The Sage Welcomes You

So, here you find a blog about life in general, but with a focus on family, games, books and creativity. Other "stuff" will creep in from timt to time.
Showing posts with label DC. Show all posts
Showing posts with label DC. Show all posts

Monday, February 27, 2012

A Few Words on the Marvel Heroic Role Playing game

There is a lot to say about this great game and the company that produced it, and I can only speak to a fraction of it at the moment.  However, I wanted to get some thoughts down before I get to actually play the game (which will happen at the previously mentioned Taste of Marvel at the wonderful Labyrinth Games) and then give some more impressions after I get to experience it in play.

So, I am actually buying the hard copy book from Labyrinth and picking it up at the event this weekend.  However, since I prepaid, I received a prompt and efficient e-mailed link and coupon code for a free download of the PDF so that I could start looking at the game last week.  MWP was prompt and the download on Drive ThruRPG was easy.  This is the second game I have bought from MWP (I pre-ordered Leverage for a friend), and this interaction confirms my initial impression, that they do good work and are very competent with their customer care.

I have not read the game itself cover to cover yet.  As is my usual, I have done a combination of flipping through, looking things up (good index and TOC) and then started slowly moving the bookmark (so to speak with a PDF) through the volume.

Everything that I have seen so far impresses me. 

First, they have a foreward by Jeff Grubb who helped bring us the original Marvel Super Heroes game from TSR.  It is a nice piece, and it is classy to have him, in effect, hand the torch to the new game.  Despite many criticisms I have written here about the old MSH game, I have a great fondness for and terrific memories of playing it.  From the first pages, I get the feeling that MHRP will similarly gain a solid place in my RPG repetoir.

The look of the book is great.  The layout is clean and clear.  The art is well selected from a back catelogue probably hundreds of thousands of images in the Marvel library.  But the selected art fits with the themes of the sections they adorn and are not just randomly assigned.  The feel is very professional, very comfortable and it communicates well as the system is described bit by bit.  Right up front they have a breakdown of what things make up a character and a summary of what they mean, using Captain America's sheet as an example.  Then you can dive into the details of the rules immediately following.

Of course, before digesting all the nitty gritty of the rules, the first thing to do is to flip to the back and check out the official stats for the included heroes!

There are 23 super heroes fully statted out and ready to play in the "Mini Event" included in the book.  They include a good representative group from Mavel's popular teams: all of the Fantasitc Four, important members of the Avengers and X-Men, and of course a number of popular "unaffiliated" (at least before the Avengers Disassembled story arc) heroes like Spiderman and Daredevil.  I have no complaints about the initial group of heroes, though I do have some observations.

The group is very representative of the marvel Universe and should satisfy most Marvel fans as a first round of official stats. 

What is disatisfying for me, which is not the game's fault, is the lack of representativeness of the Marvel Universe. 

In this group of heroes, we have 8 women heroes and 15 men.  Marvel suffers from a lack of solid and interesting female heroes, and has never developed any female hero iconic as DC has in Wonder Woman (and even if she is constantly treated as a distant third behind Batman and Superman, no matter what DC does, it has been unable to not have her in that big three).  Here we have Armor, Black Widow, Emma Frost, Invisible Woman, Ms. Marvel, Shadowcat, Spider-Woman and Storm.  These are all solid heroes, but given the almost 2 to 1 ratio of male heroes to female, I hope that somehow the game can overcome the inherent gender issues in the Marvel Universe to get girls and women to the gaming table with the game.  Because I like it a lot.

Looking through the vector of race/ethnicity, there is a starker contrast.  19 of the heroes are white/caucasian background, with other racial/ethnic groups represented by two black Africans, an African American and an Asian (Japanese) character. 

Gaming should know no boundaries, and imagination should admit everyone.  Marvel, along with mainstream comics everywhere, has definitely got some major gaps in how representative its heroes are.  While Marvel has established an imaginary world where there are 9000 significant characters, many from all over the world and from all kinds of backgrounds, the most popular, the most promoted, and the most famous tend to be white and tend to be guys.  This game is not going to fix the industry.  However, going into the game and making the Marvel Universe your own to game in, one has to understand that the way things play out in character selection for the write-ups is pretty reflective of the Official Universe. 

The nice thing about it is that, if you don't like it, in the game, you can change it.

Hopefully, MWP can find some way to tap into those players who maybe don't see themselves in the "top tier" of Marvel heroes and nonetheless get them interested in the game.  With luck, that may bring in some more readers who may be able to exert some market forces for change in the official universe to balance out its cast.

As it is the rules make creation of heroes or statting up of your favorite (but as yet not officially released) hero fairly easy.

I'll have to talk about that tomorrow, as I am out of time to write today.

Monday, February 13, 2012

Into the Marvel Universe

At the end of this month Margaret Weis Productions is launching their new Marvel Heroic Roleplaying Basic Game built on their Cortex+ system which powers their Leverage and Smallville games, among others.  Next month, I will be getting to test drive the new Marvel RPG at a Taste of Marvel at the wonderful Labyrinth Games in Washington, D.C.  I expect the event will be a lot of fun.  I have been impressed by what I have seen of the Cortex+ system.  It appears to be a very flexible, fast playing system that allows for a lot of creativity and imaginative play that should be a good fit for a comic book style game.

Super hero role playing has been a hit an miss genre for me.  I have read a number of games, played a few, and missed many more that have come and gone.  Supers has been a style of play that came out pretty early in the RPG evolutionary tree, I think really flowering first in the early 1980s.  Champions and Villains & Vigilantes seemed to be the games I remember being on the scene early.  The Hero system came out sometime in that distant past too, and all of these were generics, not taking an identity from any particular license.  Then both DC and Marvel did get into the game with respective licenses with Mayfair and TSR.

The old TSR Marvel Super Heroes (MSH) was my first experience trying to play any kind of ongoing supers game.  I was never much of a comic book collector.  I had friends who were fanatics, however, which was good, because I could read their stuff.  While DC and Marvel both got represented in my friends collections, the dominating theme of those days were the X-Men and Marvel.  DC made some inroads with Justice League International and Man of Steel, and (on the other end of the light/dark sepctrum) the Dark Knight Returns, but Marvel just seemed to dominate the majority of my peers' reading and discussion time.  So, naturally enough, there was interest in MSH.

We had a number of abortive attempts to start campaigns (after all it was competing with my sprawling, derivative, and in many ways lame, yet dominant AD&D campaign), but finally it settled in to three characters and the GM.  We had an Iron Man type knock off, a Storm knock off and a, sort of, ROM the Space Knight knock off to start with.  I definitely learned things from our play about runing these kinds of games and about the system TSR put together. 

First, just like any game, you have to run a good story.  There need to be fun bite sized bits you can get through, and you also have to have something bigger going on.  Even if one night's play is, or seems, to be a one-shot, it still needs to showcase the interesting things about the characters, from their foibles to their awesome powers.  So, for example, the game that my character started in was a rather abortive attempt to make an initial campaign that started, as most of our RPG experience did up to that time, in a Dungeon type crawl.  That did not work.  It was not effectively about anything.  Then, as the other players dropped, but I wanted to keep my quirky, strange character, the GM had the very effective plan to drop me into a parallel Marvel Universe, where he then started the other two players, and use the first adventure to basically kill or cripple most of the important heroes in New York.  We watched a horrible moster kill or make disappear most of the Avengers, Fantastic 4, Dr. Strange, etc.  This was great, because it gave us as players a place to fit in, and small and large things to do.  We had to 1) help stop the monster, 2) rebuild the hero teams, 3) find out what was behind the attack, & etc.

As it turns out, the framework to start the new RPG is not that different (now if we could only get paid for having the idea first . . .) as the setting proclaims:

"The Avengers have been disassembled, the Fantastic Four are somewhere in space, and the X-Men aren’t answering their phone. When dozens of dangerous villains are spring from the maximum-maximum security prison known as the Raft, who’s going to stop them? You are."

Of course this is a storyline already seen in the Marvel books as well, and it is a great place to start off because the story is about the player characters and how they can make an immediate impact (perhaps quite literally) on the story.  The problem with established supers universes is that they may have one, two or three already of the kind of character that the players want to do.  Unless you are having them run the established characters (which is a mixed blessing) it can be hard to make space for them.  The problem with a blank slate approach (often the challenge with the generic systems) is where to begin to build your world.  The models that people will think of are complex universes with everything from established teams to alien races and magical dimensions.  You can find yourself biting off too much.  Still, you have room to let the players' characters be the front page news, instead of being a note in the style section while Superman or Thor is on the front page.

I have some (many) more observations, but they will have to wait, as this is to be a lunchtime exersice in trying to write coherently for the next few weeks.  So, for now, adieu. 

Tomorrow more thrillng anecdoes and unfounded opinions.

Wednesday, May 25, 2011

Savage Worlds and Da Bomb

On Saturday, my son and I went to the wonderful Labyrinth Games to participate in their "Taste of Savage Worlds" event.  Labyrinth Games is a terrific game store on Capitol Hill in Washington, DC.  The owner, Kathleen, has let the store host a series of "Taste of" events that showcase different games with a free session of play.  So, several weeks ago I signed Ian and I up to go and play Savage Worlds.

Savage Worlds is a table top role playing game (RPG) published by Pinnacle Entertainment Group  and the basic rulebook costs about $10, which is hard to beat. I had never played Savage Worlds before, though I had heard of the game.  I did no research before we went to play.  My son, on the other hand, found a lot of information online and created one or more characters ahead of time.

We had a really good time (which I will go into in detail below), but first, one gripe.  Transit on a nice day in May in Washington, DC SUCKS.  We got to park for free at the end of the Red Metro Line, which was all well and good, and we gave ourselves an hour and a half to arrive from our end of the Red Line to Eastern Market on the Orange/Blue line, and we arrived in good time (we had maybe 15 minutes to look around the shop, talk to people and then get down to play).  Getting home was pretty much a royal pain.  We did dinner in town, and then had to wait a long time for a ludicrously full train to stop and not have room to pick us up, and then wait a longer time to get a train to go to transfer at Metro Center.  There, we waited about half an hour with a LOT of people for a train to finally come.  On a Saturday night.  And then, when we finally got to get on a train and stand for  most of the trip, they were doing track work, which meant we had another 15 minute stop in limbo while we waited our turn to pass through the single track area.  Now, I am a big supporter of public transit, and I think, in general, Metro does all right.  However,  when going to a four hour event takes almost four hours of transit, that makes deciding to take transit over driving or some other alternative (like not going and spending money in DC) more attractive. 

Still, even with transit woes, we had a good time.  I do wish that the market made sense to have a branch of Labyrinth Games in the little mall across the street from my neighborhood, but that's never going to happen, so I just have to be very happy that such a great store is reasonably close to me at all.

So, as far as playing Savage Worlds, there are two things that will make or break the event.  First, of course, is whether or not the game and its rules, in and of themselves make sense and are fun.  I can report that Savage Worlds appears to be a very solid and fun game.  It is advertised as "multi genre" (rather than generic), which means that it is flexible enough to be used in lots of different settings with an emphasis on fast and action packed play (so it could handle anything, to use some cinematic References, from the Silverado, to Raiders of the Lost Ark, to Lord of the Rings, to Terminator, or Mad Max).  The second ingredient is the people.  We did well in this regard too.  At our table, besides Ian and I, were Paul, our Game Master, Bob (who apparently helped organize the event, and he did a great job (and brought cookies)), and Chris.  Everyone was very nice, very relaxed, and there to have fun.

There were two other tables with different games.  If I have a regret, it is that we were not able to play all the games being run, because they all sounded and looked pretty fun.  Of the games we did not play, I don't know which one was better, because both looked pretty awesome.  One was apparently something like Sam Spade meets Inception meets Call of Cthulhu.  The other was something like the Wild West with Witchcraft (maybe Cowboys and Wizards instead of the forthcoming "Cowboys and Aliens" [which is something else Savage Worlds could probably handle)).  Both those talbes were packed and people had lots of loud fun dealing with the stories told.

Ours was great as well, and thus I save the best (because we were playing it) for last.  Our setting was "Darwin's World" a post apocalyptic survival game with mutants and radiation.  Our GM Paul had pre-made characters ready, and we got to customize them with our mutations, as we were all mutants.  Ian ended up with a vigilant guard who had toxic skin and a lethal sting.  Bob was the other warrior and was some kind of huge, winged reptilian.  Chris was, I think, slightly glowing and immune to radiation.  I had the healer of the group, and I was both mute and I stank and I had underdeveloped lung capacity so I was not good at certain survival things, like running.  Not all mutations exactly gave you superpowers.  Anyway, I named my mutant Red Cross (which Paul wrote down as Redd Xross) and indicated that he had a big red cross painted on his shirt so he could point to it to indicate his name (being mute and all).

It was a fun mix.

We were told to report for a little job.  The feel was like a frontier town, so a bit of a Western, with mutants and radiation thrown in.  Of course, just getting the job was hard as some kind of "bad guy" group was already trying to steal the packaged we were supposed to deliver.  We had a big fight and got to learn how combat works in Savage Worlds (pretty well).  It turned out that Chris and Ian's fortes were marksmanship with rifles.  Bob was one terrifying killer with a katana.  I got lucky with my pistol once and thought I was a gunfighter (turned out later, I was wrong and just got lucky once).  We rescued our erstwhile boss and he gave us the package to deliver.

We did have a vehicle, so it started to turn a bit more like Mad Max, but we did not actually have any vehicle combat.

Instead, we found the village we were going to almost empty, except for a few kids left on guard.  They volunteered to go with us to look for their families, as some big bad group (again, think the marauders from Mad Max) was out after everyone trying to get some prize piece of technology.  Turned out there was an old weapons lab nearby.  We went and checked it out.  We were not finding the adults from the village, though we spotted the bad guys flying mutants chasing something far away on the ground.

Our next big fight was in the parking lot of the lab.  It was a long complicated fight.  The best result was that we managed to keep the over enthusiastic kids from getting hurt.  However, we had to fight a huge flying poisonous snake/worm thing that could turn invisible.  In the end, it wrapped around Ian's character and tried to fly off with him.  Chris shot it out of the air and Bob caught Ian (remember, Bob could fly) and managed to make sure they both did not die in the fall.  I was mostly useless, and in the middle of the fight, a bunch of radioactive zombies showed up and had me surrounded.  We were running out of time for the game, so after managing to kill the big flying creature, Paul narrated the ending. 

The villagers showed up and polished off the zombies.  They were gratified that the kids were still alive and explained that the big marauder guys had killed the original recipient of our package (she sacrificed herself by drawing them off, riding a motorcycle).  So, we presented the package to her sister who said it was a key to get an atomic bomb. 

We broke into the research lab, got into the vault and repaired the equipment to load the bomb onto a flat bed truck.  Of course then the marauder guys showed up, and they seemed to think the bomb belonged to them.

A narrated running fire fight ensued, but with our brave mutant characters' help, the villages would get the bomb back to the frontier outpost where they traded it for protection and incorporation and we got made special citizens.

All in all, it was quite fun.  I though Paul did especially well in taking us through how the game worked without belaboring anything.  The game was all in all, fast paced and fun.

If I had any disappointment, it was that the second combat got bogged down, and that we had to have a narrated rather than played through ending.  However, Paul drove a very long way to come run the game, and on the whole, he did a great job, so I can't fault the pacing too much, as he was dealing with three out of four players that had never done the game before.

It was really a good fun for an afternoon.  It also made a long day because of the transit issues, so we can't do too many of these.  Still, we will watch to see what more Labyrinth has to offer because the store runs a great event.

Now I have to think about what in future I might run with Savage Worlds.

Wednesday, April 20, 2011

A short word about a great shop!

Today I had the chance to go by Labyrinth Games on Capitol Hill (near Eastern Market) in Washington DC. This is a fabulous store. I met the owner, Kathleen, and one of her staff and they were fantastic. They were totally helpful, interested in games, in the games I played and in what I was looking for. This is a local business for DC that deserves support and success. Though it is out of my way, I will do what I can to go by because it will be a great place to find out about and try out new games. If you like games, give this place a try. It is a gem!