Free Stuff Friday: DC Adventures Quick Start PDF

2

Category : Freebies, Guest Post, Mutants & Masterminds, RPG

This week’s Free Stuff is: DC Adventures Quick Start PDF.

Continuing with my Free Stuff Friday DC Adventures Character Sheet from last week, Green Ronin Publishing just released a quick start PDF for the new DA Adventures role playing game. How crazy awesome is that! You can try out the game for FREE before you buy it! That sounds like a company that believes in their product to me. I can’t wait to give this game a spin. I am so excited to try this game out with my gaming group!

On the Green Ronin Website they wrote this stuff up: Prefer to try before you buy? We’re pleased to present a free DC ADVENTURES Quick Start PDF. The county fair is being held in Smallville this year and Superboy, the town’s famous local hero, is invited as guest of honor. But it’s not all prize pigs and cotton candy, as Knockout has come to the fair, and she’s aiming to make a big impression!

So go check out the DC Adventures Quick Start Guide and maybe save the community of Smallville while you’re at it. Also be sure to thank the great folks over at Green Ronin for this free stuff!

3 people like this post.

Free Stuff Friday: DC Adventures Character Sheets

Category : Freebies, Guest Post, Mutants & Masterminds, RPG

This week’s Free Stuff is: DC Adventures Character Sheets.

We wrote about DC Adventures last month. It’s a new RPG from Green Ronin Publishing based on the soon to be released the new Mutants & Masterminds 3rd edition rules.

Recently Green Ronin released a Black & White, and a Color version of their Character Sheets for DC Adventure for FREE!!!

On the Green Ronin Website they wrote this stuff up
: The DC Adventures: Hero’s Handbook comes with a single-page character sheet, but we know your heroes are bigger and bolder than that, so we’ve whipped up a two-page character sheet.

So go check out these new Character Sheets and start saving Gotham City & Metropolis from the forces of evil! But before you start be sure to thank the great folks over at Green Ronin for this free stuff!

8 people like this post.

First Impressions: DC Adventures

6

Category : Mutants & Masterminds, News, Reviews & Culture, Other Systems, RPG, Random musings, Reviews & First Looks

DC Adventures cover As soon as it was available, I decided to preorder the DC Adventures Hero’s Handbook from Green Ronin Publishing. Although I never actually had the chance to run a superhero game I really like the genre. I very much enjoyed reading Mutants & Masterminds, and since DC Adventures is our first chance to have a look at the new M&M 3rd edition rules, I decided to give it a look.

I have to admit I am not a DC fan. I think most of the comics I’ve read so far have been either by Marvel or one of the independent publishers. But perhaps I will do some more research into DC stuff, now that I own the DC Adventures game.

What pretty much surprised me was that the M&M 3E rules feel very different from 2E. While it’s basically still using a d20 System variant, they’ve made a lot of changes starting with the attributes. Attributes are now ranked from –5 to 20 (Superman has strength 19 for example) and are directly added to the rolls. So the attribute rank is effectively the attribute bonus in itself. That was a good move in my opinion.

The layout is pretty good and the artwork is top-notch. But since we are talking about a licensed product here, this is not really surprising. That’s how a superhero roleplaying game is supposed to look like. I hope the hardcover book looks as good.

What I really like about the book is that it still supports a huge variety of settings. All of the M&M archetypes are still there (when I am not mistaken) and the game seems to have the same toolbox character as M&M 1st and 2nd edition had.

The preorder for the hardcover book sets you back $39.95. Preorder customers are offered the PDF version of DC Adventures for just $5, the normal price is $20. Why they don’t provide the PDF for free when you preorder the game is a mystery to me, because that’s what they’ve done with Dragon Age. But the $5 deal isn’t that bad. For me it is definitely worth it. You can order DC Adventures in the Green Ronin Online Store.

I haven’t had the chance to give the book a proper read, so it might take some more time before I can write a review. But from what I’ve seen so far, they made some interesting changes to the M&M ruleset and while it’s a DC licensed product, you can probably still run every kind of superhero game with it.

6 people like this post.

What about ICONS? A review…

5

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.

I’ve got supers on my mind…

14

Category : HERO System, Humor, Just my two cents, Mutants & Masterminds, Other Systems, RPG, Random musings

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 :

  1. 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.
  2. 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.
  3. 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!
  4. 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.
  5. 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!

5 people like this post.

Can Mutants & Masterminds replace d20 Modern?

4

Category : Mutants & Masterminds, RPG

In an earlier post I’ve written about the dead or undead status of d20 Modern. And so I was looking for an alternative. And at once Mutants & Masterminds comes to mind. But isn’t it a superhero game? Yes, it is, but it’s far more versatile than that.

If you plan to run a modern day campaign with no magic, superpowers, whatever, just reduce the power level to suit your campaign style and disallow all powers that would not fit into your setting. A character like the costumed adventurer archetype would probably fit into any spy campaign, when you replace the silly bat costume with some special ops clothing. A martial artist is the easist to fit into the game and even a gadgeteer may be shoehorned into your campaign world (especially if you play in the near future or the campaign features gadgets like from a James Bond movie). 

When you add some magic or psionics to the mix (like in the original Agents of PSI or Urban Arcana settings from the d20 Modern corebook), you can easily bring more M&M archetypes into the mix without even change that much.

The implied setting of M&M is a modern world (as the one we live in) with superheroes being a reality. The rule book also provides you with stats for modern and archaic weapons, armor and even vehicles. So that’s another issue you don’t have to worry about.

So, if you’re looking for a great roleplaying game for your modern campaign, check out Mutants & Masterminds.

Performance Optimization WordPress Plugins by W3 EDGE