Showing posts with label Jack Herman. Show all posts
Showing posts with label Jack Herman. Show all posts

Tuesday, December 28, 2010

Jeff Dee and Jack Herman to Release Villains and Vigilantes 3.0


Earlier this year Jeff Dee and Jack Herman, the creators of the Villains and Vigilantes role playing game, reacquired the rights to their creation and started their own company Monkey House Games in order to distribute new product for the classic superhero game. Villains and Vigilantes was the second superhero role playing game to enter the gaming market and it helped to launch superhero gaming as a legitimate genre in the hobby. The first edition of V&V was eventually pushed aside by Hero Games flagship Champions game, which became the standard against which all superhero games would be measured. Dee and Herman responded to Hero Games' entry with a streamlined and much improved second edition of Villains and Vigilantes.




While V&V was never able to match the sales of Champions during the superhero rpg heyday of the late 80s to early 90s, it had a loyal following and its creators wrote many excellent gaming products that reflected the "indie" sensibilities of the game's creators. These product included two modules written by indie comic stalwart Bill Willingham whose Elementals comics were among the most influential of the era. Where Champions could be cumbersome to play at times, and absolutely required a battlemap, V&V was a looser game that featured quick and dirty combat rules and a deep sense of fun.

Since forming Monkey House Games, Dee and Herman have released a cleaned up version of the second edition of Villains and Vigilantes -- a version 2.1 -- that featured a new cover and provided errata and clarifications to material in the Fantasy Games Unlimited published second edition. The book also features new interior artwork. While I found the new cover disappointing in comparison to Dee's older artwork, the new interior artwork is up to Dee's normal professional standards. Monkey House has also released a number of new products for the 2.1 version of the rules, and their production schedule has been sufficient to maintain the V&V momentum their start-up began with.

In fact, they have been so successful that Fantasy Games Unlimited, the successor company to the original publisher of V&V, has released new product for the game for the first time in over 15 years. This product appears to be published without proper license, but I will leave the legal wrangling to Dee and Herman. I will say this though. Don't buy a copy of the second edition V&V rules from Fantasy Games Unlimited or copies of the Willingham modules, you can purchase a more recent version of the rules from the actual creators of the game and Willingham's adventures will be available shortly.




Fans had been wondering if Dee and Herman planned on merely supporting their cleaned up version of the second edition, or whether they had plans for a new edition for the new millennium. After all, the rules are good and Monkey House was bringing back into print some of the old classic adventures in addition to publishing new ones.

Monkey House Games answered that question on Christmas Day when they officially announced that they were developing Villains and Vigilantes 3.0 and that the game would be available in 2011.

I look forward to seeing what innovations Dee and Herman have to offer.

Friday, July 09, 2010

A Gamer's Treasure -- Different Worlds #23


To say that Different Worlds Issue #23 is one of the highest Superhero Themed Gaming Magazine issues of all time would be an understatement. It closer to the truth to say that this particular issue of Different Worlds is one of the best -- if not the single best -- issue of a gaming magazine ever published.

Issue 23, the "Special Superhero" issue, was published in August of 1982 just as superhero roleplaying games were beginning to emerge in the marketplace. 1977 had seen the release of Superhero 2044. This game was quickly followed by the release of the 1st edition of Villains and Vigilantes by Jeff Dee and Jack Herman and Supergame Aimee Karklyn and John Hartlove. By the time Champions emerged in the marketplace in 1981 at the Origins Game Fair, where it set a new standard in superhero gaming, the genre was well established as a successful gaming milieu.

During the early 1980s, fewer gaming magazines were "House Organs" that existed purely to promote the products of the company that published the magazine. The vast majority of these magazines were published by gaming publishers, like today, but these publishers frequently featured articles containing content for their competitor's games and advertisements for their competitor's products. Dragon, The Space Gamer, and Different Worlds were published by TSR, Steve Jackson Games, and Chaosium but they didn't limit themselves to promoting their own products. Of these magazines, Dragon ran the fewest articles covering competitors' products but it contained a significant amount of external advertising. It wasn't until the publication by Steve Jackson Games' AutoDuel Quarterly that a company produced a magazine with the sole goal of promoting a single product line.

If Dragon was the stingiest when it came to containing articles about other companies' offerings, Different Worlds and The Space Gamer were in heavy competition for which magazine was the most generous in supporting the hobby first and the company second. Both were excellent magazines that are sorely missed today.

It is in this environment that Different Worlds issue #23 "hit the stands" and set a high mark for what a magazine could do in support of the hobby itself. If you were considering starting up a magazine that covered the whole RPG hobby -- I'm looking at you d∞ -- this is the issue I would point you toward to demonstrate how to do a themed issue.

The issue had content that supported all of the major superhero roleplaying games of the day, had reviews of several of their products, and had reviews of some of the smaller emerging titles of the time.

Let's have a look at the issue:

Superhero 2044: Part-Time Superhero -- This five page article, written by the game's designer Donald Saxman, provided designer notes for the game, supplemental rules, and an adventure that players could run in their own campaigns. The inclusion of a couple of new characters is helpful to GMs and players who want to use this system.



Villains and Vigilantes -- Pages 14 and 15 of the issue have a detailed discussion, by game designer Jeff Dee, of the history of the game and the changes that Dee and Jack Herman made to the system for the newly released (in 1982) 2nd edition of the game.

Supergame -- Jay and Aimee Hartlove have a four page article that has a detailed discussion of the game's development and history. This article also includes Supergame conversions of The Incredible Hulk (Marvel), Raven (DC), Captain America (Marvel), Wonder Woman (DC), Batman (DC), Spider Woman (Marvel), and Wolverine (Marvel). This article prompted years of searching for copies of Supergame, a search that was not completed until 2002 when I found copies of the first and second edition at the War House in Long Beach. Modeling existing characters within a specific gaming system is one of the best ways to demonstrate what the benchmarks of a given game are and Jay and Aimee did a bang up job in this issue. They also discussed the limitations of their game.

Champions has two articles back to back in the issue. The first is a set of designer notes by Steve Peterson. Modern Champions players may not be able to envision a day when Steven Long wasn't the man behind the rules set, and he has been a boon for the game, but it's nice to read what the creator of a game thought of his rules and how he wanted them changed for the second edition. The first edition of Champions was a 64 page rulebook released in 1981, Hero Games released a second edition of 80 pages a year later. That "revised" edition contained a number of significant changes. This second edition was the edition of the game I cut my teeth on, though the 4th edition was the one I played the most and still find to be my favorite edition. What is particularly praiseworthy in Peterson's notes is how responsive he was to how the game was being played. Given that he was a decade before the internet -- though there was a significant BBS community for the game -- it is even more remarkable.

The second article for Champions is an article by Glenn Thain, a name you will find repeated in many of the early superhero rpgs and someone who has a knack for testing the limits of systems in character design, where he presents statistical representations for the John Byrne era X-Men. This article shaped the way that I viewed game balance for quite some time. In hindsight I think that Thain's fandom for the characters made him make them a little more powerful than they would have been written up by a more neutral evaluator. Regardless of quibbles, Thain presents some good guidelines to be used in individual campaigns that wish to model superheroes. Thain provides statistics for Sprite (Kitty Pride/Shadowcat), Storm, Colossus, Nightcrawler, Cyclops, Wolverine, and Magneto (giving one villain). Given the accuracy of the emulation of the abilities of the characters, this article is a great demonstration of the versatility of the Champions system -- even before it became a 900 page omnibus.



Superworld -- Given that Different Worlds was a Chaosium organ, one would expect to find a section discussing their superhero entry Superworld and Steve Perrin provides a nice designer notes and errata article for the first edition (the one in the Worlds of Wonder boxed set) of the game. Superworld is based on the Basic Role-Playing system, and as such has one of the most intuitive mechanical systems as its underlying structure. Tell someone that they have to roll 11 or less on 3d6 to accomplish a task and they may or may not understand what the probabilities of success are. Tell them that they have a 55% chance and it is instantly crystal clear. Superworld's system is a percentile based one. It is no wonder that this game became the basis for George R. R. Martin's shared world anthology Wild Cards. The game is versatile and easy to understand. The first doesn't have a large power set, but that was soon changed with a second -- and stand alone -- version of the game.

Like Champions, Superworld gets an article wherein the X-men are modeled using the system. In this case the X-Men represented include a couple missing from the prior article. They are Angel, Storm, Professor X, Sprite (Kitty Pride/Shadowcat), Wolverine, Nightcrawler, Cyclops, Colossus, and Magneto (the villain).

In the reviews section of the issue, there are reviews of Supervillains by Task Force Games (a deservedly negative review by Steve Perrin), The Official Superhero Adventure Game by Brian Phillips (a relatively positive review of the independently published game -- a game that I desperately wish to own), Death Duel with the Destroyers an adventure for Villains and Vigilantes (a deservedly positive review by Steve Perrin), The Ysgarth System (a mixed review of a game that became the foundation of a near impossible to find superhero rpg entitled Challengers).

There are many other noteworthy aspects to the issue, not the least of which is the sweet Bill Willingham cover, so if you are a fan of superhero rpgs you absolutely must track down a copy of the issue. My personal copy is one of the "Collector's Reprints."

Wednesday, June 23, 2010

Monkey House Games to Publish New Edition of Villains and Vigilantes




Villains and Vigilantes was the first superhero role playing game I ever purchased, and it was entirely due to the advertisements that Fantasy Games Unlimited placed in Dragon Magazine



I cut my role playing teeth in the rpg hobby with the Moldvay/Cook edition of Dungeons and Dragons which featured a large number of illustrations by Jeff Dee.  While Dee's D&D illustrations where "comic book-ish," they fired my imagination and were one of the key reasons I enjoyed the Moldvay/Cook D&D books.  They made D&D look "fun."

The Villains and Vigilantes advertisements in Dragon Magazine also featured art by Jeff Dee.  Art that portrayed dynamic superheroes with names like "Shatterman" and "Magnetor."  Like the illustrations in the Moldvay/Cook D&D books, Dee's advertisement superheroic images evoked a sense of fun.  I bought the game, read the rules, and proceeded to make several dozen characters using V&V's easy to use character creation system.  For someone who was familiar with D&D's character generation mechanics, V&V was an easy transition.  I'll admit that I did do one thing different than the "recommended" primary method of character generation.  Instead of making characters that were alter-egos of myself, and thus had statistics reflective of what I believed were "my own" statistics at the age of 12, I rolled 3d6 for each attribute just like I had in D&D (it should be noted that this is an alternate generation method discussed in the V&V rulebook as well). 

The actual powers possessed by the hero are determined randomly, which I have always thought was a wonderful strength for this particular game.  Many superhero rpgs have character "construction" systems where the player comes up with a concept and then spends points to manufacture the character.  This can be wonderful, except when the player has "writer's block."  The wonderful thing about random power generation is that it spurs creativity even when you have writer's block.  You can ask yourself, "just how do these powers fit together?"  Next thing you know, you've got a concept and back story.  It isn't always the most "balanced" system, but it is an entertaining and simple one.

It was a few years before I was actually able to play in a V&V game, but when I finally played the game I discovered just how fun the system was.  It didn't hurt that Robert June, the GM for the game, was a masterful game master and had a wonderful feel for cinematic narration.  His portrayal of villains is unforgettable.

For years Villains and Vigilantes has been available, but out of print.  You could purchase existing material, from the original publisher, but there were no new products coming down the pipeline.

That changed this week.  Jeff Dee and Jack Herman, the creators of the V&V game, announced this week that V&V was "back in the hands of its creators" and would be available in a new edition starting this weekend.  The new edition will be released for sale on Sunday the 27th of June in a pdf version on RPGNow from Monkey House Games.  A print on demand version should be available shortly after the pdf goes on sale.

The new edition will be a slight update of the second edition of the game and will not be a major overhaul of the system.  Any massive reworking of the game will come at a future date, if at all.  My hopes are that Jeff and Jack will refrain from too much massive tinkering, Jeff Dee has his Living Legends game if he wants to experiment with significantly different mechanics for superhero role playing.  V&V does need some fine tuning, but it should keep to its core strengths.

1) Random Character Generation
2) Quick Combat Rooted in Old School Table Based Mechanics
3) A Level Based System where the improvements are gradual
4) Lighthearted fun

I cannot wait for the new edition, and if they keep to the core principles I'll be a customer for years to come.