Showing posts with label Legion of Superheroes. Show all posts
Showing posts with label Legion of Superheroes. Show all posts

Thursday, May 16, 2013

Into Trekness...Samaritan Snare

My lack of posts lately is abysmal.

It's my own fault. A self inflicted failing related to other things occupying my time while allow a bit of ego to creep in where it is unwarranted and unwanted.

I had hoped to receive a bunch of questions in regards to Star Trek gaming so I would have additional inspiration for posts this month but I've sadly received only these so far.

That's not actually the sad part in and of itself. The problem, which is totally my bag, is that I began to feel a lack of motivation to post, dwelling on the absence of questions instead of focusing on answering the ones I had gotten. A Samaritan Snare I brought upon myself, if you will. Bummed that I couldn't be more helpful to more people I have ended up not being helpful to anyone, most especially the one person who did answered my request.

I will try to make up for this with the time I have remaining in May.

As for the questions, these come from a commenter by the name of Valerius.

- How well do players from, say, D&D, adjust from a "loot and get better equipment" to the "standard issue is all you need" (and "there is no money") paradigm?


The short (and slightly snarky) answer is, I wouldn't know. ;)

To elaborate, I haven't played a lot of Star Trek with people who have primarily played a lot of D&D. As D&D is not a favorite game of mine or many of the people I've gamed with over the years, the ideas of 'loot to improve' and 'kill to get better stuff' have never been major motivators.

Our D&D-like games are inspired by Superhero comic books and Star Trek (not the other way around) and both of those settings are one's where you have the powers you have and you've got the gear you've got until you either invent something new on your own or you are supplied with a new gadget or gimmick by your allied support organization (say SHIELD or Starfleet Command respectively).

If all your character is about is getting cooler stuff and being more 'powerful', Star Trek probably isn't the game for you (not YOU you, the proverbial you).

- On a related note, do you use a "gentleman's code" with phasers to avoid disintegrating characters (PCs and villains) out of existence?

A Starfleet Officer firing a phaser set to Kill or Disintegrate without provocation or prior authorization by a superior officer would be reviewed like a cop who gunned down a suspected criminal. A Starfleet Tribunal would have to determine if the threat warranted that course of action.

That said, it also just isn't the way it's normally done on the shows. Usually stun is the default setting and it's proven to be sufficient for the most part.

I went into greater detail on phasers and combat in the Star Trek RPG before. I really like the way those posts came out and highly recommend taking a look at them if you are interested in the subject.

- Can you talk a bit more about the different Star Trek games? I only know well the Decipher CODA, but have never played it (sadly).

There have been a good number of Star Trek RPGs, official, unofficial and Star Trek-with-the-numbers-filed-off. I will address the most prominent/well known official games here but I may address some of the others in a later post.

I could easily go on for pages and pages about each of the these games. I may, sometime in the future, give a more detailed analysis of each but for now I want to focus on answering the question as presented.

The first and arguably most well known official Star Trek RPG was created by the game company FASA. It was created and developed by Guy McLimore, Greg Poehlein, David Tepool and others and first came out in 1982 (with a Second Edition in 1983). The game was published from 1982 to 1989 and during that time released a large number of supplements, adventures and sourcebooks. Most of the game covered the Original Series and Original Series Movie Era (Star Trek II: The Wrath of Khan to Star Trek VI: The Undiscovered Country. Although there were only actual sourcebooks for III: Search for Spock and IV: The Voyage Home).




FASA's Star Trek did go so far as to produce two sourcebooks for Star Trek: The Next Generation, however the first of these was produced before there was very much information available on the setting and its characters and is filled with inconsistencies and errors.

The story goes that relations between FASA and Paramount were strained in the later years of the games publication. Paramount, which had to approve all of FASA's material, became increasingly unhappy with what they saw as the violent and militaristic nature of the Star Trek universe as FASA depicted it.

The game itself is a fairly basic percentile system and I really loved it. I houseruled it a bit over the years to improve how action points worked and how use of your Communicator, Tricoder and other devices effected your skill rolls but it's a solid system that really doesn't need a lot of tweaking.


I like the system for that old school feel as well as being easy for most people to understand. I find that the abstract nature of many RPGs confuses those who are familiar with an IP/setting and are assuming they can get right into it when they hear, "Don't forget to include the modifier from the drama die." Gamer goes, "OK" and non-gamer Star Trek fan goes "Whadda-what?".

Percentile has always, in my experience, been easier to, ahem, assimilate to. You have a 45% chance of hitting that Klingon. You have a 62% chance of fixing the engines? Better make it 55% since the whole ship is shaking apart from the enemy's gravity weapon. This explanation of skills is something people can wrap their heads around. I've said it before, games might catch on with a wider audience if they didn't game talk at you so much.

On a scale from Ensign to Admiral, I rank it Commander.

***

Last Unicorn Games' Star Trek Role-Playing Game, which utilizes their ICON System and on which I was a playtester, is my preferred system.
 



The ICON System is a 6-sided die based system that works a little different from most die pool systems but it certainly qualifies as one. You roll a number of dice equal to your Attribute with a bonus die (or dice), called an Edge(s), added in as appropriate. When you roll you take the highest number rolled (and only the highest) as your result. Skill Ratings are than added to that result.

So for example: Lt. Sorpik, a Vulcan Science Officer, is trying to determine what seemingly common chemicals were combined that accidently poisoned the crew of a research station. Sorpik has an Intellect Attribute of 3 so he rolls 3 dice. His Physical Science (Chemistry) Skill is 2 (3), meaning he adds a +2 to his highest roll in all Physical Science tests except ones involving his specialty of chemistry, where he adds +3.

So he rolls and gets 2, 5 and 6. The 6 is highest so he adds +3 to it for a total of 9.

The system uses a Drama Die, which allows for a critical success or failure with a roll of 6 or 1 respectively. A roll of 6 allows you to add the next highest die you rolled to your total.

Going back to the example above, if the 6 Sorpik's Player had rolled had been on the Drama Die, he could add the next highest die to his result. The next highest is the 5 so the final total is 6+5+3 for 14.

It's a simple and fairly straightforward system that allows for dramatic play and just enough crunch with minimal to no headaches in trying to make everything work. To date, it's my favorite system for running Star Trek and I have used it many, many times. As I've noted elsewhere, it has just enough crunch to satisfy the technical nature of Star Trek and it's easy enough to support my love of theatrics and story.

I rank it Captain, possibly Commodore.

***

Lastly, and sadly least in my opinion, we have the Star Trek Role Playing Game featuring the CODA System by Decipher.
 



Decipher's version of the game came about a bit to soon after Last Unicorn Games lost the license. Rather, after Wizards of The Coast lost the license for them as WotC had purchased LUG, laid off a good number of very talented people in an attempt to gain the license for both Star Trek and Star Wars simultaneously. The greedy, no-talent...I mean...the entrepreneurs over at WotC apparently didn't realize their was some stipulation in the Star Trek license preventing that and boom, no Star Trek game.

When Decipher than hired a lot of the creative people behind the ICON system to create the CODA system and a new Star Trek game they, well, rushed it a bit I guess. To me, CODA feels like a cheap copy of ICON, changed just enough in just the wrong places to get rid of the charm, easy, flexibility and awesomeness of ICON.

CODA is far too close to Dungeons & Dragons 3E, taking ICON's Template + Overlay + Packages character creation system and making it feel like a Race/Class system, complete with Feat-like abilities. Just doesn't work for me.

In all honesty it's not a horrible system or game but it just doesn't feel right for yours truly.

I give it the rank of Lt. JG. If there had never been an ICON system I would promote it to full Lieutenant.

***

Thank you for your questions Valerius. I hope I was able to help or a least provide of a bit of insight from a veteran Star Trek GM.

More questions please! Keep them coming!

AD
Barking Alien

A few bits of business before I go...

I know I'm late but I want to say good bye to the master of stop motion, the king of cool effects, the one and only Ray Harryhausen.

Today commemorates the passing of Jim Henson, my hero above heroes, who died May 16th, 1990. It's hard to believe it was so long ago. Will always miss you man.

Lastly, DC Comics, in their continuing efforts to completely destroy themselves and any interest in their universe, have cancelled the Legion of Superheroes comic. There is rumor of a new comic to replace it called, 'Justice Legion'. Granted, Legion wasn't very good these last two years but I really have no idea why they couldn't fix the problems it had.

Honestly, I'll concede that it might be difficult to continuously put out a top notch Legion of Superheroes comic book issue after issue after issue, but I would personally find it far harder to make a bad Legion comic. That takes some skill.







Wednesday, September 14, 2011

Earth-N - National Agenda

It's been tough getting back to posting.

An increase in the busy-ness of my business and personal life has really taken a toll on me. Not just in the form of less time to blog and such but I've simply been really tired. Me. Tired. It is a very bizarre feeling. I can't say I like it.

Anyway...

I realize that in my last post on the subject of Earth-N, my homebrewed alternate Earth setting for my upcoming DC Adventures RPG over Skype, I ended with a somewhat incomplete thought.


"Lastly, I wanted to include the 'darkness behind the light' used to great effect in the graphic novel The Golden Age and in the landmark DC series' Kingdom Come and Watchmen. I have described this world to friends and potential players as 'Brighter on it's surface, dirtier below it" then what most people think of when they think of DC Comics (pre-the current reboot)."

I should probably clarify what I mean.

There is a general belief, especially among fans of Marvel and various independent comics, that DC is a squeaky clean universe of 'Darns' and 'Hecks', where the male and female married characters sleep in separate beds and the good guys never lose.

It would seem likely that part of the purpose of the recent relaunch of DC Comics is an attempt to alter that perception. Unfortunately, changing the universe to be just like Marvel's is not only a bit boring (now I have a choice between Vanilla and Chocolate or Chocolate and Vanilla! Wow! How will I decide? Indeed. Why bother?), but it also seems to me a disservice to the unique feel that DC does/did have.

In the DC Universe, the heroes are, by and large, good. They save lives, fight fires, try to stop hurricanes and earthquakes and cap off the day taking down a costumed crook or two.

The people of the DC Universe love their superheroes. This isn't the X-Men, protecting a world that hates and fears you. This is a world with a Flash Museum, a monument to Superman in Centennial Park, Metropolis and Wonder Woman being given a key to the city and such. Superheroes are celebrities in the DC Universe to a level not normally seen in the comic book universes of their competitor(s).

While it happens from time to time in Marvel comics, DC comics often shows bystanders wearing superhero symbol t-shirts and there is an in universe Hard Rock Cafe'/Planet Hollywood style theme restaurant called Planet Krypton.





So built into a DC Comics setting, at least one trying hard to keep a traditional and classic DC Comics feel, is indeed the idea that people are generally good, good generally triumphs over evil, the common citizen is thankful for the fact that good triumphs over evil and will likely show their appreciation in the form of some mild hero worship.

Of course, that's the common man.

Those in positions of powers would likely get tired of feeling ineffective in battling the dangers that threaten it's citizenry before long and look for a way to gain control over the situation. Superheroes would be viewed as either allies (classic DC), a resource under the command of government and big business (Wildstorm) or a potential danger that needs to be contained or even eliminated (various - Kingdom Come has elements of this).

When thinking about Earth-N, I wanted a world that embraced the wild and wooly stories of DC's interregnum era between the Golden and Silver Ages and then bring that world into modern times. As a result, I started to think that government agencies would see some elements of superhuman activity as useful, even necessary while other parts would need to be reigned in.

We can't have Superman bringing weird alien beasts to Earth for the Zoo in his Fortress of Solitude any time he wants. That's crazy! They could be dangerous, carry extraterrestrial diseases, etc. If Atlantis is a sovereign country, it needs a chair in the United Nations...or a tub or tank or whatever. You probably shouldn't be superheroing without a license.

This further lead me to some ideas about the
Department of Extranormal Operations and the Global Peace Agency as the well intentioned (for Earth and Humanity) United States and United Nations (respectively) metahuman law enforcement organizations trying very hard to hold closed the cartoon closet of superhuman activity that threatens to spill out into the hall way of reality and bury it in colorfully costumed boxes, sports equipment and other brik-a-brak.



While those are the well intentioned groups, there are those whose black ops approaches are far less savory and even these two have some skeletons hidden away (and I'm not referring to the D.E.O.'s Director Bones either).

The road to Earth-N gets a bit darker as we continue to drive it's less know backroads...

Next Time.

AD
Barking Alien







Wednesday, February 9, 2011

Elseworlds

I once said that aside from Star Trek, Star Wars may be the game I've run most often. Looking back, that may not be true. It may well be Superheroes if you consider the genre and not any one particular system. It was most certainly superhero comic books that got me into gaming in the first place.

Though I have never before run a Golden Age Superhero campaign, I have run a number of Superhero campaigns in non-standard settings. Recently, while I was reminiscing with a few friends about these old games, I thought it might may a fun post to mention them. Here are but three...

SUPERS: 1889

Using a heavily houseruled/homebrewed/kitbashed version of GDW's Space:1889 game, this short but memorable campaign focused on the first superhero team the world had ever known (a point of continuity I've kept throughout many later Supers campaigns). The team consisted of a number of unusually gifted individuals operating under Queen Victoria for the purpose of protecting the world from a German mad scientist and his army of steampunk robots powered by quasi-mystic crystals from Mars. The campaign's background was original though I borrowed librally from the Space:1889 game, Marvel, DC and other sources.

JUSTICE LEAGUE EARTH

Run with the DC Heroes RPG by Mayfair Games, this campaign was set in the 30th century of the Legion of Superheroes, my favorite comic book superteam of all time. The premise was, in celebration of the Earth's freedom from a Dominion invasion and to commemorate the 300th anniversary of the formation of its unified world government EarthGov, a reformed Vidar (aka the villain Universo) assembled a team of superheroes he called the Justice League of Earth. Vidar explained that the Legion has to protect the entire United Planets and that's not only a lot of work but they can't be everywhere which is how the invasion of Earth by the Dominion occured.

Vidar's JLE was designed to emulate the famous 20th and 21st century Justice League teams and consisted of heroes from all over the planet. From Japan, Talon Guard, the team's bird of prey themed Batman who resembled the heroes of Battle of the Planets/G-Force/Gatchaman. From Ireland, Balefire, a descendant of Alan Scott/Green Lantern and Jade who possessed mystical green flames he could shape into virtually anything. From Kenya, Radi Roho, 'The Lightning Spirit' who possessed the superspeed of the Flash but could also read the speed force to determine information about objects in motion. From an unknown African nation (a mystery to be revealed later in the campaign) came Nubia, whose physical abilities, combat experience and skill with melee weapons resembled none other than Wonder Woman. Finally, from the good old U.S. of A. came Maximum, a half-Daxamite, half-Human hero with a powerful secret who represented the one and only Man of Steel - Superman!

It was eventually revealed that Universo intended to use his mind control powers and hidden devices in the JLE's ear plug communicators to turn them into his personal army. Talon Guard figured it out and freed Maximum seconds before the latter pulverized the former. Maximum than used his secret weapon to reach the rest of the team and free them or fight them as needed with Talon Guard going after Universo himself (until the rest of the group could catch up). Maximum's secret? His Human side. Family name: Freeman. As in Freddy Freeman, Capt. Marvel Jr.. When Maximum says, "CAPTAIN MARVEL", a bolt of lightning and a crack of thunder transform him into Max Marvel. Plus Daxamite. Yeah baby.

THE LAST PROTECTORS

A Gamma World game originally run by a friend but which I took over half way through because he was starting to run out of ideas and had difficulty with 'where to go' with Gamma World. I've had this issue as well with Post Apocalypse settings. Sometimes its hard for story oriented GMs to find a focus or purpose to a Gamma World campaign.

My idea once I took over what my pal had already developed was that it seemed clear to me he was trying to determine who was at fault for the current state of the planet. I also thought he was hinting at some epic event as the cause or at least the catalyst. Furthermore, we had found an ancient device the was receiving messages from the Moon. So my thought was...

There was a Crisis on Infinite Earths and nobody won. Everybody lost. Gamma World is the way it is because an infinite number of parallel Earths merged and not quite correctly. Its also why mutants abound and many have superpowers. Our main enemy had been a robot mastermind who reminded me of Brainiac or Ultron.

I decided that the villain was indeed an arch-nemesis of the original heroes of one of the Earths who was the only real survivor from the time of the Ancients (i.e. the time of superhero comics). On the Moon, unbeknownst to the PCs, was the headquarters of 'The Protectors', the primary superteam of the old world. Its own AI was attempting to contact any member it could by communicator (and had been trying this for hundreds and hundreds of years). Eventually the PCs find the ruins of a 'Batcave' like base belonging to another long dead hero and use its intact rocketship/plane to reach the HQ on the Moon. There they are assumed to be various heroes by the base's damaged AI and healed and repaired by it, against their will and not completely correctly (new mutations, powers altered or adjusted, etc.).

Ever run an off beat Supers game? Tell me about it.

Up, up and away,

AD
Barking Alien