Thoughts on Marvel Heroic

Alongside my Monthly OneShots, I’ve recently finished playing in a mini-campaign of another Cortex Plus system, the short-lived Marvel Heroic RPG. While I was fortunate enough to buy it while still in print it’s a system that has languished on my shelf for some time.

Unfortunately, with the campaign over, I feel like it may return to that position for some time as overall it just did not work for me.

First up was a personal issue – I prefer shades of grey in my games. Four colour heroics just don’t sit well with my style of play. Especially when trying to be a clean-cut hero such as Captain America. It’s something that I’ve struggled with during previous superhero games and it clearly remains something I need to work on.

As for the system, well something just failed to click. To a degree, it felt over-engineered, with too many moving parts. Rolls were typically built around a base of Affiliation + Distinction + Powerset + Speciality. That’s before considering any possible boosts or variations such as Sfx. Each of those had to be considered and actively chosen, there is no default combo so each action felt slow, though I will admit that they sped up as we became more familiar with the mechanics.

My other mechanical issue was one of focus. While I understand that the superhero genre is heavily combat orientated my non-combat options felt like they were lacking. Again, I appreciate that Captain America is pretty much the archetype for ‘super-soldier’ but it still put me off when I saw that my non-combat rolls were relatively limited.

captain-america-the-winter-soldier-movie-hd-wallpaper-my-top-10-of-2014This isn’t to say that my thoughts on the system entirely negative, as there was a lot that I did enjoy. The doom pool was central to this, allowing the GM to bank dice for later use rather than having to create complications in the moment (ala Firefly). It’s definitely a mechanic that I’ll be including in my future Prime games, likely alongside the Firefly type complications for when I want to immediately challenge the party.

Second, was the ability to counter actions on a successful defence, allowing the heroes to inflict stress even when it wasn’t their turn. This really felt like it played to the genre and made the heroes feel special, as with enough plot points it is (theoretically) possible to take out a mob of low-level antagonists without even taking an action!

Finally the idea of switching out power-sets between adventures to highlight different facets of a character really appeals. Demon Hunters, which blends some Cortex concepts onto a backbone of Fate, does similar by allowing you to spend milestones to rewrite Aspects. Over the course of a campaign, I could see a character building up a repository of options to pick from. Want to focus on mysterious backstory this adventure? Simply swap in that aspect. Want to highlight your stealth? Add in the power-set you acquired during the recent downtime.

So overall, mixed thoughts. I won’t be rushing back to the system but on the other hand, I would like to play it again (or run it) to see if I can get a better feel for it.

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My #RPGStruck4

The latest gaming tag to do the rounds on Twitter is that of #RPGStruck4, where people post up images for 4 games that define them, my own post for it was this:

and while most people have been posting without explanation I wanted to briefly dig into why these four games are personally significant.

  1. Torg – Long after it had gone out of print this was my introduction to tabletop gaming. I’d LARPed before, I’d participated in freeform play by posts but had never rolled dice or filled in a traditional character sheet. As an introduction to ttRPGs I couldn’t have asked for more. I was hooked and before long was itching to run my own game, largely thanks to how well Snap, our amazing GM, had run that first campaign.
  2. Serenity – My first foray into GMing was… disastrous. A massive Firefly fan I’d eagerly picked up the game on its release and dived into learning the system which was very different from what I’d experienced up to that point. I’d prepped heavily, with a focus squarely on all the wrong things and the first session was a catalogue of errors. Somehow it didn’t put me off running games and Cortex quickly cemented itself into one of my go to systems, which neatly leads me on to…
  3. Demon Hunters – As is evidenced by the plethora of posts about it you could say I’m a bit of a fan. While I knew of The Gamers it was the original Demon Hunters that made me a true fan of Dead Gentlemen Productions. It’s my go to light hearted setting, perfect for both one off sessions between campaigns as well as campaigns themselves. The setting can handle over the top chaotic slapstick as or serious urban fantasy (I tend to drift toward the former) and the writing is just as fun, to the extent that it’s almost as good to read as it is run. The second edition builds on the first with a new system, refreshed lore and brand new comic book look based on the short lived webcomic. Oh and a few adventures by yours truly.
  4. Legend of the Five Rings – When it comes to games with hefty reputations few can compete with the world of Rokugan and it’s samurai society. The setting clearly defines not only the role of PCs within that society but sets out clear expectations for their behaviour and consequences for going against those very expectations. Framed by the tenets of Bushido and an honourable ideal it’s a world where doing the right thing almost always has consequences, in stark contrast to the kill, loot, profit style espoused by many D&D games. It’s not only a world that I love returning to but once that has influenced my wider thinking on the positioning of PCs within wider settings and idea of lasting consequences.

RPGaDay 30th August

30th) What is an RPG genre-mashup you would most like to see?

So at this point I’m fairly certain that most mashups have already been tried or established so I’m not even going to try to come up with something original and instead go with one that I’d personally like to try – the fantasy heist.

SD00_NE_Fantasy_SketchyDwarvenRogueCrackingASafe_5-5x8-5_H_MB
Art from the patreon of JEShields

Now I know a lot of people that might say ‘oh but you could do that with D&D’ to which I’d respond ‘yes, but no.’ D&D, at its roots, is about fighting your way through a challenge to its eventual payoff. A fantasy heist on the other hand is all about avoiding the fight, about sneaking and conning your way in past the magical defences, the guards and the traps. If you end up in a fight then failure should be just around the corner. The idea behind this certainly isn’t original and I’d argue that it’s actually a trope of the fantasy genre so I don’t know if it really even counts as a genre mashup.

So how would I want to do it? As stated I don’t think D&D would be the best fit even though it’s what most people would gravitate towards. Blades in the Dark is big right now and from what I know about it would probably work well. Personally I’d use a game I already own – Leverage. The game is already designed around exactly the sort of play that I’m after, all it would need is some reskinning and introduction of magic (probably replacing the Hacker role with a Mage role). It’s an idea that I have been mulling over for some time, in part thanks to some stock images from JEShields art patreon. Right now it’s pretty low on my list of projects but my intention is to revisit it once Cortex Prime lands.

RPGaDay August 22nd

22nd) Which RPGs are the easiest for you to run?

cortexplusThis again mostly comes down to familiarity for me, so once again I’m going with Cortex. More specifically Cortex Classic or Cortex Plus Action (such as Firefly) which are the two variants I’ve personally run. For both of them I could pick up the game and presuming I had a setting inspiration have characters ready to run in a few minutes. Especially Cortex Classic where I’d even be comfortable with characters being generated in play using the old ‘assign your stat when you first roll it’ approach.

The other reason for picking Cortex is that I know I can comfortably run it for players unfamiliar with the system. I’ve done so a number of times for both friends and at conventions. Having that level of system mastery means I can focus more on the game in front of me without getting tangled up by the mechanics.

RPGaDay August 18th

Demon Hunters18th) Which RPG have you played the most in your life?

In terms of total hours it would have to be Torg, I was in a long campaign of it and have run a couple of campaigns of it. Total play time would be around a year and a half of weekly sessions and GMing time would be similar. While I love the setting I’ve slowly drifted away from liking the rules, they are very much a product of their time (early 90’s) which is why I’m stoked for Torg Eternity. The update looks like it has succeeded in keeping the feel of the game while also introducing a more modern approach to many of the mechanics.

As for the one that I just keep going back to then it has to be Demon Hunters from Dead Gentlemen Productions. Again, there has been a new edition recently and while I’ve not played it as much as I’d like it does lean itself more towards my current mechanical inclinations. I can pick up that game with essentially zero notice and throw something together there and then. Plus it is just pure, unadulterated chaotic fun. Perfect for both one shots and a series of short adventures.

RPGaDay August 15th

15th) Which RPG do you enjoy adapting the most?

Cortex in its various incarnations. It cortexwas the first system that I really grokked, not just in terms of how to play but in how the different aspects of the system clicked together. It helps that from a design standpoint it is relatively modular with elements that can be slotted in or out easily. I’m really looking forward to tinkering with Cam Banks’ new Prime version of the system when it comes out and hopefully will be able to put something interesting together with it.

As I’ve slowly started tinkering with game design it’s one of the systems that I keep coming back to and I’ve got notes for a few settings that I’d like to adapt to it. First and foremost would be one centered around stuffed toys and their adventures as they try to protect their sleeping owners. Nothing too original but something that could be fun. Second was the Powers campaign, think the TV series Heroes as a good example of where this was going. We tried a short campaign of it using Classic and a bodged together mechanic for the system (where you had to roll as close to the target number as possible). That didn’t get far due to issues with both the narrative and the mechanics but it’s one that I’ve always wanted to revisit and flesh out more.

RPGaDay 2017 7th August

7th) What was your most impactful RPG session?

Once again another difficult question to answer as while I can think of numerous impactful games many of those came from looking back after a campaign and seeing how the story arcs had come together. I could mention my first campaign of Torg which saw my bitter ex-cop descend into darkness to become the very thing that had broken him in the first place. Or I could talk about the excellent Smallville campaign by Stephen of Step into RPGs where my ordinary, boring and completely un-powered sidekick character ended up having to step up because those who should have been saving the day were too distracted with their own messy relationships (seriously, Smallville is amazing and such an underrated system). Or I might discuss my introduction to Legend of the Five Rings where my samurai went from having everything he could have dreamed of to a tragic tale worthy of the pillow books of Rokugan.

But those are campaigns and the question was session. Which goes to a game where I was GM rather than players. A Demon Hunters adventure where the players decided to metaphorically turn left instead of right. We hadn’t even started the adventure but were in what was the transition period from the previous mission. One PC was recuperating, having recently been turned into a vampire. The rest decided they wanted to get flowers for her and being a rookie GM I made an offhand comment that that section of the Warehouse (an interdimensional essentially infinite storage space) had been declared off limits for some reason or another. I’d been trying to redirect them back to the job at hand (I’d yet to come across the idea of “Yes and…”), instead they ventured off into the unknown assuming the comment was a plot hook.

We’d not even started the adventure and they’d already managed to break it. I was flummoxed. I could handle players getting creative in solving puzzles or side stepping encounters but bypassing the entire adventure? That was new and from the look on my face they knew how much they’d thrown me.

So I did the only thing that was fair, I literally screwed up my notes, admitted how much they’d evaded my prep and called a 10 minute beer break. Looking back I can’t remember the details of what I’d planned but I can tell you that the adventure we ended up with was far more creative and entertaining. It eventually led to the Chapter imploding in on itself with the vampire PC giving in to her hunger for blood and turning not one but two of the other characters after having been attacked. We ended on an epic fade out with the Chapter fighting amongst themselves in a grand library while trying to rules lawyer their way out of a Demonic contract.

It was amazing and taught me a lot of vital lessons about GMing.