Showing posts with label Role-Playing Games. Show all posts
Showing posts with label Role-Playing Games. Show all posts

Sunday, September 5, 2010

"What can change the nature of a man?"

As should be well apparent by now, I am huge geek. Comics, video games, rpgs, the works, I love 'em all. RPGs are especially fun, as they blur the line between what the author writes and how it's enjoyed by the reader(s). If anyone's studied media theory, one could state that rpgs are the ultimate producerly text, with the text being intended to be reinvisioned by the reader.

Anyway, the point I'm trying to make is that I've read quite a few rpg books in my time. Generally, I like setting material to read, as rules-related stuff can get rather dry. (In fact, I challenge all those folks who claim that D&D promotes Satanism or whatever to actually read the Dungeon Master's Guide. If there were any such messages, they'd be rendered so boring and mechanical as to make Satanism totally unpalatable in the real world.)

One of my favorite rpg settings will always be TSR's Planescape, for AD&D 2nd Edition. While Wizards of the Coast has revisited the Multiverse from time to time, I can sum up my thoughts on those visits with one picture....

"IT STINKS!"

2nd Edition had ALL the good stuff for Planescape. It was almost a total 180 from the Tolkein-esque fantasy that D&D had pioneered to that point.

But I'm not here to talk about the setting, per se. I'm here to talk about one of my favorite PC games, which just so happens to be adapted from the setting- Planescape: Torment.

Made by the creators of Baldur's Gate, Icewind Dale, and other classics, Torment was, in a word, BRILLIANT. Developed by Black Isle (whose workers went on to form other development firms like Bioware), the game is remarkably open-ended. There are countless different options for playing the game. The alignment system in particular makes play complex and nuanced. Unlike more recent games, like Fable or Infamous, where the moral choices are ridiculously black and white, Torment's choices require serious thought, as there are 9 different alignments possible.


Then there's the writing of the story. While being ridiculously faithful to the Planescape setting and concepts, the creators managed to add in various unique twists. The missions are a departure from traditional hack and slash games, the characters are imaginative and well-developed, and the dialogue shifts effortlessy from humor to drama and back.

It's remarkable how well this game holds up. It remains a fan favorite over a decade later, and is still fun to play. How good is it? One game site, in their list of 100 greatest video games, listed Torment higher than Final Fantasy 7.

Suck it, Cloud!

Since I mentioned the characters, let me talk about them. They're GREAT. True, those familiar with Bioware's later efforts can see the seeds of various formulas they use, but sometimes formulas work beautifully. You have Morte, the lecherous flying skull; Ignus, the constantly aflame pyromaniac; Nordom, the goofy robot-like creature; and many others. And then you have Annah.


Annah, voiced by Sheena Easton (rrrowwwr!), is hands down one of the best female video game characters of all time. She's spunky, funny, and competent. This combination has landed her on many a game site's Best Female Characters list. Plus, she's really hot.

"I'd like ta come over and roll in yer clover and kiss yer Blarney Stone!*"

I could talk more about it, but then I'd just be rehashing what everyone else has already said. Hands down, Torment gets replayed by me very often due to it's masterfully crafted storyline and imaginative design.

*I managed to cram in TWO MST3K references in a post about D&D. I'm very pleased with that.

Thursday, August 26, 2010

"To Read Makes Our Speaking English Good"

I love Buffy the Vampire Slayer. I love it's spin-off series Angel. In fact, I'm favorably disposed towards anything Joss Whedon does (though I skipped Dollhouse).

BtVS still counts as one of my favorite franchises. I've got quite a few of the DVDs, I've bought several of the tie-in novels (I especially recommend the Tales of the Slayers series) and a few of the comics (though I dropped Season 8 fairly quickly in).

I've also purchase Eden Studios Buffy the Vampire Slayer RPG. Originally released in 2002 (if memory serves), this game and it's various sourcebooks (and it's sister game, the Angel RPG) really capture the flavor of the show and setting.

The system uses a modified version of Eden's Unisystem, referred to as the Cinematic Unisystem. The game offers a lot of options; using the original corebook (which covers up to Season 5; the Revised Corebook, which you see a link for, covers up to the end of the series), you can make Slayers, vampires, robots, witches, and more. It also allows for Xanders and Dawns to stand alongside superpowered Buffys and Spikes and hold their own.

Actual gameplay is incredibly stream-lined; most things are resolved with a D10 roll added to the score of attributes or skills. And that's for the players- GM's have things even more simplified as the NPCs have pre-rolled stats; a flat number (I want to say six) is added to the existing scores so the GM can prep ahead of time.

The sourcebooks add quite a bit too. The Slayer's Handbook is a grab bag of options (making the title a misnomer, as there's not a lot of specific Slayer info); Monster Smackdown adds a whole lot of NPCs with a few options for monstrous characters; The Magic Box expands the rules for magic and adds a few other paranormal options; and there's a few other features in Eden Studios Presents, a magazine for all Unisystem lines.

The Angel RPG is similar, though it has a bit of a different focus. There are more supernatural options, plus vehicle rules (as they're always driving in Angel), and rules for groups and factions.

Sadly, Eden lost the license before they could finish the line. Fortunately, I was a play-tester, so I got to read the early drafts for these books. Unfortunately (for you) I am still bound by the non-disclosure agreement, something I take very seriously, so I can't divulge how awesome these would've been, though my crack legal staff tells me I can say "very awesome".


Neither of these came out, unlike Ryan Seacrest.

Along with Welcome to Sunnydale (which was a guide to Chattanooga, I believe), and the Investigator's Casebook (which was going to deal with police, crime, and low-key supernatural occurences, like that episode of Angel that had drug-dealing demons), there was going to be an Initiative sourcebook (some fans HATE the Initiative, but soldiers going full auto on vampires always tickled my fancy), a Watcher sourcebook, a monster book for Angel (which would've had even MORE crazy options for supernatural PCs), and a Wolfram & Hart sourcebook, which never even got to the writing stage.

It's a shame the license ran out, by the games hold up pretty well, and allow you to create your own stories, as their are stats for both the actual cast and original characters. You could even rewrite a season that your felt wasn't as good as they others, though none come to mind. *COUGH*Season 6*COUGH*.

The BtVS is simple, fast, imaginative, and fun, and I recommend it highly.

Wednesday, August 11, 2010

Saddle Up!

These past few weeks, I've been rereading some of my sourcebooks for the Deadlands RPG. It started with Deadlands: The Weird West, and branched out into miniature games, collectible card games, disk-type games (not quite pogs, but you get the idea) and two spin-off settings- Deadlands: Hell on Earth (a post-apocalyptic setting) and Deadlands: Lost Colony (a space opera/ western mix). In the past few years, Peginc has rebranded Deadlands to fit into their Savage Worlds game rules. I haven't read much of those yet, as the Classic rules still hold a special place in my heart. I'd like to use this blog entry to talk a little about this fun, clever game.

Now, I can hear some of you already. "Matt," you say, "this is a comics blog! We've tolerated posts about rpgs before, but that's only because the rpg in question was ABOUT comics. We're drawing the line here and putting our foot down! How can you justify a post about this Western rpg when there's no link to comics?" I'm very glad that I imagined you asking that.


That's right! Peginc, in conjunction with Image comics, put out a comic one time! Ha-ha! (Curiously enough, though it is a comic, and was published by Image comics, it's not on the Grand Comic Database.) Anyway, Deadlands meets this blog's comics requirements. They're requirements that I established anyway, and I suppose seeing as how this is my blog I can do whatever the hell I want regardless, it's a moot point in the long run.

I bought the Deadlands Players' Guide and Marhsal's Handbook way back in the fall of 2000. As I opened the Players' Guide, I saw that the book had a promising start; the foreward was written by Bruce Campbell. Yes, THAT Bruce Campbell.



Groovy.

First, let me talk about the system the game uses. I'll limit myself to the Deadlands Classic system. I mention this caveat because there a quite a few rules variations. In addition to being able to play it with the Savage Worlds system, as noted above, Peginc also put out a D20 version that's roughly compatible with D&D 3rd Edition. There was also a GURPS Deadlands published by Steve Jackson Games, and there were also rules conversions for World of Darkness, Call of Cthulu, and Unisystem's All Flesh Must Be Eaten. Phew! That's a lot!

Anyway, Deadlands Classic can seem daunting at first glance. Instead of the standard 6 or so abilities that most games has, like Strength and Wisdom and Charisma, Deadlands has TEN. Character creation involves drawing cards to determine what these abilities are. That's right, cards.

In addition to needing quite a few dice, you'll need at least two decks of playing cards and some poker chips or something that you can pretend are poker chips. While this does hlep to maintain the western flavor, it's also a lot more stuff than your average rpg requires.

Checks are made by rolling however many die of a certain type determined by your abilities and taking the highest roll among the dice. The poker chips in this game serve much the same way as Hero Points or Drama Points do in other systems- they can be used to improve rolls, eliminate damage, or activate special abilities if your character has one. They can also be traded in for XP. You just have to survive long enough to spend 'em.

Deadlands might possibly have the most involved damage system of any game EVER. In addition to the standard ways of dying (being shot, stabbed, mauled by a monster, etc.), you can bleed to death, drown, get blowed up; there are even rules for dying of a heart attack. Deadlands has a much higher mortality rate for characters than your average game.

All in all, it's pretty involved. The good news is that you can start out with the very basics and slowly add in the more complicated stuff as you and the players get more comfortable with it.
Now, to talk about the good stuff- the setting. Deadlands has a pretty cool one with lots of options for characters. Before I get specific, allow me to describe the game's general influences.

Historical Fiction- Deadlands takes much of its cues from history. While they fudge things a bit here and there (as there weren't zombies in the Old West, for starters), they do a lot of research. Many historical figures makes appearances as NPCs to either aid or oppose the PCs (or "posse" as the game calls them); included in the game are guys like Santa Anna, Allan Pinkerton, Doc Holliday, and Brigham Young, for starters.

Spaghetti Western- While influenced by Westerns in all pop culture to a degree, the creators even acknowledge in the books that their primary inspiration are the films of Sergio Leone and Clint Eastwood.

Horror- Another part of this game is to try and unnerve the players. Not an easy task, as when you get a bunch of people doing their worst western accents, things get a little silly. Still, if you can work it, it's a wonderful thing. One time, after a particularly vivid description of a zombie, I ask a player what his characters does. His response was to make a look of genuine disgust and say "Ugh. I throw up." Awesome! Not scared, per se, but I'll take it.

And now, for the nuts and bolts of the setting. Some highlights....


  1. The year is sometime in the late 1870's. The first books started at 1876, Reloaded is up to 1879.

  2. Something changed in the world on July 3, 1863. There are folks who say the dead rose up at Gettysburg.

  3. The Civil War has been going on for over 17 years. (Later books have established a cease-fire being established in '78 or '79). As a result, there are 6 sovereign powers within the continental (former) U.S., including the Union, the Confederacy and the independent State of Deseret (Utah). Also of note, slavery was abolished in both the Union and Confederacy.

  4. An earthquake rocked California in '68, causing the westernmost part to drop into the sea. The former west coast ends at little past Sacramento. Beyond that, the former coastline is made up of islands and mesas referred to as the Great Maze. The quake was devastating, but revealed a new superfuel called ghost rock, which burns 10 times hotter and longer than coal. Ghost rock has allowed for numerous innovations in technology, included steam-powered wagons and autogyros.

  5. While some folks claim that supernatural events occur with startling regularity, both the Union and the Confederacy deny this. Both countries maintain organizations that allegedy investigate then cover-up brushes with the paranormal- the Agency in the North, and the Texas Rangers in the South.

  6. As yet, there is no continental railroad linking the east coast to the west. Six railroads in both countries are duking it out to see who reaches the ghost rock-rich Great Maze first, thereby winning an exclusive ten-year contract with their respective government. The fighting between rail barons and their enforcers has become known as the Great Rail Wars.

There's a bit more, but those are the high points. Aside from the typical Western archetypes your character can play as (gunslinger, cowboy, soiled dove, prospector, etc.), there are a number of arcane backgrounds available to players. Here's what's available.

Hucksters- These folks are Weird Western wizards, casting spells by beating demons in a battle of wits that takes the form of a card game. The effectiveness of the spell is determined by drawing a poker hand. Similarly, there's an offshoot called shootists, who's magic affects their gunslinging ability.
Mad Scientists- As mentioned before, science and technology has advanced by leaps and bounds. At the forefront of this advancement are mad scientists, so named because some of their inventions defy logic and because some develop eccentricities.
Blessed- Those with faith in the Lord (however you define it) are able to produce miracles! While many of these are subtle abilities for healing or defense, a Blessed is a powerful foe against the Weirdness that pervades the West.
Shamans- The Indians have always claimed to be able to talk to spirits; following 1863, the spirits have been talking back! Shamans can work powerful medicine, so much so that Indians have been able to retake tribal lands. They've established the Sioux Nations in the North, and the Coyote Confederation in the South.
Enlightened- With the influx of Chinese immigrants in the west, martial artists have been seen around the Great Maze and points beyond. Some of these martial artists are capable of superhuman feats of physical ability!
Voodooists- While dime novels are rife with stories of black magic-using Voodoo priests, there are many "conjure doctors" who call on benevolent loa to work good mojo.

As I said, there's a lot more, as Peginc published a LOT of books; at one point Deadlands was the fourth best-selling rpg. It's a fun, wild ride with a style all its own.



 

Wednesday, August 4, 2010

My favorite price is FREE!

As I've mentioned before, Mutants & Masterminds has been hard at work on a DC RPG. The PDF of the main DC corebook is  available on their website, and the print version is on it's way.

I  mention this because M&M has put out another FREE preview. This one is a two-player, superhero on supervillain brawl, with two DC characters all statted up for use. It's available right here. Check it out!

Tuesday, July 13, 2010

Outrageous!

As I mentioned before, Green Ronin is releasing a DC Comics rpg through their Mutants and Masterminds system. Anyway, today they released a preview of their forthcoming sourcebook, starring Aquaman!


"I'll call this one 'The Time I Starred in a Preview of Mutants and Masterminds Forthcoming DC Comics Sourcebook!'"

Monday, May 17, 2010

Natural 20 on Nostalgia Checks!

As I mentioned in a previous blog entry, Mutants and Masterminds is soon to debut a new edition!
That's... That's not QUITE what I had in mind....

So, I've decided to take this time to look back on some of the best sourcebooks that they put out for 2nd Edition. Here we go!

Freedom City
Freedom City was one of the first campaign settings for the line, and as such, there is a fondness for it in the hearts of many. It's a homage to comics and their characters, with references to characters, creators, and more. While most of the characters are cleary pastiches of others, some are BRILLIANT pastiches of those characters. Furthermore, it really gives you an idea of what day-to-day life would be like when supervillain attacks and alien invasions are an everyday occurence. Overall, a solid campaign setting.


Golden Age
I've discussed this at length in another post, but this book is awesome sauce. With lots of detail information, you can base Golden Age games of how the comics were back then, how modern comics portray the age, or how the age was in real life.

Agents of Freedom
This is the perfect companion piece to the Golden Age book, as it builds of off a lot of the themes found in that book. This is the book to have if you want to play a cop, a federal agent, or Nick Fury or any of his assorted Howling Commandoes. Like most of the sourcebooks, there's a lot of Freedom City information, perhaps more so than any other genre or age book. Still, this book has style, and gives options to make low-powered characters feasible.

Hero High
This might be my favorite. It's very reminiscent in tone to the Buffy/ Angel books put out by Eden Studios, and that's not a bad thing. It covers every conceivable topic that could come up with running games focused on teen heroes and does it with humor and style.

Paragons
Like Freedom City, Paragons is a campaign setting. Unlike FC, Paragons takes its cues from books like The Authority and shows like Heroes. Also, Paragons is billed as more of a toolkit than a full-fledged setting; as such, it gives numerous options on how to run a more realistic game, or as realistic as a game where players have characters with heat vision can be.

Book of Magic
This is a fun book, as it shows how magic based characters differ in style from other superheroes. Aside from Captain Marvel (the DC one), most magic characters don't follow the tropes that other supers do. This book covers everything from guys like Constantine all the way up to Dr. Strange.

Warriors and Warlocks
Of all the genre books, this might be the best. After the superhero genre, the fantasy genre might be the one that comics is most willing to try. It has a comprehensive history of the genre, and rules that reflect the sword and sorcery. This is the book that sees M&M become not just a great superhero system, but a great COMIC system, and possibly a universal system.

Farewell, Second Edition Mutants and Masterminds. You gave me much enjoyment and inspired my Whirligig Junior character and thus all my Teen Templars stories. Here's hoping that Third Edition is just as engaging.

Wednesday, May 12, 2010

Well, if that don't beat all....

Given last week's news that Green Ronin recieved a license from DC Comics to produces supplements for their Mutants & Masterminds line, I thought I'd do a review of the Mutants and Masterminds 2nd Editon Core Rulebook. Wouldn't you know it, then, that THIS WEEK, Green Ronin announced a 3rd Edition coming out this fall. Well played, Green Ronin, well played. After I'd spent a good chunk of last week writing it, too. Oh, well, here's an image of one of the upcoming items.


On the plus side, a good chunk of 2nd Edition material will probably drop in price, and I can't imagine that the upcoming 3rd Edition will be TOO radical. Anyway, as you can tell by my previous review, I'm keen on M&M. It's good stuff.

Monday, April 19, 2010

Mutants & Masterminds RPG- The Golden Age



For my next installment of Golden Age week, I'm going to review the Golden Age sourcebook for Green Ronin's Mutant & Masterminds game. Now, I haven't actually reviewed M&M as a whole yet, but here's the short version- it's a heavily modified version of the D20 system used to emulate superhero stories, and it's awesome.

Anyway, Golden Age, as you can imagine, is all about running games and campaigns during the Golden Age of Comics. As such, it covers a broad range, from low-powered mystery men to full-on superheroes, two-fisted PI's to rough and ready soldiers fighting overseas.

Chapter 1 focuses on the history of Golden Age Comics. Superman, Batman, Captain America and others. It also offers a brief view of trends and genres that aren't superheroes. There's nothing too surprising for the comic fan here, though it's well-presented. The most interesting thing is that, unlike some comics histories I've read, Golden Age offers a theory as to why the superhero genre waned immediately following the war whereas other genres flourished.

Chapter 2 covers the real world history of the period covering 1938-1955. As such, it gives a brief overview of World War II. More importantly, it covers the social context of America from that period. Music, movies, sports, and other topics are presented to allow both the player and the GM to make their games as realistic (or not) as desired.

Chapter 3 is about describing the period in terms of game mechanics. Various optional rules are presented to further capture the feel of the Golden Age. Finally, there are several pre-made characters for lazy players.

Chapter 4 is for the Gamemaster. It presents tips on style, mainly. It also gives stats for several NPCs likely to show up in a Golden AGe campaign, including HITLER. That's right- players can have their characters recreate the cover to Captain America #1.

Chapter 5 presents period-specific information on M&M's Freedom City campaign setting. It pulls info from the previous chapters to further illustrate to players and GMs on how to use the info presented to make cohesive Golden Age characters and settings.

Chapter 6 presents a pre-made adventure module to ease everyone in to a Golden Age game.

Finally, there's the Appendix which presents rules on how to run mass combat. Basically, it's a shorthand system to simulate large units of armies. So, this is the section if you ever wanted to know how Captain Marvel would fare against an army platoon.

Overall, this is a damn good book. The writing is top-notch, and the art, with few exceptions is excellent. As a style guide, it works very well independent of the M&M rules. Using the M&M books, it's very useful, as it ties in with many other books they've released since. Quite honestly, it's one of my favorite RPG sourcebooks.