An ICONic interview: Steve Kenson!

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Category : FATE, Feature, Game Design, Interview, Other Systems, RPG

As part of my love for all things ICONS I recently contacted the author, Steve Kenson for an interview about the game and superhero role playing games in general. Steve was kind enough to answer my questions quickly despite his busy schedule and was an all around great guy!  I want to publicly thank him for taking the time and for all the hours of gaming fun he’s provided though the games he’s designed.

Without further ado, here is the interview…

Sunglar: Thank you for the opportunity to interview you. I know some topics may have been addressed in other interviews or blog posts, but I’m asking them for the benefit of Stargazer World’s readers who might not have read those. Can you tell us who you are, and what you do in the gaming industry?

Steve: My name is Steve Kenson. I work as a staff designer for Green Ronin Publishing and also as a freelance designer and writer for other RPG publishers.

Sunglar: How did you begin playing role playing games?

Steve: I came across a first edition boxed set of GAMMA WORLD when I was 12 and begged my parents to buy it for me. I spent quite a bit of time rolling up random mutants, and then convinced some of my friends to play it with me. That led to playing D&D and countless other RPGs in the years sinc

Sunglar: What was your first superhero role playing game?

Steve: Villains & Vigilantes (which I just recently re-purchased from RPGNow). My middle school friends and I played ourselves, as the game suggested, as students at a school for young supers. My character had laser powers, as I recall.

Sunglar: What exactly is ICONS?

Steve: ICONS is a new superhero roleplaying game, designed by me and published by Adamant Entertainment.

Sunglar: What makes ICONS different from other superhero role playing games out there?

Steve: ICONS focuses less on character design details and more on quick game-play and broader strokes like character aspects, descriptive terms that carry certain game effects.

Sunglar: How does ICONS compare with your other creation Mutants & Masterminds? What similarities are there, what differences?

Steve: Both games look to emulate the comic book superhero genre. M&M does so with a fair amount of attention to detail, whereas ICONS paints with broad strokes. Both games play quickly, but ICONS is more description focused and M&M more rules focused.

Sunglar: Can you tell us about the mechanics used in ICONS? What makes them unique? What was your inspiration?

Steve: ICONS draws a lot of inspiration from prior games like Fudge, FATE, Feng Shui, and Marvel Super-Heroes, to name a few.

Sunglar: ICONS has random superhero generation rules, as well as including a point buy option. Do you think random generation encourages the feel you want for the game?

Steve: Random hero creation is a big part of why I wanted to create ICONS. I liked the idea of a quick design system that would provide inspiration and even challenge players’ imaginations to build interesting heroes around a collection of game traits.

Sunglar: When you say ICONS is inspired by “old school pick-up style superhero RPGs” obviously the classic Marvel Superheroes RPG comes to mind, were there any other significant influences that come to mind besides that game?

Steve: The aforementioned Villains & Vigilantes was my introduction random-roll superheroes, so there was certainly some inspiration there. Spirit of the Century (which I ran a fun game of) was also an inspiration.

Sunglar: How much of FATE is there in ICONS?

Steve: A fair amount of inspiration. I referred to ICONS as “FATE-inspired” rather than as a FATE branded product. There are a lot of similarities: the scale (what FATE calls the “ladder”), aspects, Fate/Determination points, etc., but the scale is different and ICONS handles aspects and the game mechanics of things like Determination somewhat differently.

Sunglar: What other ICONS related projects are you involved in?

Steve: I’ve written a few ICONS adventures. The first was released as a pre-order special and two others will be released as regular products from Adamant.

Sunglar: Seeing that superheroes are so popular, as evidenced by games, movies, animation, and the ubiquitous nature of comics in our culture, why do you think supers games don’t have a bigger share of the market?

Steve: Three main reasons that I can think of offhand: First, because D&D was the first RPG, fantasy has become and tends to remain the default genre. Second, comic books are a very visual medium, so superheroes may tend to do better in visual presentations like animation, films, or video games. Lastly, some RPG players might find the standards of the superhero genre restrictive compared to more blood-and-guts genres where you can kill monsters.

Sunglar: The release of ICONS seemed to signal a renewed interest in superhero games, if the product offered in websites selling electronic copies of role playing games is any indication. With the upcoming new edition of Mutants & Masterminds and the DC Universe game, do you think we are seeing a golden age of superhero rpgs?

Steve: There is certainly a wealth of choice when it comes to superhero RPGs on the market. Between new games like ICONS and DC Adventures, resurgent old school games like Villains & Vigilantes, and old standards like Champions, there’s pretty much a game for everybody out there.

Sunglar: I would think that the dynamics of team centered comics make them ideally suited for role playing games, but in my experience superhero games are one of the most difficult genres to run. I really like how ICONS deals with team dynamics. Do you think superhero games by their nature more difficult?

Steve: Not necessarily more difficult, but different. Superhero stories differ from a lot of other types of adventure stories. Superheroes are often more reactive, and more supportive of the status quo, than the main characters in other genres, who are often loners or rebels or looking to overthrow the status quo.

Sunglar: Has the popularity of loner, brooding anti-hero types affected the dynamic of superhero role playing games? Does ICONS support this style of superhero?

Steve: It certainly could. ICONS doesn’t presume what a hero’s motivations might be, simply that the heroes should have strong motivations. So you could use the game for a darker, more brooding type of game.

Sunglar: Do you think ICONS, both mechanically and/or thematically, offers the DM tools to make running superhero games easier?

Steve: One element is that ICONS puts the burden of the die-rolling in the players’ hands. They make all the tests, either actively or passively (their hero trying to resist another character’s action). This frees up the GM to focus more on the narrative elements of the game, including bringing different aspects into play.

Sunglar: How accessible is ICONS as a game for new gamers?

Steve: Hopefully, it’s easy for a new gamer to pick up and play, just like 12 year-old me picked up GAMMA WORLD and spent all that time rolling up mutants. I’ve read a number of stories about folks playing ICONS with their kids, which is very gratifying to hear.

Sunglar: What does it offer for the older gamer who has tried other superhero role playing games before?

Steve: Ideally, ICONS offers a quick pick-up game that is easy to run on the spur of the moment, is fun to play, and brings back some fond memories of superhero games past. Whatever the case, I hope that gamers old, new, and in-between have fun with it!

And that’s about it for my very first interview for Stargazer’s World. Let me reiterate my thanks to Steve for his time and patience. Here is looking forward to all his future projects.

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What about ICONS? A review…

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Category : FATE, FUDGE, HERO System, Just my two cents, Mutants & Masterminds, News, Reviews & Culture, Other Systems, RPG, Reviews & First Looks

ICONS RPG is a new superhero role-playing game by Adamant Entertainment. It has been enthusiastically received by the role-playing community, if blog posts and sales at RPG Now/Drive Thru RPG are any indication. Since first hearing about it I was excited! It’s designed by Steve Kenson who has worked in some of my favorite RPGs, I own various PDFs by Adamant that I’ve enjoyed very much, on top of that it integrates elements from FUDGE/FATE, which I’ve become interested on recently. So this was a no brainer. I did miss on the pre-order offer for various reasons, but as soon as it came out I snatched up a copy of the PDF and began to read. I was NOT disappointed.

In a nutshell ICONS is an easy to play, easy to pick up superhero game that harkens back to the classic superhero role-playing games of the 80s, specifically the old Marvel Superhero RPG, also called the FASERIP system, that got retro-cloned with the 4C system. It has all the charm of those old time games with a modern, simple and elegant mechanic with great touches that enhance the role-playing aspect of the game.

If you are a fan of superhero games, do yourself a favor and pick up ICONS. There is one caveat, if you are looking for Champions style granularity, or something like Mr. Kensosn’s Mutants and Masterminds, ICONS is not that. It’s light on rules but big on hearth, and believe me that is a good thing.

Want more details? Read on…

The first thing that struck me was the art style. The whole book is done in a very particular style by Dan Houser, reminiscent of the animated style often associated with modern superhero cartoons, like the Justice League or the more recent Batman team up series The Brave and the Bold. Art is abundant, the layout easy on the eye, the font easy to read. The tables take up a lot of the real estate, and I think some slight changes in the layout might have made the book even shorter (its 128 pages long including the ads) but I’m no expert on this. I’ll say this, I read about half of the book directly from the computer or on my iPhone and I had no trouble reading it.  The original PDF is a 9MB file, but I received an e-mail form Adamant letting me know a higher resolution copy is available for download where I purchased my copy.

In all sincerity the art took a little getting used to. I found it whimsical at first but eventually it became a little distracting. I would have loved other styles of art. I know what they were going for but I believe the system is strong enough to support all styles of superhero gaming, from over the top cartoon fun to more serious Watchmen style game and somebody who casually looks at the book in a book store or game store may dismiss it based on the art style. Don’t get me wrong I loved what Mr. Houser did, I just think the book would be better represented by a variety or art styles.

But that’s cosmetic, what about what’s under the hood? The game opens with an introduction to a very simple game mechanic and I think the discussion of the statistics and what results to expect is a strength that helps the reader understand what to expect from the system. The Determination mechanic, a resource available so characters can improve their chance of success, perform power stunts and other in game effects, seems a great balancing factor between super power houses and more down to earth heroes. The more powers you have the less Determination, so Superman has all the powers, but Batman has all the points to make his crazy plans work.

The idea that characters earn Determination through the complications and disadvantages (called Challenges in the game) they established for their characters enforces the tropes of the superhero genre. And I think this is one of the things the games does particularly well, emulate not only the superhero, but the situations and events typical to comic books. From Determination, to creating a team and how the Determination heroes contribute serve as resources to the members, to the role of leaders in hero groups, to catchphrases heroes utter,  all these elements emulate comic books, are quantified in the game, and reinforce the type of adventure that feel, well, super heroic!

Character generation is random, from assigning attributes in the order rolled, to rolling for the origin of the hero and number of powers. I’ve said it before; I’m NOT a fan of randomly generated heroes. But I did give it a chance (and the result is the topic of my previous post) and think it works. It harkened back to the days when I rolled characters using the Marvel Superheroes RPG, but the game has tweaks built in, like allowing you to swap two attributes and the inclusion of complimentary powers (called bonus powers in the game which can be confusing) within power descriptions that you can choose instead of rolling for the next random power, that lets you create a character with some internal consistency. If you don’t want random generation, there is simple point buy option in the book.

Power selection is varied enough that you can cover most powers you can think of. Undoubtedly someone will come up with some power that cannot be represented using the rules, but I can’t think of one for now. The descriptions are very general and some will require interpretation or house ruling, but I think this fits the style of play the game supports. This is a game that wants you to have fun first and foremost and worry about rules later.

My least favorite part of the book is the Taking Actions chapter. It lists the rules, attributes and what you can do with them like attacking and facing challenges and some of these concepts are important enough to have been explained with more details, perhaps a few additional examples. This alone may make the book a little harder to pick up by a newcomer which is a pity since this would be an ideal entry level superhero game. Character advancement is covered very briefly, integrated into the Determination mechanic, but this is one area of the game that could be expanded in future supplements.

The book could have been organized a little better, for example, an earlier discussion of what determination is. Reproducing important tables like material strength level and such in an appendix for easy reference. Some rules refer to other parts of the book and could have either been consolidated in one place or simply repeated. An index is something I always look for in a book. ICONS is small enough that you don’t get lost looking for things but an index would have been a great addition.

But these are minor complaints on an otherwise excellent book. The Game Master section is short but it contains solid advice on running the game and superhero campaigns in general. The sample villains are varied, colorful and fit many of the typical roles to be found in any superhero comic. The short sample adventure illustrates the concepts put forth in the Game Master chapter.

The game also includes some stock characters and creatures, enough to extrapolate much of what you will need. There is some discussion on weapon damage in the rules but I think some tables with real world items and their game effects would have been a good idea.

ICONS is not a game for someone looking to have every detail spelled out for them. It requires Game Master Interpretation, player trust and participation. So many modern games try to quantify every aspect of play and end up becoming endless lists of rules and exceptions. Not ICONS! ICONS is meant to be played by people who trust each other and want to tell a fun story together. That is the best recommendation I can think of for this game!

All this comes from reading the game, I’ve yet to put it to the test, as soon as I get to play I’ll come back and let you know how it went.

Go roll up a character and have fun! I want to hear your stories playing ICONS…

PS – Adamant Entertainment recently announced that all proceeds of ICONS for Kindle and iBooks will be donated to relief efforts surrounding the Gulf oil spill. Kudos to them for this! This is the kind of company to support.

6 people like this post.

Improve Your Game: Character creation as a team effort

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Category : Advice, FATE, Improve Your Game, Other Systems, RPG, Random musings, WHFRP

In some modern roleplaying games, especially games based on FATE rules, character creation is something one player can’t do on his own. In order to create your character you have to cooperate with your fellow players. The character creation method in FATE makes sure the background stories of the player characters are already intertwined in some way. The GM (and the players) will never have to face the issue of the dreaded “team of loners” that have no reason to cooperate.

Another game that makes cooperative character creation necessary is the latest edition of the Warhammer Fantasy Roleplay game. In that game each party has to chose why they are working together (there’s a limited number of choices) and each party type grants certain abilities. There’s even a mechanic for handling in-party stress.

What I’ve learned in my years of roleplaying experience is, that a game definitely profits when the first session of a new game consists of character creation and coming up with a reason of why these characters work together. And in my opinion game masters should make it clear that the characters are supposed to cooperate. In-party intrigue and infighting may be fun once in a while, but when the party members are on each other’s throats all the time, it has usually an detrimental effect on any game.

My advice to GMs is, that when you’ve decided what game to run, schedule a character creation session. Talk about what the players have to expect. Then ask the players to discuss their character concepts and make sure each character at least knows one other character in the party. Another possible connections are being a friend of a friend or having the same mentor, patron or enemy. Whatever it is give the players a reason why the would work together. And trust me, forcing the player characters to work together “because the king said so” never works. It’s better when the players come up with something themselves. The GMs role should be to encourage them to think about reasons.

As with all roleplaying advice your mileage may vary, but creating characters as a team effort definitely made things much easier for the players and the GM. If you haven’t done so, give it a try.

6 people like this post.

Old dog, meet new trick!

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Category : Advice, FATE, Feature, Fluff/Inspiration, Other Systems, RPG, Random musings

Hello all… I’ve been silent for a couple of days, actually more than a couple; thirteen days to be exact. Sorry for my silence, real life just would not relent. I still have the last of my Lovecraftian posts to complete, but I’m back with a shorter post, and I’ll promise I’ll hammer out the last Lovecraftian posts soon!

The older I get the more I realize I’m set on my ways. There are things I do that when something disrupts them it annoys me to no end. In an effort to fight stagnation I’m trying break my routines, do things differently and shake things up in my life. Gaming is no exception!

Over this past few months I’ve been exposed to many new gaming friends, through the Puerto Rico Role Players Facebook Group, Twitter and this wonderful blog, and from everyone I learn something new.  Some years ago I would not consider playing games of a more collaborative nature between the Game Master and Players, help organize large gathering of gamers or written my ideas about gaming and shared them with the world. All things I’m doing, and I’ve decided my next game will be more in the vein of modern storytelling games. I’m really itching to run a game using FATE.

But in the more immediate reality of my weekly gaming session I recently tried out something new. When you are a DM/GM on a weekly game for a prolonged period of time it’s easy to fall into a rut, or begin repeating yourself. I’m a big advocate on player feedback, and always end my session asking my players:

  • Did you like today’s session? Why?
  • Tell me one thing you liked…
  • One thing you didn’t like…

It may sound simple but those are some tough questions, especially when someone tells you they did NOT like the session and shoot off a list of things. I think it’s best to discuss something like this before hand and establish some ground rules like: avoid personal attacks, be constructive), etc.

My current campaign has been ruining for close to a year now and due to character death and some player changes, I believed it may be due for some refocusing, repurposing, letting go of old plots and trying out some new things. Of course I’m working from my point of view, so I figured I need to try something different. A player questionnaire!

I tried this before for a Star Wars campaigns some years ago, but it was at the beginning of a campaign, no tin the midst of an ongoing game. I was asking them to pick apart the game I’ve dedicated the better part of a year to, so you can imagine that if you need to strengthen your resolve and not take it personally for the simple question at the end of every session, it would be that much harder for a campaign questionnaire.

So far four of my six players have answered the questionnaire and the results have been revealing.  What they expect, where they see their characters, what they like and dislike. Some have been pretty blunt and some details might have shocked me, but I consider this exercise a success and it already has given me ideas I used as recently as last night’s session.

I realize there are a lot of gaming questionnaires out there, but I’ll share a version of my questionnaire with you. I’ve cleaned up specific references to my campaign so you may change it and use it to your own needs. I’ll just let you know this was for a year long fantasy campaign in which characters are all in the 7th to 8th level range. I hope it can be of some use…

Let me know what you think, or what sort of questionnaires you use for your own games. Happy gaming!

4 people like this post.

Interview: Bill Coffin

Category : D6, FATE, Interview, News, Reviews & Culture, Other Systems, RPG

Bill Coffin Recently there was much talk about West End Games on this side of the internet and one name that cropped up regularly was Bill Coffin. Bill Coffin is a RPG industry veteran and the designer of Septimus, the only game that was ever released under the OpenD6 logo. I thought it could be interesting to talk with Bill about Septimus, WEG, the gaming hobby and the industry, so I asked him for an interview.

STARGAZER: Thanks for taking the time to answer my questions. Can you please begin by introducting yourself to the readers?

BILL: My name is Bill Coffin. I am and RPG writer and designer, known primarily for my work with Palladium Books in the late 1990s and early 2000s. More recently, I published an RPG with West End Games called Septimus, a sprawling space opera game based on the D6 system.

Much of my work lately has been on getting a small publishing company off the ground called Reliquary Press. We publish fantasy, science fiction and horror novels. I have published my King Arthur novel, Pax Morgana, through it, but we’ve got some other titles on the market too, such as From the Herald’s Wearied Eye by Jessica McHugh, Succumbing to Gravity by Richard Farnsworth and Warhead by Ricardo Delgado, who is also an artist for Dark Horse Comics.

During the day, I’m a business journalist. I run Risk Management magazine as well as an associated blog (www.riskmanagementmonitor.com), podcast and Twitter feed. My work has been featured also in the Wall Street Journal, BusinessWeek and a number of other trade publications.

Most importantly, I’ve got a great family. My wife Allison and I have two children, and we live in New Jersey. It’s not nearly as weird there as that Jersey Shore program would have you believe.

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The Dresden Files RPG now available at RPGNow!

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Category : FATE, News, Reviews & Culture, Other Systems, RPG

If you haven’t been living under a rock for the last few years, you probably heard about the Dresden Files Roleplaying Game which has been under development for quite a few years at Evil Hat Productions. This roleplaying game is powered by Evil Hat’s FATE system and is set into the world described by Jim Butcher’s novel series about the wizard/private detective Harry Dresden.

Your Story Our World

The RPG has been split into two books: “Volume One: Your Story” contains all the rules needed to run your own games, while “Volume Two: Our World” gives some in-depth detail on the Dresdenverse and contains the stats for numerous monsters and NPCs. While the game can be played with the first book only, I wholeheartedly recommend getting both of them.

The two hardcover books will be released in June/July, but the final PDF version has been released on RPGNow/DriveThruRPG yesterday. The bundle containing both volumes sets you back $40 but this is a good price considering you get over 700 pages of top-quality roleplaying material. In my humble opinion the Dresden Files RPG is the most beautifully game ever made by Evil Hat Productions!

8 people like this post.
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