Showing posts with label Deeds Not Words. Show all posts
Showing posts with label Deeds Not Words. Show all posts

Saturday, August 29, 2020

RPGaDay Challenge 2020 - RIDE



Ride.

Here is another example of a prompt that should have appeared much, much earlier. I had an idea for it right away but my overall excitement for this year's challenge is way down at this point. I think my entry is pretty fun, yet I wonder how much better it would have been if I were really jazzed the whole month long. 

One of the often overlooked and unappreciated elements of PC equipment is the vehicle. I am excluding starships from this, although they would certainly qualify as 'rides'. I have written about such interstellar craft separately on a number of occasions, so I would prefer to open this up to other forms of travel. Here I am addressing more terrestrial, if sometimes unconventional, means of character conveyance.

Planes, trains, automobiles, and the like that are special both to the PCs and to their campaigns do not seem to be brought up as often as they once were. Have we lost our love affair with the super-car? I certainly hope not. I have fond memories as both a player and a Gamemaster of some very cool forms of PC transportation that have appeared in our games over the years.

The Crescent Moon (aka The Moon Flyer), from Champions: The Age of Chaos 




The personal vehicle of Night Force, the field leader of the New York City chapter of UNTIL's Project: UNITY, the Crescent Moon is one of the most advanced aerospace craft on Earth. Designed by Night Force himself using cutting edge technology both native and extraterrestrial, the 'Moon Flyer' (as it has been nicknamed) soars swiftly and absolutely silently on contra-gravity thrusters and specialty turbines. 

Painted with a unique material that enables the craft to absorb and manipulate light. The Moon Flyer can, for example, turn invisible or reflect light in a bright white, nearly blinding flash. From the ground below, the vehicle's underside can easily be mistaken for the actual moon in the night sky. 

The ship is largely automated and only requires a single pilot. It has room for perhaps one or two other people as the interior space of the craft is very limited. There is a small cargo area in the rear and a hatch on the bottom from which Night Force can descend [by ladder or leap]. 

The Crescent Moon has a number of weapons, defenses, and other gadgets, most of which are modular, enabling Night Force to switch them out for mission specific gear. 

Ecto-Plus (aka Ecto-1+), from Ghostbusters: The Home Office

With the original Ecto-1 used more for public appearances and PR, our team used a modern ambulance that had been heavily customized by the PCs. It included a Proton Particle Throwing Cannon mounted on a roof turret and operated from a gunner's seat in the back section of the vehicle.

Ghostbuster employee David Nelson kept advocating for an Ecto-Tank but Dr. Alex Thornton kept insisting the budget couldn't afford it. Apart from Dr. Ray Stantz's enthusiasm for the idea ("Just to see it happen!", he was quoted as saying), the team never got a clear Yea or Nay from Ghostbusters Central. 

Additional vehicles used by the team included a motorcycle with a detachable side car (Ecto-1c) and a converted Ice Cream truck (Ecto-1d) that had a miniature Containment Unit in place of it's refrigerator. These were only used on special occasions when the main vehicle was 'in the shop'. Additionally, the Ecto-1d was kind of experimental. 

The Metroliner, from Deeds Not Words: The Gods Wear Long Underwear 

One of my all time favorite RPG vehicles, the Metroliner was an independantly powered and operated subway train car owned by the street level superhero known as The Metropolitan. The Metroliner is highly modified and customized, capable of traveling through the New York City subway system at speeds far exceeding standard trains. It had a small control cabin, but as the rest of the car was of standard size, there was easily enough room for the rest of The Metropolitan's team and extra gear. 

Thanks to a specially designed navigation and override system, The Metropolitan can manipulate subway traffic to clear tracks and tunnels for a smoother, faster trip. He also has several secret stations and lengths of track that allow The Metroliner to disappear to make quick repairs. 

The engine of the Metroliner is extremely powerful and with the help of advanced magnetic cables, the vehicle can tow other forms of underground transportation up to and including a fully loaded subway train of a dozen cars or so. Other devices that the Metroliner is equipped with include fire extinguishers, mobile medical equipment, arc-welder/blowtorch, and a smoke screen ejector. A subway station headquarters/garage serves as the vehicle's housing and The Metropolitan's main base of operations. 

Blood, from The Legend of Boot Hill

While I have mentioned my Legend of Boot Hill game in the past, I can't seem to find a single post that references it in a way that would give this entry context. As such, if you're really interested in off beat Westerns, please feel free to search the blog using the Boot Hill or Wild West tags. That said...

There is a tall tale told by rancher, wrangler, and gunslinger alike, usually by a nighttime campfire and backed by the howling of unseen critters of the otherwise deserted regions of Texas, New Mexico, and Nevada, of an entity called The Red Rider and his horse, known simply as Blood.

It's body the color of cinnamon, covered from hoof to hind-quarters in brick-hued dust, with a mane and tail tinted a deep, dark rust, Blood is a horse like no other. Accounts of his size, speed, and strength vary and are probably exaggerated more with each telling.

All agree there is something unnatural about the beast and every description shares a nearly identical mention of the animal's eyes; large, glassy, black as pitch but surrounded by a red ring that almost seems to glow in the dark. Steam spews forth from its nose and mouth regardless of the temperature. Its hooves beat like thunder as it gallops but despite its size and weight, it can just as easily trot out of the shadows without even the slightest sound. 

The most disturbing thing about this creature is that, like its rider, it doesn't seem to die. Ever. For any reason. Witnesses have seen it shot by rifles, buried in a rockslide, and even gallop off a cliff as the Red Rider tried to get control of a runaway stage coach. Each time, the Red Rider and Blood reappear at some later place and time, appearing a bit worse for wear but alive and well...or whatever unholy state they're in that passes for such. 

In the decades that followed, as the locomotive, car, and other modern conveyances replaced the horse as our standard means of getting from one place to another, there were still stories told of a scarlet cowboy and his crimson steed that could be seen keeping pace with the great ironhorses of the Western rails.

Blood will always run.

AD
Barking Alien




Monday, February 7, 2011

THE BIG ONE


I've finally finalized my final decision for the New Jersey Group's new ongoing campaign. Finally.
A very special thanks and a hardy I-couldn't-have-done-it-with-out-you goes out to Erin Palette of Lurking Rhythmically who figured out what I was looking for when I wasn't so sure myself.
Mr. and Mrs. America and all the Ships at Sea...NewFlash...This just in from the Empire State of New York and the Garden State of New Jersey...Introducing...
GODS IN LONG UNDERWEAR: THE BIG ONE

A gritty Golden Age campaign set right smack in the middle of World War II. Think the Golden Age comics of the 1940's meets Saving Private Ryan, The Guns of Navarone and A Bridge Too Far.

Largely its comic book style characters placed in a real world war setting. Bullets may bounce off one or two people but they still hurt and they still kill the guy next to you. If you can throw a car the Ratzi's are going to be aiming for you before the lady who leaps around with a trick staff. I've already mentioned it to the group and they are all over it.

I've always included a healthy dose of Golden Age comics in my Superhero campaigns and used the period to create a history and mythology for my modern caped and cowled universes. I've never actually run a Golden Age game however. I'm really excited to finally be doing so.

At least two characters have already been pitched. I won't reveal them yet as I'm looking to get more info on one and a few ideas from the ladies in the group. Suffice to say they fit the setting though they are very different from each other. One would appear to get along perfectly in a brilliantly four color comic book setting, though there are twists and obstacles to the character giving it a deeper nature. The second character is much more Pulp, akin to a Doc Savage feel. Its going to be very interesting seeing these guys interact, especially since they do have some common elements between them.

Things I Need to Keep in Mind:
This is not my usual comic book style game. PCs can kill the villains. Villains are out to kill the PCs.

War is Hell. Superheroes are fun. How do you make Hell fun?


Genre tropes and conventions need to be more flexible. Realism edges out comics this time.

So many ideas and so much more to think about. Really wish I wasn't completely exhausted from work and my utter lack of sleep.

More to come as always.

Good night America and have a pleasant tomorrow,

AD
Barking Alien





Saturday, February 5, 2011

Deeds Not Words...Overcome by Evil?

So I look into my files and realize that when my old computer died it took my copy of Deeds Not Words with it. Major bummer. No worries, I'll just buy the PDF from Crypto Snark Games' website. Can't. It's not excepting payments. Okay...RPGnow or DriveThru RPG...no, they have the supplements but not the rules (Not the first time I've encountered this. Not smart gang.).

Ok...starting to panic a bit.

How can I get Deeds Not Words?!

Where's a superhero when you need one?

AD
Barking Alien





Thursday, February 3, 2011

GODS IN LONG UNDERWEAR

Some years ago my friend Allen of RavenFeast coined the term 'Gods in Long Underwear' to describe the genre of Comic Book Superheroes.

The meaning of the phrase is obvious but the tone and intent is slightly negative or at the very least satirical. He, and others in my NJ group, are not huge fans of American superhero comics.

While they do enjoy a well done Superhero movie, TV series or animated cartoon, the comics themselves seem to be a bit outside their zone of interest. This makes running a superhero RPG somewhat difficult. In the past, I've only made one attempt to run a Supers RPG with the Jersey gang and the results were...interesting.

Allen, the biggest advocate against to some degree, seemed to be one of the players having the most fun. He fought well and chewed the scenery as First Prefect, a very cool variant of the classic 'Superman' character who was a military officer in an alien army of similar flying, invulnerable warriors. A stasis pod containing him and little else was found adrift in space by Astronauts. Prefect can't find his homeworld or any recognizable places on our starcharts. We have no idea where he came from and hold long he was in stasis.

Our pal Nelson once described First Prefect as follows, "What if General Zod was actually an ok guy and it was he who was rocketed to Earth. He's end up being First Prefect."

Nelson, a tried and true veteran of many a Supers game, played The Metropolitan. Similar to Batman and the Midnighter, this character's gadgets and vehicles, as well as how he handled his understanding of and connection to the city was astounding. My favorite was his 'Metroliner', a customized, Batmobile-ish subway car that could zoom through the train tunnels beneath New York.





Rob created the most awesome Spiderman inspired characters I've seen in twenty years...The Gecko! Able to stick to walls and possessing long, red, prehensile hair (resembling the gecko's tongue), Gecko was your typical 'Is He Friendly Neighborhood Hero, Threat or Menace?' The player was fantastic at playing up the guy's secret identity, a struggling, middle class shmoe dating a rich, beautiful gal who happened to be the daughter of his media nemesis, a network news producer and media maven.

Lynn played Fantasia, a magically powered female shapeshifter who could only become mythical creatures (Dragon, Unicorn, Manticore, Griffon, etc.).






Ken played Glitch, a blue furred alien who caused technology in his presence to freak out and malfunction. Imagine a cross between a Gremlin, the X-Men's Beast and Stitch from 'Lilo and Stitch'.

My ex-wife Selina played Witch Hazel, a last minute addition to the game and one of her first forays into playing with a group. She had a bit of trouble getting into the character who was a bit of a Scarlet Witch/Zatanna type but actually much more interesting in my opinion (ok, maybe about the same as Zatanna. I love me some Zatanna!). Since she had only played D&D up to that point it was hard to wrap her head around comic book magic and she focused on very D&D like spells that put her at a disadvantage when compared to the more versatile villains. She would later play Mutants & Masterminds and rock it severely. Experience makes all the difference.

Last but not least was Rebecca...well, that's not entirely accurate. Rebecca is one of the best players I know but I didn't feel she really got the superhero genre. I think she may have felt out of her element. Her character was a telekinetic named Hammer. I quickly devised, with her input, that she had been a member of a black ops. superteam called Project: Toolbox. Things went sour on their last mission and Level, Wrench and Ratchet were killed. Hammer survived, left the secret government base and became a Superhero. Nail (her brother or ex-boyfriend or something) became a villain. Screwdriver went missing and his whereabouts were unknown. It was a neat little story but didn't do much to give the character a real focus during the game.

The system we used was
Deeds Not Words, one of the unsung heroes of the D20 Superhero RPG phenomena. It was one of the first to use the D20 system and it had some very innovative ideas. Classes seemed very distinct, thought to emulate your favorite comic book hero you might have to multiclass. I liked how you could start the game more powerful, getting close to a Thor or Superman type, by oweing the GM experience points. XP Debit would be paid back as you adventure. This meant Batman types would raise in skill much quicker than Superman types but hey, you're Superman. You can throw a bus!

It was a fun game, though a bit rough around the edges. If we every do try to run it again, or superheroes in general with the NJ group, I would want to do things a bit differently and have the PCs gain more of a clear understanding of their abilities and their goal in the adventure.

AD
Barking Alien