn’t have a character generation system. This is not true, but the system is a lot less structured than most people are used to ((Especially from a superhero game.)). Creating a character is more art than science, because there are no real constraints on the process beyond, “Do what’s right for the character.”

This is because most game systems put the mechanics for game balance in at the character generation stage – everyone gets the same number of points, everyone gets to choose one races and one class, everyone gets to pick X items from a list, etc. This gives everyone a character that ((Ideally, if the game design assumptions are solid.)) has equivalent mechanical weight and strength. This mechanical equivalency is then assumed to grant each character equal chances for coolness during play ((Which is really the only reasonable measure of game balance that I ascribe to.)).

In MHRPG, balance happens in the mechanics for taking action. It allows each character opportunity to shine, to do things their way, and show off what they’re best at. It allows Thor to share the stage with Daredevil, and for each to have their own cool moments. They will be very different moments, but they will be equally cool – and the type of cool will be dictated by the type of coolness you decided to build into the character.

What this amounts to is that character creation is mostly about eyeballing a concept, and pulling in the numbers and mechanics that you think best. The section about it in the main rulebook focuses on the idea of modelling an existing character from comic books, but it can easily be used to create an original character. The key, as the rulebook says, is to know as much about the character as possible. For existing characters, that means knowing their books. For original characters, that means a solid character concept.

The lack of a more traditional structure for character creation, and the more-art-than-science nature of it, meant that I really wanted to do things as a group. We started by talking out the concepts, and then walking through the assigning of affiliation dice and picking distinctions. Moving on to the power sets and power traits, I had imposed a few constraints.

One of the challenges I had in running my Civil War mini campaign was that it was difficult to come up with serious challenges for the heroes without either cheating or using so many villains that it becomes far too cumbersome to run. Faced with that, I wanted to limit the overall power of the characters ((This also helped reinforce the idea of the street-level power level of the game.)). I restricted the number of power sets for the characters to two and, within each power set, I set a limit of one d10 power trait ((I wound up saying that the character who was taking a single power set could have two d10 traits. Why? Because, even though I consciously know that balance happens in play rather than in character generation, I and my players still have the knee-jerk reflex that we need to impose fairness at chargen.)), and no d12 traits.

Once we had the basics roughed in, and had talked about SFX, Limits, and Milestones, things were at the point where one-on-one time with each player was necessary to flesh out and finish the characters, so we stopped there for the evening. Now, we’re filling in the rest of the characters via e-mail and, once we get those sorted, we’ll start play.

And here’s our roster of characters for this game:

  • Warlock, a student of the mystic arts who has found a set of magical armour that boosts his power. Unfortunately, when his mind occupies the armour, his body lies helpless and unconscious.
  • Escher, a new psychic suffering from PTSD, torn between caring for those whose minds have been damaged by encounters with the dimensional incursions and punishing those who would prey on the weak and damaged.
  • Artemis, an expert in finding things, with contacts in both this world and the extra dimensional marketplace of the Bizarre.
  • Inquisitor, an extradimensional cop from the Enclave, hunting down Whisper and the rest of the Chant, incursive terrorists from his home.

Stay tuned for more information once play begins.