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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The Aether Knight

Following some final tweaking the first character sheet template is now complete as is the first release, the Aether Knight. Rarely encountered on the mortal planes Aether Knights serve as guardians of the veil between worlds and, in their natural form, neutral in the eternal fight between Good and Evil. Unfortunately as so often is the case their purpose can be tainted by those willing to shed blood to fuel illicit magics. Dragged into the moral realms they are used as nigh unstoppable assassins and hunters, bound to a mission until it is completed or they are destroyed.

Aether Knights represent a significant challenge for Chapters even at the highest level and are designed to be employed by the DM as opponents that must be out-thought rather than out-fought. With their invulnerability to physical weaponry, high number of conditions and ability to bypass mild conditions when using their sword they are an opponent that no group should take lightly.

Next up, adjusting the template for minions and mobs.

Downlaod the Aether Knight for free from this link

RPGaDay 31st August

31st) What do you anticipate most for gaming in 2018?

End of the month and the final question. To be honest I’m not sure I’m really anticipating anything in particular for gaming in 2018. I’m not even sure I could list many games that have been announced as coming out next year.

What I do have though is a list of hopes for 2018, mostly focused around my own work. If I’ve not done so by then I will get Project Cassandra finished and published. Realistically it shouldn’t take that long but then again after DragonMeet last year I would have said I would have it out well before now. I know how to adjust the skills to deal with the issues highlighted by the playtest, the main issue now is getting a final playtest in of the changes.

The other area I want to focus on are my Demon Hunters adventure starters. I’ve published one already and the second, inspired by the Slice of Life episode Missionary Opposition is midway through drafting. After that I have notes for 2-3 more plus some rules hacks that I want to get out there. The last of those adventures is probably going to be a fairly hefty project, the current design includes two distinct but related plot threads occurring over a century apart from one another. My aim for that is to put it up as a PWYW adventure, the working title: Rocket Demons of Antiquity. That will probably change given antiquity normally refers to a much earlier time period than I’m looking to set the adventure but for now I like it.

I’m hoping that the lessons learned from this month of short posts can work well towards producing those. I’ve enjoyed answering the questions and a paragraph or two each day during my lunch break or on the bus will quickly add up to a substantial amount of material to work with.

State of the Conspiracy: Artwork!

Today I received a preview of the nearly finished first piece of character art I’ve commissioned for the game. To say it’s great is a massive understatement. Getting to finally meet the character is always a special moment, it makes them real in a way that a simple character sheet can’t and I can’t wait to see how the rest stand out.

My aim with the game is to have 8-10 images for the game, using a mix of commissioned pieces and stock art, all by the same artist. Should I ever move onto a second game I’ll look into using a wider range of stock art. While I’ll always aim to produce as professional a product as possible I’m very much aware that I’ll never make much (if any) money from them. Like many people though that’s not why I do it, this is and always will be a hobby to me.

Now I realise that this post teases some artwork but I’m going to hold off on posting the preview as I want to present the final image in context with the finalised character sheet. Hopefully that won’t be too far off.

Project Cassandra: Looking for an artist

Looking for an artist. So Project Cassandra is now at the point where if I’m ever going to publish it I want to consider artwork, at this point specifically character art. So if anybody is either an artist or knows somebody that is please let me know. 4 characters with the possibility of male and female versions (so total of 8) in Cold War era clothing (anything from 1950’s-1980’s). The basic outlines can be found on the character sheets over at http://www.lunarshadow.net and I can provide a fuller brief for each on request. I’ve got a small but hopefully reasonable budget for it, plus possibility of needing a few additional pieces (cover and/or interior art) once I know how my post Christmas finances look.