DEPARTMENTS

Tuesday, May 29, 2012

Designing Backgrounds for Super Teams

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Back in the day I played the crap out of some superhero games. While the majority of it was with the classic Marvel Superheroes RPG from TSR, I did dabble in Champions. While I liked Champions for the fun of the build, I found it cumbersome and so usually went back to Marvel Superheroes, even when not playing in the Marvel Universe. I did also give Palladium's Heroes Unlimited a chance but found that, like many of Palladium's games it was a cumbersome process of character generation and a clunky 1st generation rules system not well suited to the superhero genre.

One of the most fun elements of the genre was coming up with interesting origins for characters and even the teams they were in. The origin of the team is often them ore difficult concept of a superhero RPG and can depend, to a great degree upon the style of play you want and the types of characters people are willing to play. Some origins can also be more limiting than others and can constrain the sorts of heroes a players can easily use with the team. Fortunately, comic book universes are full of good templates to borrow from as well as excuses for exceptions. A lot of good stuff has been written on how to build teams, but here are some of my thoughts on the topic.

Take, for example, and all mutant team where all the characters are supposed to be heroes born with their abilities as part of an emerging new species of man. Easy enough to fit any concept into as the general theme is pretty narrow, but what if you have that one player who really wants an Iron Man sort of character or wants to play an alien, god, or other sort of non-mutant hero? Fortunately, comic books have given us all sorts of creative and convenient outs for this sort of mishmash. Perhaps our power armor wearing hero is actually a mutant with the ability to control machines, talk to them or with a simple superheroic gift for knowledge that allows him to build the super tech needed for his suit (likely other things the team needs too). Our alien may not be an ordinary member of his species and therefore a mutant in his own right. Perhaps our god-like character only seems like a mutant because he has been banished to Earth or has been sent on some sort of quest of self-realization to join his heavenly brethren. He might pretend to be a mutant, be indistinguishable from one, or not even know. Even if the character is originally built as a mutant, crazy comic book plots can reveal this to be untrue later on in the story. "Razor Boy, you're a what?"

Of course comic books also provide us with really EASY team setups - the mixed super team. Just like the Avengers or the Justice League, these teams are made up of a wild blend of heroes from all sorts of origins. Usually such teams are brought together by either a single individual with an idea or an idea itself. Fitting your hero into such a team is then more a matter of figuring out how you came to be in this paragon team. Were you recruited? Were you drawn to their heroic calling? Was it a chance for glory? Perhaps your hero was brought into the fold after a chance encounter with another member. Whatever the case, it is in these teams that gods, robots, super soldiers, witches, mutants and monsters rub elbows freely and nobody seems to worry about the complex dynamic. Another variation of this sort of team is to have a large roster of heroes allowing the players to switch characters as the mission dictates. This is a model used, once again, by the Avengers and Justice League.

What you really need, in any case, is a hook. What is it that draws the heroes together and provides the glue to keep them together? Whatever you choose should be something powerful enough to give good cause to maintain a team through countless adventures but loose enough to allow characters to be created that suit the players desires and to allow for a wide variety of stories to keep things fresh. You can even take individual player style and availability into consideration when doing so. Once again, comic books provide the answer.



The Sometimes Player
If you have players who only like certain types of adventures or who are not readily available or who must take breaks between adventures, then you can simply use the old TEAM-UP approach. Using this method, the occasional player is a hero who is associated with the team in a looser fashion than the others. Perhaps this character is another local hero who gets around and occasionally adventures with the team. Whether he is on call or just happens to swing into the thick of things from time to time (Spiderman, Wolverine), he now has a reason to be there sometimes and not others.

The sometimes character may have his own agenda or responsibilities that require him to be elsewhere sometimes. When this character is not involved in the adventure he could be following this other agenda or responding to the call of duty, (Green Lantern and Thor). It could also be that this character has not made up his mind about the regular group or is somehow prevented from full time membership due to some other issues he might have - "I'm just not ready yet".



One option for the sometimes player is for him to play the true TEAM-UP heroes. These are one-off sorts of characters that can add spice to the game and are really well-suited for the player who likes to play sometimes but isn't really interested in experience, campaigns, and/or deeper stories. These sorts of players are often very frenetic and come to the GM with character idea after character idea, never seeming to settle on a single character. So you can let them and still have it be fun - "Alpha Team meets Super Dynabug" "Alpha Team Double-Sized Special Featuring Solar Condor".

Think Like Comic Company Not a Comic Writer
Whatever your solution to the team-origin issue, make sure that you find a way for all players to contribute to the team and for their individual origins and backgrounds to be accommodated by the story at large. This isn't too hard to do in comic books as long as you remember to think like a comics company and not a writer.

Writers make stories and are often not concerned with the big picture like companies are. Even though an individual writer may not ever write about a particular hero the company certainly keeps an eye on him and his stories. Nothing is too out there for a comic book company. They will always find a writer for the stories they want to have happen and they will always find a way to make it happen. Come backs, revivals, fake origins, clones, robots, alternate universes, time travel, alien doppelgangers, whatever it takes to move a story and make a character fit is what they will do it.

The same thing goes for team dynamics. There is no reason to not allow good characters to interact and the superhero genre really gives you such a wide array of possibilities to make this happen. So if your players really can't settle on a solid concept for their team, then you just go ahead and make it work for them. Perhaps that is part of the team - the fractured team. Write it into the story. Maybe there used to be a more cohesive team and things fell apart. Perhaps the team is rebuilding after some big crisis plot line and that i where the action begins, with the leftovers of what had been.

When it comes down to it, if you have even the most basic understanding of comic books, even just the cliches and stereotypes, you can find a way to make any sort o team work.

Thanks for reading,

-Eli












Saturday, May 19, 2012

Unlearning What We Have Learned - Trying to Make Midi-Chlorians Not Suck


One of the much hated things that Lucas did to his own masterpiece series was to reduce the mystical Force to what seems to be nothing more than a simple case of biology through the introduction of the midi-chlorian. While it is true that it has long been established that at least some component of Force use has been related to biology, this concept was always left rather esoteric and undefined and expressed in things such as family blood lines, species abilities, etc.. While all of this would certainly fit with the concept of midi-chlorians it does a lot to dull the metaphysical claws of the Force. But does this have to be the way?

While it would certainly be easy enough to simply retcon the whole midi-chlorian thing in your own personal gaming, I believe there is a way to keep the concept but redefine it's nature. The vast amount of fiction written for Star Wars allows us many opening to do just that. There are several cases in the Expanded Universe where different life forms are given some sort of natural connection with the force. They sense it, feed off of it, even in some cases nullify its use. If you were to redefine the biological nature of the midi-chlorians they could still exist in the Star Wars universe, be used for most of the same purposes they have in the story but keep them from dealing such a brutal blow to the character the Force.

What if the midi-chlorians were not the source of the Force, but rather another Force-related life form that is present in the bodies of Force-using life forms. In this way it might be a measurable substance that would occur in differing levels dependent on how strong a being was with the Force. This is similar to how some forms of bacteria or algae are present in some plants and animals and can be used as a measure of the overall health of a life form. Now the Force is still a mystical energy that is not created by, but can be measured by the existence of midi-chlorians.

You could even take this further and say that the true nature of midi-chlorians is misunderstood in the Star Wars universe. Like many of our own biological secrets, it might only be partially understood to an extent where it seemed to be the source of the Force, and was officially accepted as such by the academic and scientific communities as a whole. Even the Jedi themselves might not be able to make the distinction because it was just too minute a difference. Alternately, the Jedi might perpetuate this misunderstanding as a way to further preserve their mystical appearances.

As I mentioned at the beginning, one could try to stuff the genie back in the bottle, but if you didn't want to do that, this would allow you to keep the concept and still allow the Force to be that magical thing that is was and rightfully should be.

-Eli

Thursday, May 17, 2012

Magic Doughnuts


As unflattering as it is, I seem to have managed to get myself stuck with a days long bout of intestinal distress. I don't know how it happened or why it's taking so long, but It's really put a cramp (no pun intended) on my motivation. Nothing seemed to help until last night.

Enter the magic doughnuts!

My wife brought home these tasty treats and I hadn't had one in so long, I risked further aggravation and ate one. suddenly, I'm belching and getting relief. I joked about it, calling them magic but it was a "ha ha" thing. Later I tried another and it happened again!

Magic doughnuts are real!

-Eli

Wednesday, May 16, 2012

Alphabet Fail

I gave it a good try but I have to admit that the more I ran with the A to Z project, the more I realized that I was never going to find something for every letter. I am sure that if I dug down deep I could, but at that point the project begins to feel like work and I really don't want to labor through the posts.

So, sorry to disappoint folks but I'm not going to be doing "S" through "Z".

-Eli

Wednesday, May 9, 2012

"R" is for...

Random Charts & Tables


One of the first things that comes to mind when I think about old school style RPGs is all the amazingly fun random charts and tables they had. It seems that nearly everything in AD&D, Rolemaster, RuneQuest, and even their ilk was represented by some sort of table. Critical hits, monster summoning, wandering monsters, treasure, even dungeon corridors all had their own randomness.

I remember spending more than a healthy share of time playing with random tables. Creating totally random dungeons with tables and then populating them with tables and assigning treasure with tables. The tables were everywhere and then they started making books of nothing but tables. The first of these I have solid memory of was the Armoury book that came with their first D30 die. This book was full of interesting random rolls to determine all sorts of obscure things. Later on there were even books to help you randomly generate the background of your PC.

The fondness for random tables has never left me and in my time blogging, I have even had a chance to create and post a good number of my own. I've listed a few of these posts below - 









Saturday, May 5, 2012

"Q" is for...

Quar

28mm and 15mm scale Quar from Zombiesmith site.
It's been quite a few years now since Zombiesmith came out with these guys and I still get a thrill every time I look at them. If you don't know who or what the Quar are, they are the brainchild of Josh Qualtieri brought to life through a collaboration between him, the artist Sequoia Blankenship, the sculptor Aaron Brown. and a very creative writer named Pete Murray. The result of this long journey has been amazing.

The Quar are something quite unique in the hobby in that they represent a self-contained miniatures line representing an alien race that is not set in the far future of their world, but in an industrial war time set amid a technology that is somewhere equivalent to Earth around 1920s to 1940s. They are a people at war with one another and have been for hundreds of years. Though there are distinct factions represented both in the background and the miniatures line, there is never any clear cut bad guy or good guy. That is for the player to decide for themselves. just as in the real world it often comes down to point of view. The Quar's war does not have an evil leader. There are no Hitlers or Stalins, no Pal Pots or Vlad The Impalers. There are Crusaders and Royalists - the old and the new.

One of the things that really stands out about the Quar is that they seem to have evolved organically from a crayon drawing from Josh's childhood to what they are now. Along the way, loyal fans have made up stories of their own, named their own leaders, sung songs, written poetry and crafted their own corners of the world. All the time, Josh and his fellows have taken notes, working with that creative flow. In fact there are some bits of the official world that have been inspired by or drawn from the personal contributions of fans and players. What's more, most of this developed without an official rules set to drive it along.

There are now three rules books out for the Quar, one an original set called "This Quar's War" which is for larger battles and a second called "Songs of our Ancestors" that uses the popular Ganesha game system found in their other "Song of..." tittles. The third is a recent release titled, "Of Spats and Pedrails" which expands the vehicle rules and adds force lists for two new factions for both rules sets.

I think in the end, the Quar fit a niche that few lines out there have completely accomplished. There is a sense of devotion and love of who they are that pervades the entire line. This sort of emotion, poured into the design work is lacking from many of them ore commercial lines out there. The Quar line does not grow fast and it does not grow big, but it does grow right and with a sense of self. Any creator out there can certainly look at the Quar and respect what Josh has accomplished through the overall craftsmanship and devotion he has shown this line.






Friday, May 4, 2012

"P" is for...

Pulp



One of my favorite genres to run for RPGs, I find that the Pulp genre is also one of the easiest to run. Because RPGs tend to be rather spanning and sometimes random, the loose conventions of Pulp allow a GM to run a game in the same way. It really is a mad lib sort of genre where just about everything that you can think of can happen.

Pulp as a role-playing genre is a really fun time for all involved. Players get to make over-the-top characters and the guy running it can throw out giant robot death machines one day and the next it's a mobster with a bent for power. How many other genres have room enough in them for super science, dinosaurs, hypnotic overlords, costumed heroes, the undead, lost cities, undersea journeys, and everything else that comes with with the word pulp.

Beyond the options, there is also the style. Pulp has a glamour all its own. Women are seductive, sexy, and innocent all at the same time. The men, though usually the heroes, aren't the only ones and  there are plenty of ladies who can dish it out like the boys. The action is fast and simple, the plots are tangled or direct as you need them. The environments are usually colorful and full of exciting denizens and stylish sets.

I don't claim to be an expert on this genre, but I do know that I love it and that some of my best games have been run in RPGs of this sort.

-Eli