IT’S REROLLIN’ TIME
Champions now has
Fate Points. I mean they’re not called Fate Points, Drama Points, Hero Points, Bennies,
Karma, or whatever. They’re called “Heroic Action Points.” You may not find
this as freaky and revolutionary as I do. I played Champions from 1981 to 2004. It was a solid game. Some might call
it crunchy, but for me it was more that it had stability and structure, with
everything monetized and points calculated. You built your character, you
figured out the exact number to hit, and you rolled your dice. If you missed,
you missed. If you crapped out your damage roll, you just took it. If it took
you three turns to burn through the aluminum roof of a shack because you couldn’t
roll more than 2 BODY on a disintegrating Killing Attack…then it took you three
turns. Those were the laws of the world.
I’ve always associated Hero/Drama/Fate Points with messier
or looser systems. We used them as an option in Rolemaster to keep our characters from dying to voles and rabbits. Marvel Super Heroes was the first time I
saw these ideas in core rules. Players gained Karma for heroic actions and
successful missions. These days many games tie such rewards to background:
ideas of heroism, alignments, invoking complications, etc. But Marvel did it
first for super- although they also hitched it to advancement, so spending
during a session meant your character wouldn’t grow as fast. I dig that we’ve
developed many different versions Hero Points over years and games. They’re an
excellent shorthand for the spark that lets heroes perform feats of daring and
sacrifice.
But they created a weird moment a couple of weeks ago in our
Mutants & Masterminds campaign. The
group had fought a running battle through an alien mothership the session
before. They managed to banish these Rikti forces back to their home dimension,
but immediately found themselves facing their true foes- a squadron of
hyper-powerful beings who had set these attacks in motion. I let the players
reset their Hero Points and spend to clear damage & effects from the
previous fight. And then we went right into it. On round one my second villain’s
attack I scored a crit on Nightcrawler, played by Ben. He then botched his
damage save.
“Do you want to spend a Hero Point?” I asked.
“No. I don’t think so.” Ben replied after a moment.
“OK then you’ll be KO’d for the fight until someone can come
over and give aid, and even then you’ll be suffering under a Stagger.”
“OK” Ben replied after another moment.
The rest of the group moved on- now looking at a fight outnumbered
six to four. I felt bad, but at the same time a player had made a choice and I
didn’t want to undercut that. Ben stayed on calmly for the next hour until one
of the other PCs finally managed to get enough breathing room to come and
revive him. Ben wasn’t playing chicken with me; I’ve gamed with sour-grapes players
who’ve done that. Instead, he said something telling: “We can’t just spend Hero
Points any time we don’t like something. It needs to be dramatic.”
What’s interesting is the disconnect between my vision of
Hero Points and his. That’s especially important because I run the game and
adjudicate the mechanics. In M&M Hero Points can be used for several
things, but the improved reroll is most common. Villains don’t have Hero Points-
but can gain their effect by giving a hero a point. I have smart players and
most invested to the limit with Luck, to gain the max Hero Points. That’s fine.
For me those points represent the reserve of energy and determination which
makes heroes stand out and triumph over villains. So Hero Points they’re
another resource, and in the end all resources are another damage track for the
GM. I expect the players to fight hard, burn through Hero Points, and freak out
when they have to spend their last one. I throw tough, overwhelming adversaries
at my players because they have that resource.
Most get that and operate that way. They know that every
once in a while if a session bleeds into another one I won’t let those points
reset. That’s a worry that makes their choices more strategic. And I’m cool
with that. But I’ve seen that I haven’t gotten that idea across as well as I
could have. If I had placed a hard, low cap on Hero Points for the campaign,
that would be a different matter- and a different game.
TIMELINE
Events: Siege, Blackest Night, The Heroic
Age, Brightest Day, Batman: Return of Bruce Wayne, Captain America Reborn,
Necrosha, Fall of the Hulks, Realm of Kings, Second Coming, The Thanos
Imperative, World War Hulks, Curse of the Mutants, Shadowland, Chaos War.
Television: Human Target, Ben10 Ultimate
Alien, Generator Rex, No Ordinary Family, Zevo-3, The Avengers: Earth’s
Mightiest Heroes
Films: Percy Jackson & the Olympians,
Defendor, Kick-Ass, Iron Man 2, Jonah Hex, Megamind
These lists cover a smaller slice of time than my past rpg
lists. I hope this makes them easier to read. As we get closer to the present
the lists expand and contract weirdly. I include mostly core books, but also
significant setting or sourcebooks. Given the number of great things published I
haven't included everything I wanted to. I list revised editions which
significantly changed a line. Generally I only include published material-
print or electronic. I leave out freebie or self-published games. I'm sure
I've left something off without adequate reason; feel free to add a comment
about a line I missed (if published in 2010). I've arranged these by year and
then alphabetically within that year.
I've set up a Patreon project just for these lists. I hope you'll check that out and spread the word. If you've enjoyed the work so far, consider becoming a patron.
I've set up a Patreon project just for these lists. I hope you'll check that out and spread the word. If you've enjoyed the work so far, consider becoming a patron.
1. Champions (2010)
The shift from Hero System 4th to 5th lost a number of
players- myself included. On the other hand, many found the changes necessary
and not overly elaborate. In 2009, Hero again moved the game engine forward,
this time with fairly drastic revisions. These aimed at simplification and
consistency: attack and defense split from characteristics, elimination of
secondary characteristics, improved disads (now called complications), reduced
stun multiple for killing attacks, heroic action points, and a host of others. Champions grognards will understand and
appreciate the scope of that. Hero remains a chunky system, split into two
volumes of 464 pages and 320 pages. Or you could go for the stripped down version which leaves out the
bells and whistles at 138 pages.
So what is this Champions
book? Simply put it’s a massive sourcebook for general superhero gaming. If
you've read other superhero rpg corebooks, you've seen GM advice, discussion of
genre, and the like. This is that kind of material exploded and expanded. You
can see the years of veteran experience on every page. The section on genre
types and elements is especially good and thorough. It covers some corner case
concepts and offers concrete advice for how to run many of them. This edition
of Champions does cover mechanics,
but that takes a back seat to how to present and handle ideas at the table. For
example the authors work through the various archetypes (Bricks, Projectors)
but talk more generally about what these play like, rather than presenting
fully-fleshed builds. The book also gives tools for adventure building,
super-teams, villains, superheroic combat, and a host of other topics. This is
an awesome sourcebook for all supers campaigns, regardless of system. Even the
last quarter of the book, with NPC stat blocks, devices and such, has interesting
bits. Champions 6 isn't as
revolutionary as Villainy Amok or Strike Force,
but it is solid.
There's only one "but" here. Veteran supers GM may
not find this as useful. It covers old ground in a new way and that might
rekindle the imagination. But you might be familiar enough that you find
yourself skipping forward hunting for the new. GMs just getting into supers or
wondering how to build these kinds of campaigns should check it out though. Those
looking for the specific Champions setting with 6th edition
should check out Champions Universe. Point Buy. D6
Resolution.
2. Corner Cases
(2010)
I thought it might be worth covering some of the year’s smaller,
pdf/PoD-only rpg products. As we get closer to the present it becomes harder to
draw a line between professional and self-published products. I'm sure I've
missed a few. Bold & Brave is superhero framework for genreDiversion. It
sets up the supers rules and presents a brief setting, Prudence City, where
licensed and unlicensed supers compete. It’s a dense sourcebook for its size
(less than 60 pages). G-Core is
another OSR game which, in the words of the publisher, "...ISN'T the
original FASERIP nor is it a product of Marvel Comics, but it is 99% compatible
with it." Dilly Green Bean Games have built a crazy number of uber-short
supplements based on this system. Resolute: the Superhero RPG 2E is a simple 17-page complete supers rpg that
packs a ton into that space. Author Michael T. Desing has expanded this with
several supplements. The Zeotis presents a supers setting for Saga Machine. It
has the feel of a Bronze-Age house campaign. Finally there'sWitless Minion!
an amazing take on supervillain minions writing as part of the RPG Geek 24-Hour
rpg contest. You can find a free copy of that game here. You'll be amazed at what the author managed to put together in
that short period (DISCLAIMER: I am the author and your amazement is not
guaranteed and you're probably aware that I'm just shilling for my own free
product).
3. DC Adventures (2010)
As I may have casually dropped into conversation before, I
had the opportunity to write for DC comics during their "Flashpoint"
event. It was billed as a one-off alternate world cross-over to bring some new
villains into the DC Universe. We were given a couple of marching orders about
structure and then sent off...and then after we worked those up we were given a
completely different set of orders. The project felt strange- as if they
weren't certain what they wanted. It was only once we had the first and second
books done that we learned about the New 52 and the complete reboot of the DC
line. We had no clue- which was disappointing because it would have been fun to
weave some of those elements into the book. One person thought we were building
a new version of Apollo, which would have been cool, but no...we had no
clue.
I have to wonder how much Green Ronin knew about the
upcoming changes as they worked on DC Adventures. I'm going to
guess almost nothing. This game and the three supplements are all built on a universe
which no longer exists. This isn't the first time this has happened: the first
edition of DC Heroes came out just before Crisis
on Infinite Earths. But at least DCH had some time to establish itself
before that hit- and then jumped back with a new edition based on the
excitement of the Post-Crisis setting. I can't imagine Green Ronin doing an
update book for DCA to the new 52.
Interestingly DC
Adventures is itself a reboot- the first introduction of Mutants
& Masterminds 3rd edition. This makes them fully compatible. DCA
is a pretty awesome book- beautifully done and well laid out. It does commit a
new edition cardinal sin for me though. There's no quick explanation of the
differences between this and M&M 2e. I kind of get that, since they're
aiming for the DC audience. But when M&M 3e came out the following year, it
also lacked this statement. That's a pet peeve. I really want a clear outline
of the changes when I buy a new edition. Instead I had to hunt down a summary
thread on RPG Stack Exchange. I'll talk more about that on the next
list with M&M 3e. Despite the world shift, Green Ronin has supported this
line with three supplements: DC Adventures Heroes & Villains, Vol. I, DC Adventures Heroes & Villains, Vol. II, and DC Adventures RPG: Universe. If you like classic DC comics, then it’s
worth picking up these volumes. I'll be curious about how long they remain in
stock and available. Point buy. d20 Resolution.
4. L'encyclopédie (2010)
I originally found this while assembling my Steampunk lists.
A French RPG based on a comic book series. Wikipedia describes the source
series thusly (translated by Google from the French with some clean up):
"The series is an allegory fantasy (and not an alternate history as the
parallel story joins our historical reality in 1939). Born on the battlefields
of WW1, in the breath of gas and X-ray weapons, superheroes took over the
"gentlemen-vigilantes" of the late 19th century and the control of
large European capitals. The (public) made…them icons. Scientists are
fascinated by their power. Yet somewhere in the Austrian Alps, a city sprung
out of nowhere announced a threat that may erase even the memory of their
existence."
"The authors faithfully bring to life the situation in
Europe before the war as well as actual "primitive" superhero
characters from European folk literature and geopolitical context of the 20th
century, in a gesture both archaeological and critical whose ambition is to
allow us to reconnect with a repressed collective imagination, and dispel the
historical fallacy of thinking that the figure of the superhero is a uniquely
American invention. The universe, which also stages vehicles and imaginary
technology is called "radiumpunk" by its creators. The word is
derived from the term steampunk (which refers to the fictional universe whose
technologies are based on steam) and highlights the fact that the technology of
the Brigade Chimeric world massively employs radium, whose discovery by Marie
Curie serves as a historical divergence."
I'm still trying to track down info on the actual system
involved. RPG Geek shows it as d6 based, with stats and traits.
5. Freelancer (+/-2010)
The timeline's a little fuzzy on this one, since it is a
German-language game. Freelancer seems to be a kind of
henshin-style superhero rpg. There's a free pdf version,
as well as a published edition which includes the core rules and a setting campaign based in
Cologne, Germany- subtitled "Köln Dungeon Monsterjäger." Freelancer
Dynamics seems to be a more classic, Power Rangers-style
setting where your heroes echo the elements in a secret war against monstrous
forces. That's subtitled Monaco Magic Monsterjäger. Finally another version, Freelancer Reenact 2332 has a more cyberpunk near-future feel, but with the same
henshin tropes. That's subtitled Tokio Cyber Monsterjäger. Point buy.
d20 resolution.
Add caption |
6. ICONS (2010)
The news that M&M designer Steve Kenson had contributed
to an entirely new superhero system surprised me. M&M felt like such a
complete package: moderate crunch tied to a known engine. Of course each
edition of M&M has become more distinctive and further away from d20.
Likewise Icons builds on Fudge/Fate but is its own beast. For
one thing, it has stats with pure numbers rather than descriptors. For another
it cuts down the concept of Aspects, making then into PC descriptors &
disadvantages rather than a toolkit for describing the world. But probably the
most important shift moves the game away from controlled build to random
generation. Icons returns to the
classic V&V/Golden Heroes model
where players roll for stats, origin, and powers. That supports the game’s light
and fun approach: "roll up a toon and let's get playing."
Clearly there's space for a fast-build and fast-play supers
system these days. Based on an established foundation, Icons manages to be solid and open at the same time. Dan Houser's
simple and cartoony artwork supports that, as does the clean book design. That
simplicity has grabbed gamers’ attention- at least to judge by the volume of
secondary materials. In just a few years,
Icons has developed a massive backlist of support material. Many 3rd party
publishers have released versions of their products for Icons (or written new books for it). The publisher has done a great
job with the ICONS Hero Pack, The Villainomicon,
and especially Great Power. This last one includes notes on making Icons compatible
with Fate Core. Icons was originally
with Adamant Entertainment/Cubicle 7. It then moved to Ad Infinitium
Adventures. AIA then partnered with Green Ronin for publication. That's led to
a new Assembled Edition of Icons which should be released this
year. Random generation. 2d6 Resolution.
7. Infinite Power (2010)
A medium to light-weight superhero game. I'd put it close to
something like V&V or Living Legends. Characters have eight
standard stats and eight combat stats, plus talents, skills, and powers. Powers
are constructed using a simple effect plus modifiers system. That makes builds
fairly easy. It uses d8s for resolution as a pool against a target number. 8's
explode for the die system. Infinite
Power feels like a basic product- with workable art and layout. While it
doesn't stand out from the pack as doing anything novel, gamers looking for a
basic game which avoids a story focus might check it out. It has been supported
by a couple of supplements including Infinite Enemies and
some modules. The price of the pdf at this point in time- $20 for about 100
pages- seems a little high. Points and
picks character creation, d8 resolution.
8. Kapow! (+/-2010)
I'm a bad person and I judge games by their cover. Most
often that's me being suckered in by a pretty product. A shiny book with an
awesome cover illo that turns out to be a retread, broken, or worse. (I'm
looking at you Children of the Sun...) But I'm guilty
underestimating books as well. I saw Kapow! and let out a
little groan. Goofy name, CG illustrations, dense "wall of text"
layout...I really didn't want to look at another one of these. But I did and I
was terribly, terribly wrong.
Kapow! is a smart and simple superhero game that
does a dynamite job of bringing in genre elements. Author Joshua Macy
distributed a version of the game in '09, but didn't move it into wider
distribution until 2011. So I'm splitting the difference and putting it here.
The game itself is powered by the SFX engine (which also handles Zounds! The Fantasy RPG and Argh!: The Supernatural RPG). Characters have a simple set of four stats, some
basic powers that have a rank, and some minor & major complications. Players
use a template which determines base ranks and gives them "boosts" to
spend to upgrade their character. Kapow! has an interesting
conceit in which power levels are measured from 1-12 (and potentially higher).
But what those actually represent depends on the Scope. So at Street Level, a 7
means a character can bench press about 350kg. At National Level a 7 allows a
hero to lift a filled semi-trailer. That's a good way to handle things and
create a functional world with different classes of supers.
PCs roll dice based on the rank of their powers. Contests
are simple, with higher number winning and a margin of 3+ indicating overkill.
There's no power list- instead players define what they want to be able to do
and tie that to their concept. Kapows!'s open approach is linked to
a detailed list pick where players can modify the base effect of powers.
Advantages and disadvantages for powers cost or refund boosts. The game handles
combat and other mechanics just as simply. Aspects such as range,
investigations, chases, and so on are given some basic color, but ultimately
fall back to the base resolution mechanic. Kapow!
includes a solid section of GM advice, random character tables, and a
hyperlinked index & ToC. As a whole, it pleasantly surprised me. It can be
hard going- the layout doesn't do the book any service- but I'm hoping we'll
see a revised edition of this in the future. Set pick generation. Various dice resolution.
9. Progenitor (2010)
Progenitor is another massive setting sourcebook
for Wild Talents. I'm struck by how solid and independent these
books are. They set up an idea, lay the groundwork, and then let things go.
These aren't created to be the tentpole for a series of supplements. Instead
they pitch you a wild concept, lay out how that might play at the table, and provide
tools to put that into practice. And Progenitor
lets loose some brilliance in its nearly 400 pages.
Progenitor is a
single-origin super setting, with a sci-fi realistic tone. It echoes our own
world until 1967 when Amanda Sykes gains superpowers via 'dark energy.'
Suddenly she's the most powerful person in the world, able to do nearly
anything she conceives of. But she's also contagious. She begins a
pseudo-superheroic career, but unwittingly infects others with dark-energy.
They're slightly less powerful, but they're also contagious. That process
continues, with many years before people understand how powers transmit. The
setting has tiers for superheroes, depending on their generation. It echoes the
system from Vampire more than a little,
crossed with the "activators" of the WildStorm Universe. It also
builds in my favorite conceit from Scion:
when powerful people (like PCs) interact with mortals, they run the risk of drawing
them into their world.
The character creation system has cool twists. Players can
set how contagious they are, for example. The rules offer several new powers
and abilities for Wild Talents. I especially
like the discussion of building characters who are simply really good at
something (like business or invention) and how make them viable in this
setting. Progenitor presents a breakdown
of powers across tiers and several archetypes (Healers, Speeders, Zippermen).
There's some brilliant world-building through the mechanics and cc
systems.
But what blows Progenitor
out of the water is the larger campaign concept. Progenitor presents a rich and detailed timeline, running from the
60's up through 2000. And then it wants you to destroy it. You have a baseline
history as well as parallel ones- especially a "This is What Happens If
the PC Don't Change Things" stream. The book cracks open this history-
breaking it down by incidents and period flavor. Four traits- Suspicion,
Technology, Economy, and Warfare- define this. GMs can then use tables of
random effects based on several axes to change up and shift the history of
play. This is a brilliant tool every supers GM ought to be stealing for their
campaign. But more importantly it talks about how to consider the PCs impact. The
point of this campaign is to NOT be afraid of the players changing the world
but instead to embrace that and play out the What If? to the fullest. This is a
game where the players can choose to rebuild society, to be The Authority or
something else better or worse. A Progenitor
campaign ought to span decades, perhaps be multi-generational (ala The
Great Pendragon Campaign).
This setting book is crazy, brilliant, and perhaps the
single best consideration of the impact of superheroes on the world in an rpg.
I've often disliked cyberpunk as an rpg genre because it presents situation
where we play in the wake of the most interesting interactions. Technology has
arrived and been adopted- rather than a world where this new tech has just appeared
and is shaking things up. Progenitor puts you in the middle of
the future-shock of these powers and lets the players shape the world which
comes from it. This is a rare must-buy book for GMs looking for ideas and
inspiration.
10. Settings (2010)
This year saw several awesome campaign settings. Building on
the very cool Wargames series I mentioned
on the last list, Vigilance Press produced another alt-history supers setting.
The various pieces of the Amazing Stories of WWII series showcase a new take on WW2. Like the earlier
series this is presented in a series of smaller pdf-only booklets, allowing GMs
to pick and choose. Many of the can be bought in different game system flavors.
Also available for multiple systems, Ion Guard offers
a riff on the Green Lantern or Nova Corps. A short supplement, but one covering
a rarer campaign frame despite the popularity of cosmic comics. I have to
wonder if we'll see more of these kinds of settings if Guardians of the Galaxy turns out to be good. Finally Kazei 5 is a
massive campaign framework for Hero System. It jams together anime, cyberpunk,
and a host of other sci-fi tropes to create a world of mixed-up manga
transhumanism. Think Cybergeneration with less grit or a more
diverse power-source version of Bubblegum Crisis. Recommended for
those looking for a crunchy setting with anime roots.
11. Smallville (2010)
Smallville's an
adaptation of the eponymous TV series using Cortex Plus. I have to admit
upfront that I've never been a fan of the Cortex system. I've bought and read
several versions of the engine (Leverage, Supernatural, Serenity, Marvel Heroic). For some reason it doesn't click for me- either when I'm
trying to work through the rules or when I actually play the game. On the other
hand, many smart people I know dig its various incarnations. It has a
simplicity I admire, I just wish I enjoyed it more in practice.
I also have a hard time getting into Smallville for
another, personal reason. My friend Barry loved the show- watching it
religiously and advocating for it consistently. After his death almost ten
years ago, I've had a hard time seeing anything about Smallville without
thinking of him. Wouldn't he have loved to see where the show went, how it
expanded the universe, how DC managed to generate other striking TV shows? It’s
a stupid thing but one that sticks with me.
The Smallville rpg
itself is pretty brilliantly assembled. It is dense, with characters and a
timeline running up through Season Nine. As with several narrative-focused
supers games, Smallville abstracts
superpowers. Players can set and define those for an effect, but it generally
describes what kinds of events and scenes they can affect. Plot points can be
combined with powers or other distinctions as well to shift the narrative. When
testing for success, players assemble a dice pool built on their relevant
traits (like Chloe's d10 for "Big Sister," 2d8 for
"Watchtower," and d8 for "Lois is going to get herself in
trouble"). The last of these represents the most interesting concept
in Smallville. Character creation involves relationship mapping.
Players define their connections to other PCs and NPCs, assigning them both a
descriptor and a die value. That's a brilliant little tool we've seen in some
other games (DramaSystem's cc and Fate's Phase Trio). But here the
personal world-building is highly tied to the mechanics. That's a trick worth
borrowing for others games. Overall Smallville is a decent
resource for fans of the TV show. MW Productions released only two supplements
(Smallville High School Yearbook & Smallville: The Watchtower Report) before dropping the license. Relationship
mapping and pick build character creation. Various dice for pool
resolution.
12. Super Powers Companion (2010)
Savage Worlds first
brought us superheroes with Necessary Evil.
That "Plot Point" campaign expanded the SW system with ideas for
building weird and potent powers. As you'd imagine, the Super Powers Companion builds on and expands those rules, bringing
it up to date with the Explorer's Edition. A little less than half of this book
offers new character options: hindrances, edges, powers, equipment,
base-building, etc. Most powers are strictly defined with a few options for
modification. The other half of the book is aimed at the GM with 70+ pages of
sample villains. That's a little disappointing. It would have been interesting
to see a distinct NPC book and instead expand the powers section with more
ideas. Of course SW has also moved on to a new edition (Savage Worlds Deluxe) which has some significant changes within it. It’s unclear to
me, as a Savage Worlds novice, how much impact that has on the
utility of this book.
13. SUPERS! (2010)
In an era of easy pdf publications, it can be hard to
disentangle product histories. Supers!
originally came out as a 74 page book. I looked at the slightly later 105-page
version, which seems to add an appendix of NPCs. There's apparently another version which has the basic book plus the SUPERS! Sourcebook.
The game seems to have begun with Beyond Belief Games and then moved over to
Hazard Studios. It also seems to have been distributed by Cubicle7 for a time.
To complicate further there’s a recently released new edition. Just
last week that appeared with a new cover and page count. That's
based on a successful Kickstarter from last year.
The originally Supers!
offers a minimal approach. The layout's basic- single-column open. The art
ranges from good to just OK throughout. Most character traits are rated in
d6's. Characters define values for four resistances and pick a set of aptitudes
which cover skill areas. The game offers a descriptive powers list and players
assign dice for their each power’s strength. The system is simple enough and
the form of powers open enough that groups can easy add to the 46 powers listed
here. Supers! also offers a short
list of boosts and complications to modify powers. Finally characters can also
take advantages and disadvantages to flesh things out. Overall the game feels
very by-the-numbers. Dice are rolled against a target number; margin of success
can determine effect. There's a short setting and some detail on GM. Supers! looks like a fair, light-weight
superhero game. They have released a few supplements, including the Supers! Public Domain Supers. But I'll curious to see what advancements the
revised edition will bring. Can it define a niche for itself? Can it make
itself stand out from the crowd of superhero rpgs? Point buy generation. d6 Resolution.
14. Villains and Vigilantes (2.1)
(2010)
And here we are back again nearly full-circle. I think I
mentioned before the disputes between authors Jack Herman & Jeff Dee and
Fantasy Games Unlimited (in the person of Scott Bizar). Both sides believed
they had the right to the V&V property. Though the wikipedia entry suggests the matter was far from settled, in 2010 Dee & Herman
brought out a new edition of V&V from their imprint Monkey House Games.
This version is pretty much identical to the original, with a few corrections,
new layout/art, and some notes at the end. It remains a tried and true classic and
has generated a surprising number of new supplements in recent years. That
success seems to mean that their other revision of V&V, Living
Legends, has taken a back seat. Random
stats and powers. Various dice resolution.
History of Superhero RPGs (Part One: 1978-1982)
History of Superhero RPGs (Part One: 1978-1982)
Thanks for the kind words on Kapow! Cameron Corniuk and I are working on a second edition with hopefully much better layout and art, though it's a bit slow going since it's taking a back seat to day jobs, etc. But at least we've not gone the Kickstarter route, so nobody is getting grumpy over how long it's been since we first started working on it...
ReplyDeleteHey Lowell, thought I'd chime in on a few of these.
ReplyDeleteFirst, I am currently in an on and off campaign of Kapow! run by it's creator, the one and only Joshua Macy (above comment). It is a really fun game, with a narrative feel but even mechanics that you don't get that, "I can say I do anything" effect you sometimes experience with narrative supers games.
I say on and off because the work and free time schedule of Josh and some of the other participants (myself included) has been wonky of late. Hope we can get back to it soon. I actually ran a session of it and it was a blast.
Mutants & Masterminds was originally supposed to produce a DC Comics RPG as far back as 2004 or 2005 I believe. I had contacts at both Green Ronin and DC's Merchandising and Licensing division who gave me the inside scoop. When a major personnel change at DC occurred it seemed the project went into limbo.
I love the DC Adventures game because it's the last bastion of pre-nu52 DC continuity. Your story and a handful of other aside, I hated Flashpoint and I refuse to purchase anything nu52. It's a dreadful line of books for a terribly uninteresting universe. I am very thankful to have the four Green Ronin M&M 3E powered DC books.
This series of posts has been fantastic by the way. Great stuff!
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