HERO System
It’s a good time to be a supers fan!
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Warning: This post is a mixed bag, part reflection on my current campaign and the lessons I’ve learned from it, part an overview of recent sources of inspiration and sharing a handout I’ve developed for the game.
Last night I played the 8th session of my group’s newest RPG campaign, Dawn of a New Age, about which I’ve written about before. I’m using the Mutants & Masterminds 3rd edition rules as they appear in the DC Adventures RPG. After 8 sessions I can say I love the system. There are some things I still need to look up and not all the players feel that they master the rules but so far this has been the best experience with any super hero based system. The rules are complex enough to satisfy the crunch factor we expects, while simple enough that once everyone has created their character, everything runs smoothly.
I had read M&M 1st edition and played in a 2nd edition campaign, but never Game Mastered it. I have thoroughly enjoyed it! Admittedly the players are a big part, they have embraced the game and I have strived to fulfill their expectations based on the questionnaires they completed before the campaign begun and ongoing feedback. So lesson #1 would be: Like in all relationships, a game flows better when there is effective communication. The rules really encourage a super hero game, from the changes in attributes, to the Complications and Hero Points.
A great opportunity and a good cause!
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I know many fine folk in the blogosphere, in Twitter and other places have already shared the news, but just in case you have missed it, the fine folk at RPGNow and DriveThru RPG have put together a package of products, similar to what they did for Haiti relief after the devastating earthquake in the island nation, this time for Doctors Without Borders Flood Relief. They are working to help the victims of the terrible flood in Pakistan.
There are two bundles, an RPG bundle worth $724.46 which you receive for a $25 donation. There are some great digital books in that bundle, from Icons, to Dragon Warriors, Don’t Rest Your Head, Exalted 2nd Edition, Fear Itself, Open Game Table: The Anthology of Roleplaying Game Blogs vol. 2, Spycraft 2.0, and many, many more (including some fine Pathfinder RPG supplements)!
This is for a good cause and you get some excellent gaming materials. There is also the comic book bundle worth $173.91 you receive for a $10 donation. I have not read the comics, but there are some gaming PDFs in there, like Dark Champions and Mutants & masterminds 2nd edition.
I got mine this afternoon and I’m still downloading and perusing all the gaming goodness. I encourage you to find it in your heart (and pockets) to donate. It’s a worthy cause, with loot! As I write this post gamers have donated $9,500, we are a generous folk, I know we can do more.
Have a great day!
What about Champions Universe? A review…
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This is a short review about a PDF product we recently received a review copy of, Champions Universe by Hero Games.
This is the default Hero System superhero universe. A rich, detailed campaign setting imbued with the feel of traditional comic book universes populated with classic Champions villains and characters. It integrates elements from the Champions Online game with which I am not familiar so I can’t really judge that aspect. Full of elements reminiscent of the big two (Marvel and DC comics) but given their unique twist, familiar and new at the same time. While it includes some character write ups and sample NPCs there is a lot of fluff and inspiration that make this book a great resource, no matter which superhero role-playing game system you prefer.
What to learn more? Read on…
What about ICONS? A review…
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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.
I’ve got supers on my mind…
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In my years as a Game Master I’ve run a lot of campaigns, fantasy, sci-fi, modern, space opera, but no genre has proven as difficult as the superhero game. Sometimes I muse about why that is…
Superheroes are everywhere, comic books, animation, movies, heck one of the features everybody kept talking about when the iPAd came out was “you can read comics on it!” So why are superhero games not more prevalent? Sure they have been well represented in role playing games for a long time, from the Champions to licensed games like the Marvel and DC games in the 80s, to modern games like Mutants & Masterminds and Necessary Evil. It’s not my intention to discuss the features or game designs of theses games, but instead ask the larger question, why are there not MORE super hero role playing games? I have no hard data on this, but from anecdotal experience, the superhero share of the role playing market is small.
I think the reason for this may just be what I said on the first paragraph of this post. Superhero games are hard. Unlike other genres where pegging a characters to a concept may be easy, superheroes are, well unique!
“I’m a warrior! And I’m a corporate spy. Me? I’m a fire breathing shape shifting psionic knight from a distant planet…” Hear the crickets in the distance?
That may be a little facetious, but even if you break down superheroes into concepts, Brick, Sorcerer, Mutant, the sheer variety of powers makes supers games either too complex, or sometimes too simple for the taste of players.
I’ve ran games using diverse systems, some lasted only one session, others have been a pastiche of comic books series, and at least one was a detailed alternate history game through which I inflicted WAY TOO LONG world history hand outs upon my players. Strangely the one campaign I felt was a success was a game using Palladium’s Heroes Unlimited. I can tell some of you are shaking your head in disapproval, but once upon a time I was a fan of Palladium games. I might have recognized there were some problems with the system, but it was full of great ideas and most importantly of all we enjoyed it.
Looking back the success of the campaign had little to do with the system and everything to do with the way the campaign developed. I’ll share some of what I think made the campaign work :
- The group was small. Originally there were only three players in the game, a really small number for my usual groups. So small in fact that, two players ran two characters each. Eventually the game grew to five players and I think it started to go downhill from there. Supers games benefit when you can devote extra attention to the characters individual plots and subplots. The melodrama of comic books is hard to get to with larger groups.
- The original players created their characters together. While most systems benefit from players getting together to roll up characters, I think creating superheroes that work well together, compliment each other, share goals or even have some unresolved tension amongst them, adds to the style and themes of a superhero game.
- The characters had a reason to be together. Too often the first sessions of a supers game is an origin story, how they met and formed the group. But if everybody is a loner and there are no built in reasons for the superheroes to cooperate this can be endlessly frustrating. If possible, avoid the origin story altogether, jump right into the action and then go back and play or discuss how they got together after the fact!
- The campaign was not ambitious… That may sound strange but let me explain myself. Some GMs have read and loved comics their entire life and when they sit down to create their game they create the ULTIMATE SECRET CRISIS OF THE GODS! For this campaign my whole outline for the game was hand written in one sheet of paper. Of course I elaborated and added as the game went along but the player’s characters, their back stories and motivations shaped the campaign. Not the other way around.
- And last but not least, make sure you play with people who like superhero games. This may sound like commons sense, but I’ve seen people who are not “so much” into fantasy play D&D enthusiastically, and hardcore fantasy fans embrace the cybernetic mercenary character and just shoot their way across the galaxy. But these same rational players who accommodate other genres have such a strong reaction to the idea of playing supers that it becomes disruptive. More than one campaign has been ruined by the one player who wants to play the comical character who doesn’t take anything serious or the one guy whose character points out everything that doesn’t make sense in a superhero universe. I know there is a place for humor in a supers games, but sometimes it just becomes disruptive. If you as a player don’t like supers games, don’t spoil the fun for everyone else!
The advice on the list may well be good for ANY kind of game. Others might have said it before or even better, just realize it’s based on my experiences, your mileage may vary! Most importantly, enjoy the game you play. If you are not enjoying it, they why are you playing?
I’m looking forward to know what your experience with superhero role playing games has been. Please share with us your thoughts or ideas on the matter! Thanks for reading.
PS – For those of you wondering, about the first picture, that’s me as the famous Chapulín Colorado!
Champions
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Recently I started playing the MMO Champion Online. Champions Online is based on Champions, Hero Games‘ award winning superhero roleplaying game. Although I enjoy the MMO very much so far, I don’t know anything about the pen & paper game it was based on. So I started to do some research.
I quickly noticed that although the MMO is based on the Champions Universe, it’s not using the HERO System! But Hero Games is planning to release a book to allow you to recreate your Champions Online characters for the pen & paper game.
The first edition of Champions was published back in 1981 and it was actually one of the first games to use a point-buy system for character creation instead of randomly generating stats by rolling dice. It also took a tool kit approach for power creation much like what you may know from the more recent Savage Worlds game.
In 1987 the Champions rules system were released as the generic roleplaying game HERO System that allowed play in all genres. Recently the 6th edition of HERO has been released.
The HERO System
Characters in a HERO System game are described by Characteristics (like Strength and Intelligence), Skills, Perks (special resources the character has access to like money, contacts, etc.), Talents (unusual abilities and powers better than Skills but less powerful than actual Powers) and Powers. Powers are the superhuman abilities of golden age superheroes, magic of dark sorcerers or even psychic abilities. In the HERO System Powers are effect-based. So mechanically a superhero’s Flame Blast power may be similar to a wizards Magic Missile power. Powers can be customized by numerous modifiers, which effects not only how the Power works but also how much it costs during character creation.
Most check are made by rolling 3d6. A roll is successful if you get a result equal or less than some given difficulty. A roll of 3 always succeeds, a roll of 18 always fails. Although the basic mechanic is quite easy, the HERO System is notorious for the math involved in play and character creation.
The Champions Universe
The setting of the original Champions game (and its later editions) and the aforementioned MMO is the so-called Champions Universe. From what I’ve seen so far, the Champions Universe is a golden age superhero setting which reminded me a lot of what I know and love from classic Marvel and DC comic books. Alas there’s less information about the setting available on the internet than I hoped. If you have played in the Champions Universe before, feel free to post some more info in the comments below.
I have to admit I still haven’t read any of the Champions roleplaying game nor any of the HERO System books. The only sources I had were the internet (mainly Wikipedia and the official Hero Games site and a 5-paged introduction to HERO System 5th Edition). But I have to admit I am quite intrigued by the way this game handles superpowers. And I always had a soft spot for the Superhero genre, so I may give Champions a try.
Are there any Champions/HERO System veterans with us? Can you please share some of your thoughts on the system and what edition of the game would you recommend for new players? Any advice is appreciated!
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