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Monday, August 8, 2011

Supers! rpg review

“Supers!” is an rpg by Simon Washbourne of Beyond Belief Games, who also wrote “Barbarians of Lemuria”. It is a rules-lite superhero game. The book is digest-sized (6” x 9”) and 118 pages long. It’s a full-color softcover, and is printed by Cubicle 7. The actual rules are 80 pages; then there are a bunch of heroes and villains in the back. The final 6 pages are all ads for Cubicle 7 and Beyond Belief Games products, which is a horrible waste of paper, in my opinion. The website is at: http://beyondbeliefgames.webs.com/supers.htm and the game forums are at: http://www.penandpapergames.com/forums/forumdisplay.php/201-Beyond-Belief-Games .

 It took maybe an hour and a half to read the rules. The feel of the game is more four-color supers and cartoon supers than gritty, Punisher or Watchmen stuff. 

The game is based on d6 dice pools. Characters are created via point buy, with different point allocations for different areas. Points can be saved up to spend on Powers, if desired. There is an option to just use start with 20D and buy what you want. This seems much easier to me.

Normals are limited to 3D in the various categories. If someone with the Normal limitation gets skills or Resistances higher than 3D, they roll all their dice and keep the 3 highest results.

All characters have four Resistances, which are kind of like hit points: Composure, Fortitude, Reaction, and Will. Each begins at 1D, and you add 5D among them as you wish, with a limit of 3D (mortal max). If any of these Resistances is dropped to 0D during combat, your character can break down crying because they failed, get knocked out, get stuck and immobilized, or maybe just terrified into surrender, depending upon which Resistance hits 0D. It’s an interesting idea.

Next up are Aptitudes. Characters start with 3D they can add in Aptitudes that they want, and automatically have 1D in all Aptitudes. Aptitudes are just broad-based skills. They cover all your standard modern superhero skill areas.

Finally, there are Powers. You have 12D to split up among them. Powers covers everything from Armor to Wizardry. They are intentionally broad-based and open to player and GM interpretation. This chapter also includes Power Complications (ex: Concentration Required) and Power Boosts (ex: Knockdown) that you can use to mold a power into a specific attack or defense. Pretty standard fare for a supers game.

Next up are Ads and Disads (advantages and disadvantages). Ads cover things like Allies and Instant Change; Disads cover stuff like Blind, Normal, and Enemies; both pretty standard supers fare. The one thing I really like about this section is that you can only get an Ad by taking a Disad. Taking Disads does not give you extra points for Powers. I really like this. I’d love to see it incorporated into other games. (There is an option to allow Disads to give points. I don't think I would allow it).

This is followed by a character creation example, which helps make sense of what is going on.

Next up is Playing the Game. This section just explains dice rolls and gives target numbers for unopposed things. It also has info for improving characters, which is that the GM should give the player 1D to add where he wants at various points, like after finishing an adventure.

The following chapter is Fighting. This involves using your powers to beat up the bad guys. I like that you can attack with your Super Speed, as long as you describe something like whirling around a guy and knocking him to the ground. The book specifically says to look for ways to allow powers to work instead of preventing them from working. I like that. 

You hurt the bad guy by rolling your power or fighting aptitude dice against his. For every multiple over his defense roll you do, he takes one damage to one of his Resistances. You can choose what Resistance takes damage, except in circumstance like a Mental attack always hurts Composure or Will; or an insult hurts Composure. It’s pretty straightforward, and should work well. 

Some combat examples are also provided, one vs. mooks and one vs. villains.

The next section is Villain Types. Mooks are easy to beat, as they have a rating equal to the number of mooks, which is used for everything. So 5 mooks have a rating of 5, which they attack and defend with. As they are defeated, their rating goes down. Henchmen are mooks with extra rating dice. Villains are briefly described by point level. Just make a character with the right amount of points and you have your villain.

Next up is Disasters. It provides hazards such as earthquakes and Fires, and lists various powers that could be used to fight them. It’s a pretty bare-bones section, but it should provide some ideas for GMs.

After that is Supersville. It is a very generic city with some plot hooks and some bad guy henchmen statted out. Examples include a supervillain who uses the mayor, a bad guy with a superhero girlfriend, etc. If you have any other supers setting available, you’ll probably just want to use it.

Then there is an adventure. It involves an alternate dimension, heroes getting set up to look like bad guys, and a big fight at the end. Also pretty generic.

The remainder of the book is sample superheroes and supervillains. They cover many of the standard types (power armor, champion, etc). I’d love to have seen this section expanded. It covers all the bases, but I can always use more villains.

SYNOPSIS
The game is designed for a GM who is not afraid of making up rulings on the spot. Many descriptions are just guidelines. If you really need to have lists for everything, you won’t like this game. If you are an experienced GM who can wing it, I think the game will suit you pretty well.

The game would benefit from another editing pass by someone who is not intimately familiar with the rules. Some things are not explained well. The game is still quite good, and I recommend it to those who want to play a superhero game but don’t want to get bogged down in too many rules and rule exceptions.


Saturday, August 6, 2011

WotC may republish old edition material

"republishing old editions. cant say anything yet but there are plans." - from WotC at GenCon.

Who knows what this really means. Maybe they will just bring back the pdf's, which I'd be very happy with. Maybe they'll actually do a print version of something, which would be awesome. I find it interesting that they are even considering it, though. I suspect 4e is doing even worse than I had imagined.

What would tick me off is if they just reprint 3.5 in an effort to screw over Paizo. I wouldn't be at all surprised by it if they did, though. Supposedly, Pathfinder sales have been neck-and-neck with 4e sales, and possibly even beating 4e during some months.

Thursday, August 4, 2011

White Wolf announcements at Gen Con

Products that are in the works at White Wolf include:

Werewolf anniversary edition
Mage anniversary edition sometime after that
Werewolf and Mage conversion guides
A brand new Mummy game (no subtitle as of now)
The "missing" oMage Convention books
Some new Exalted stuff, like an updated book on the Guild and a revised Martial Arts book
A vague promise of new VtM stuff beyond just v20
Shards books in the vein of WoD: Mirrors for at least Vampire and Exalted
A Victorian setting book for Changeling: The Lost
========================================

Let's just say this is the best news I've heard out of White Wolf in years. I'll definitely be picking up the Werewolf and Mage books. I'm also really happy that the missing Convention books will be getting published. The only nWoD game that I really like is Changeling, which is a fantastic game. The nWoD Vampire is also pretty good, but the new Werewolf and Mage games suck eggs, imo. I haven't given White Wolf any money in several years. That's going to change. Probably be pretty expensive, though. :)

Saturday, July 30, 2011

Supers! RPG

I picked Supers! up recently (I've been on a supers kick), and it's a fun, lite supers game. It's by Simon Washbourne, who also wrote Barbarians of Lemuria. It reminds me of D6, yet isn't a copy. I'll be giving a full review sometime soon, but I wanted to mention this game. I think I actually prefer it to Icons. It might be too light for some though. I do think it needs another person, not already very familiar with the rules, to go through the book and clarify some stuff.

Supers website

Thursday, July 28, 2011

Preserving old gaming stuff

Grognardia's Post on Tekumel got me thinking about this. I think it's really cool that a group of guys are preserving all of MAR Barker's Tekumel stuff. I really do hope they plan on releasing everything to the public. This could easily end up like all the Tolkien stuff, where there are more books of notes and world design than there are novels. I think the globe he was really cool, as well. I'd love for something similar to be marketed for the Forgotten Realms or Greyhawk.

One thing I will say is that this kind of reminds me of when we moved my grandmother into a retirement home. She was really old, and didn't completely understand what was going on. She just saw all of her things getting boxed up and taken away. It was really sad. I know Barker is getting pretty old, but I hope he doesn't end up feeling the same way. At least his things are going to be preserved, and hopefully shared with all Tekumel fans. (edit: He's very much involved in the preservation group, apparently, so that's pretty damn awesome!).

It is too bad the Gygax's aren't like-minded. From what I've seen, we might never get anything else from Gary's collection, or if we do, it could be years from now.

Sunday, July 24, 2011

Captain America

I saw "Captain America" earlier tonight. Fantastic movie! The vast majority of the movie is set during World War Two. The movie does a great job of showing the transformation of Steve Rogers into Captain America. I won't post any spoilers, but I think most people are going to be very happy with how this movie was done.

Highlight performances were Chris Evans as Cap, Hayley Atwell as Peggy Carter, Tommy Lee Jones as Colonel Phillips, Hugo Weaving as the Red Skull, Stanley Tucci as Dr. Erskine, and the whole crew of Cap's Team during WW2. Really, the acting was top-notch throughout.

I liked the plot a lot. It kept a nice pace, unless you are an action junkie who gets upset if something doesn't blow up every minute. Cap was believable. Not overblown, not a tough-guy, just a good man who wants to do right. I LOVED how he was portrayed. Major kudos to the writers and director.

Overall, I think this is my favorite superhero movie to date. It slightly edges out The Dark Knight and Iron Man and Thor.

Another thing, now that I've seen this movie, I really want to play in a supers game again. It's been too long!

Friday, July 22, 2011

Villains and Vigilantes

I picked this up on a lark a few days ago. It's an interesting look back, even though the rules have been updated. I love that the authors tell you that you must make your PC be you. And everyone should try to guess their stats, instead of just random rolling. I think it's pretty funny. I'm also surprised this wasn't changed a year ago when the rules were redone. It just feels quaint nowadays.

Monday, July 18, 2011

Book Review - Plague of Shadows


"Plague of Shadows" by Howard Jones is set in Golarion, the fantasy setting for the Pathfinder roleplaying game. It takes place in Taldor, Galt, and the edge of Kyonin. The story concerns what happens when a group of adventurers that had split up years  before end up fighting with each other over a magical artifact, the Crown of Shadows.

Elyana's old lover, a current noble of Taldor named Stelan, has been cursed by their old adventuring companion, a wizard named Arcil. Arcil wants the Crown for unknown reasons, and is willing to sacrifice Stelan to get it. Elyana is an elven ranger, and she leads a group of younger adventurers, including a half-orc warrior named Drelm, a mage named Kellius,  and Stelan's warrior son, Renar, on the quest.

Elyana and her band meet up with another of her old companions, a bard named Vallyn, and then proceed through Galt towards the Vale of Shadows, which holds the Crown.

I really liked the book, especially as a guide to the region. Galt is a really dangerous nation, very similar to France during the Revolution. Much of the story is centered around it, and I personally think the land is evil to the core, especially after reading this book.

The elves the heroes encounter are interesting, and not just pointy-eared humans. I like that they view Elyana as some kind of damaged orphan, since she was raised by humans and lived among humans most of her life.

There are a lot of combats in the book. They are well-written, and usually fairly short. It does seem that Elyana is almost super-powered at times, even though she doesn't come through the battles unscathed.

One thing I really like about the Pathfinder novels I've read to this point is that there are no world-shaking events. Adventures tend to be important for the small region, but don't affect the setting overall. I really prefer that, especially when compared to the old Forgotten Realms novels that made drastic setting changes every year.

For Pathfinder fans and fantasy fans, I'd rate the book 4 out of 5 stars. It's not perfect, but it is really good.

Wednesday, July 13, 2011

eBay: Castle Zagyg: The Upper Works



If you want a copy, here's your chance: http://cgi.ebay.com/ws/eBayISAPI.dll?ViewItem&item=140577056148

Holystone - Thieves

Thieves

There is only one organized thieves’ guild in the city, the Night Fishers, which controls Lord’s City. Rory Fisher (T10) is the guild master. They are concerned with gambling, prostitutes, and a hidden fighting arena located in the Merchant Quarter. Rory makes sure petty criminals or wannabe muggers disappear. He knows that as long as he keeps crime relatively hidden, no one will bother him. If too many big heists or nobles get hurt, the city would find and eliminate him. Rory maintains a veneer of respectability, and is known to many of the noble families.

Street gangs control the Triangle district. They are mainly interested in protection, drugs, and robbery. They will defend their turf from any freelancers or rival gangs quite violently. The gangs often wear colored scarves or unique symbols to show their allegiance. Gang membership is an ever-changing status, as new gangs appear and old gangs break up for some reason. Several unlucky gangs have even been caught up in the city guard sweeps and summarily executed.

The rest of the city has no controlling authority. Individual thieves or small gangs perform thefts at their discretion. Smart thieves are careful to maintain a low profile, because if they get too famous, the city guard will hunt them down. 

Active Thieves
Jezrael (Cambion T5) – Jezrael is a gifted burglar. She has stolen many an item in the dead of night. She concentrates her work in the North Ward. She has robbed a few places in Lord’s City, but has not been caught. She knows the area is off-limits, but doesn’t know who Rory is. She is very careful to leave no evidence that could incriminate her, and only steals items that would not be easily identified.

Mickey One Eye (T7) – Mickey is a brawler and has ex-street gang members work for him. He smuggles weapons into the city for the ratmen in return for gold.

Rory Fisher (T10) – Leader of the Night Fishers – Rory is the most powerful criminal figure in the city. The uninformed think he is just a wealthy shipping merchant. Several shady nobles are aware of his secret and use his services.

Shilandra (Elf T9) – Shilandra runs a pickpocket ring in the Market. She gets street kids to target unwary shoppers, and she keeps most of what they get. In return, she has a small home where the kids can sleep. Her kids are under strict orders not to steal from the merchants or street performers, to keep the locals happy.

Varis (Nephilim T6) – Varis runs a guild of dockworkers in the Docks district. They make sure that anything loaded or unloaded off a ship on the two southern piers is done by them. Anyone who is not in their group will have an accident if they try to work there. Varis also fences stolen items with some of the visiting ship captains. The dockworkers on the northern piers have made their own group and keep Varis away from those piers. They are honest, and if they found out Varis was fencing items, would happily turn him in to the city guard.