Showing posts with label Super Heroes. Show all posts
Showing posts with label Super Heroes. Show all posts

Tuesday, August 22, 2017

The Marvel SAGA RPG is the Easiest Game in the World to Run and Play! #RPGaDay 22


Image Source Wayne's Books

I love super hero role playing games. There was a time, before the digital explosion, that I could claim that I owned every super hero rpg that had been published. They run the gamut from highly complex games like Champions to abstract and indie games like With Great Power. You might think that my love of these games stems from the fact that I'm a HUGE comic book geek, and that's true, but I also love them for another reason. It's a reason that also answers today's #RPGaDay question.

Day 22 -- Which RPGs are the Easiest for You to Run?

Super hero role playing games are the easiest of any role playing game for me to run for a wide variety of reasons. First and foremost among these reasons is that they are the most accessible games for people to play. "Accessible," you say, "but aren't Champions and Mutants and Masterminds tremendously complex when it comes to character creation?" Yes, they can be mechanically complex, but all superhero games are more accessible than fantasy role playing games because they have more shared qualities.

When I run a fantasy role playing game set in a fantasy world, there is always a learning curve regarding the nature of the setting. If I play in an Eberron campaign I need to know certain things about the setting that are completely different than if I'm in Dark Sun, Oerth, Mystara, Westeros, or a million other worlds. But it most superhero campaigns, all I need to say is "you will be playing a superhero team based in Los Angeles" and everyone is in a similar imaginary landscape. While I need to worry that the "magic system" of a fantasy setting fits the setting, comic books don't care about such things. Doctor Fate's cosmic scale mysticism stands side by side with John Constantine's arcane rituals, Amethyst's crystal magic, and Arion's Atlantean magic.

The stories also fall into place. How do the characters get together as a team? I'll just borrow the classic get the team together through misunderstanding and melee that made me fall in love with Marvel's The Champions or the first issue of The Avengers. This misunderstanding melee meetup provides a perfect opportunity to teach the players the rules of the game, build personalities, and introduce villains who will be used throughout the campaign.

One of the absolute best super hero games is TSR's Marvel Superheroes Adventure Game. It's simple card-driven system and game balance allow for every player in a combat to matter. Captain America is always an important contributor, and unlike in the new Defenders TV series, so is Iron Fist. The character sheets are easy to read. And my favorite part? The cards have enough information on them that by drawing about 5 from the deck, you can come up with an adventure on the fly with location, motivation, and villain determined at a quick glance.




Wednesday, August 02, 2017

The Role Playnig Game I'd Most Like to See Published is... #RPGaDay2017 Day 2


Thanks to great services like Mythoard, I've been able to read a ton of old Judges Guild Journals and issues of Pegasus where there is a lot of early work by RPG Industry legends like Jennell Jaquays. I've also seen some wonderful advertisements for products of the early RPG era. Some of those products were published, but others faded into the ether never to be seen again. I would like to see most of those games published again in some form, and I'd love for most of the fanzine of that era to be scanned and sold by their original publishers on RPGNow, but the one I'd most like to see publication some day is Judges Guild's super hero role playing game. It was to be called Supra-Sentinels.


I wrote about this and a couple of other games back in 2014. At that time, one of the game's original authors said that they were looking into revising and releasing this game. I'd love to see it happen and would be among the first to buy it when it is released.

Over at The Acaeum, one of the original authors gives some clues to what the game would be like and it makes me all the more intrigued to see it:

1.  I'd like to think our game was pretty sophisticated for its time, yet less complicated than what we saw as our main (would have been) competitor CHAMPIONS.   It was a point-building system with dice for determining actions (ie. attacks, defense, etc.)   We'd studied the three or so systems out there around the early '80s and came up with what we thought was a pretty darn good game.   We were starting to worry that CHAMPIONS would eclipse us because it was taking so long for JG to get to the point of being able to afford to publish it.

2.   We were, indeed, very close to being in print.   The game would have been out probably 9 months sooner, had I not moved out of town for a job and my co-authors sort of...didn't do much with it to put the finishing touches on it while I was gone.   By the time I moved back into town and got to work on it again, JG was already getting shaky, financially.   The advertisement got us pretty excited.   Then, they went under just as it was about to go to press.   Took a while to get the manuscript back from them, as it had gotten buried under stuff at their location in Illinois.   (This was about 1982 or 83?)  To get that close to being a published author was one of the single most disappointing moments of my life.    It taught me a good lesson about how we all have them from time to time, though.


Tuesday, August 01, 2017

What Published RPG I Wish I Was Playing Right Now -- #RPGaDAY 2017 Day 1

For as long as I can remember, I've been a fan of Super Hero role playing games. My entry into this particular gaming milieu was Hero Games' excellent Champions 2nd edition role playing game. I happened upon a copy and was amazed that game designers had even attempted to capture super heroes using game mechanics. At the time, I was only familiar with Dungeons and Dragons, Star Frontiers, Tunnels & Trolls, and Fighting Fantasy Gamebooks. I had played all three of those games and their mechanical foundations did not prepare me for what Champions offered.

Unlike the other games with which I was familiar, Champions did not have randomly created characters and instead allowed players to build whatever they could imagine. The only limit to the character you could design was the number of points available at creation (100 points with 150 more possible if you took Disadvantages). Other than that, it was all good. During my initial Champions experience, I didn't have anyone to play the game with and spent all of my time making characters and doing some solo battles. My character builds were heavily influenced by the sample characters in the rule book and thus were typically of 200 total character points (100 and 100 from Disadvantages). This included my personal write ups for the X-Men. I was content with my view of the game, but this view was to be shattered in short order.

A couple of months after I discovered Champions my family moved to a new city, I finally encountered a group of gamers who played the game every weekend. Given that this was the Bay Area, and the game company was a Bay Area company, I soon discovered a rich and vibrant Champions community. I also discovered that how I interpreted character adaptations to the game was very different from others. Some of that difference, I maintain to this day. I personally believe that too many gamers inflate the stats of their favorite characters out of love for the character, rather than an examination of benchmarks and mechanics of the game. But these are things that can only be understood through play, and that was something I had not yet done with Champions. In playing the game, I learned how some combinations worked better than others and I learned that other players were much more likely than I had been to "grab" the "Obvious and Accessible" items some characters used in combat. Not that I designed a lot of those kinds of characters, I didn't, just that I had expected gamers to behave more like the characters in comics than like "tactical gamers" and that the rules treated gamers as tactical gamers while allowing them to behave like characters in comics.

Long story short, I learned that you can only truly judge the quality of a game by playing it. I still love Champions and think it is one of the top 3 or 4 super hero games out there, but my view is now grounded in experience of how the game works and how when some character building norms take over the game can slow down significantly and lose some of its charm.

Eventually, my love of super heroes and super hero games led me to purchase Villains & Vigilantes, Marvel Super Heroes, and DC Heroes, all of which have there charms. At one point in time, not that long ago by some standards, I could claim to own a copy of every super hero rpg published (at least in one of its editions). With the explosion of pdf based publishing, that is no longer the case and I'm sure I'm missing out on some great games, but I also have a HUGE backlog of games I'd like to play...see how I'm pulling this back to the question of the day?



Among that backlog is Jay Harlove and Aimee Karklyn/(Hartlove)'s early Supergame. It wasn't the first super hero rpg published, that was Superhero 44/Superhero 2044, but it was one of the first and predates Champions. Both the first edition and revised edition came out in 1980. I discovered the game as a "real" thing and not just something mentioned in old gaming magazines, when I moved to Los Angeles after graduating from college in 2000. I was looking for gaming stores and found a long standing game store in Long Beach that had a copy of the 1st edition. Later searches on the internet have shown me that I got a significant bargain on it, as I did with copies of Warlock and a couple of other games originally designed by the Southern California gaming community.

Supergame, like Superhero 2044 which predates it and Champions which comes after it, has a point based character creation system. It also has an interesting skill and combat system that I think has a lot of potential. Some of the stats are odd in how they are presented. For example, if a character has an Agony score (similar to Stun for Champions fans) of 10 or more they suffer no penalties to how they move or act. Given that scores start at 0, and that some sample characters have 0s in other stats implying that a score of 0 is sometimes the "average" score, it seems odd that a person has to spend points just to be a normal person in some areas and not others. Why not just have stats start at "average" and let people buy them down later? Or why not have Agony start at 0 with no penalties and allow negative scores to cause impairment? It's a small complaint, and there are a number of neat features like different defenses against different types of attack (pre-Champions remember). A thorough reading of the rules, both editions, and the supplements has convinced me that I need to play this game to evaluate whether the designed characters are effective at all in a way that would be fun. There are far more characters who have an Agony of 10, or a Physical (like Hit Points but with those with less than 10 being hurt), which means that if they suffer just 1 point of damage they will be impaired.


 I think there is a very good game buried in the Supergame rule books, but I think it is a game that needs a lot of play testing and rules tweaks to bring out that game. I applaud Jay an Aimee for their hard work on the game and their ability to get a game like this published in 1980, and this is definitely a game I wish I was playing right now. I have so many questions I'd like answered and I'd love to house rule this game into a more complete system.




Friday, October 14, 2016

Hacking the Black Hack using Zak's FASERIP System the Cypher Way -- Some Initial Thoughts

http://www.rpgnow.com/product/177913/Faserip?affiliate_id=86991

Readers know that I have long been a fan of Superhero role playing games. There was a time when I could claim to "own every Superhero RPG in print," but those days have long past. I still own a very large selection of Superhero RPGs that ranges from Superhero 2044 to DC Heroes to The Super Hack, but there are so many Superhero games out there that it is hard to keep up. I've read all of the games I own and have played most of them, but there are a few that stand out as able to withstand the test of time. Among those games that I return to again and again is the Classic Marvel Superheroes Roleplaying Game which uses the FASERIP system. The system isn't perfect, but it is very flexible, has quite a few "genius moments," and is great for getting people gaming quickly. It's a system that I want to use, but I want to use in a modified form and I've recently come across three resources that have inspired me in what I think will be a fruitful direction.

The first of those resources was +Zak Sabbath 's Character Generation Guide for his "Everything is Terrible" FASERIP campaign. In that post, Zak proposes a d20 based mechanic intended to replace the Universal Table that so many of us have used but which fewer of us have memorized. The Universal Table tells players what they need to roll to get a basic success (green), a substantial success (yellow), and a critical success (red). The division of success into different categories is one of the "genius" moments of the game, but needing to look at the chart to see if you've hit the next color (for those who haven't memorized the chart) can distract from game play.

Zak's proposal takes the categories on the chart and assigns them a Target Number. Players roll 3 Twenty-Sided Die against that target number. If only one die is a success, it's a Green result, two successes means Yellow, and three means a Red result. I recommend that you look at Zak's post for a detailed breakdown of the Target Numbers and his thoughts on the topic. They are worth your time. 

I took some time to do a quick breakdown of the basic probabilities of Zak's system in order to compare them to traditional FASERIP probabilities.


Looking at the basic Universal Table, you can see that a person with a "Shift 0" ability in something still has a 35% chance of achieving a Green result. When it comes to lifting weights, this works very well when one includes the "Intensities" rules from Advanced and Revised Marvel. In a fight, this means that a person with Fighting of Shift 0 still has a 35% chance of hitting his/her opponent. This somewhat high level of success seems to match with the heroic nature of Supers gaming. The same person has only a 6% chance of some level of improved success.


Looking at a table showing the probabilities resulting from his 3d20 system, we see some interesting results. The first is that Shift 0 really sucks. The second is that at the higher end, the probability of getting a Red result are close to those of the traditional FASERIP system. There are some notable differences at the low and mid-ranges, particularly with regard to Green results. In traditional FASERIP, a character with a Remarkable Fighting score has a 30% chance of a Green result and has a 44.36% chance in Zak's system. Scores lower than Good characters are less frequently successful under Zak's system and above Good they have are more frequently successful. I'm fine with that. It makes the "Street Level" heroes more impressive than they are under the regular system (when facing thugs) and the distinction between tiers continues.

To see how nicely Zak's quick Hack simulates the old FASERIP system, while requiring significantly less memorization, I compared the White results from FASERIP with those of ZakHak.

As you can see, the first four Shifts have a lower probability of success under ZakHak, you have a slightly higher probability of success from Excellent to Shift X, and the final two columns are essentially the same [Note: the percentage above is the percentage of 'failure' so higher numerical values equate to lower levels of success.]

I think Zak's system is intuitive and works and I'm likely to use a modified of it as I move toward adapting The Black Hack to the Superhero genre. There are a couple of previous attempts at Black Hat Supers (The Super Hack and The Powers Hack), but neither of those rules sets are as complete as I would like for a rules set intended for campaign use. What I want to do is take a the "roll under" system from The Black Hack as the base (this is as easy as taking the complement of Zak's value in a base 20 system) in order to have higher stats mean better results and have stats and results be the same number. I'm also contemplating adding the "roll x or y and add an interesting effect" rule from the Cypher System to the superhero game. The x or y will be yellow or red FEATS and they will allow the automatic use of some reality bending Power Stunt. I might event do a straight up mix of Cypher's 1 - 10 difficulty range and "pool expenditure" system, since I think that would mix with FASERIP's Karma system nicely.

Over the next few weeks, I'll be flushing out a full system but I will be using ZakHak as the base of whatever system I end up with.

Wednesday, December 24, 2014

A Savage Worlds Christmas Adventure for Necessary Evil



I originally posted this adventure on my Savage Worlds Character a Day blog...a blog with a far too ambitious name.

THE NIGHT THAT HOPE DIED -- A Christmas Themed Necessary Evil Savage Tale

Background:

The V'sori have successfully conquered the Earth. Very few are powerful enough to oppose their occupying forces to free humanity. Many of the world's villains have been gathered by Dr. Destruction to resist the occupation and inspire others to join the fight against the alien overlords.

Up until last year, most people had completely lost hope and have become "good citizens" of the V'sori empire. Few noticed that their neighbors were disappearing, while the numbers of drones grew. Few realized that the Earth wasn't merely being conquered, its residents were being "altered." No one was fighting back. It's hard to be inspired by news of Dr. Destruction's recent terrorist assault against the local television network.

That all changed last year on Christmas morning. Children across the world received Christmas presents for the first time since the V'sori invasion. The V'sori had come to expect a few underground Christmas celebrants, but they were not prepared when all the world's children received gifts...gifts that included cards reading "Merry Christmas to All! S. Claus."

As news spread of the magical gift giving -- gift giving that had evaded V'sori surveillance, many of the people of the world began to experience a new emotion. They began to Hope. Here was someone, or potentially someone, who could evade/outsmart the V'sori who hadn't historically been bent on global domination.

The V'sori had to stop this S. Claus at all costs. And so began Operation Toybreaker. If the V'sori could capture this Claus, and transform him into a Super Drone, they could ensure that the toys delivered from here on out contained appropriate "citizen conditioning messages." They could take this figure of hope and transform him into a figure of domination.

Two weeks ago, while battling Omegans at a site where the frozen bodies of WWII heroes had been located, V'sori radar picked up an odd signature -- it appeared to be a flying reindeer. They followed the signature to its final destination and the location of Santa's Village had become revealed. It took the V'sori seven days to overcome Santa's defenses and capture this bastion of hope. It took another five days to convert all of his remaining elves into drones and to reprogram Santa's Toy Soldier Defense Androids. It will take two days for the V'sori to convert Santa into a complicit drone.

The Adventure:

Dr. Destruction has intercepted a broadcast outlining the V'sori's capture of S. Claus and their plans to convert him into a Drone. Dr. Destruction desperately wants to use Omegans to rescue the figure of hope as Santa would make an amazing gun runner for the Omegan underground, but he knows that Omegans are unlikely to rescue this saccharine sweet icon without some deception.

His plan is simple. Convey to an Omegan cell that the V'sori have captured the worlds "Last Figure of Hope" a person capable of supplying the criminal underground with a steady supply of weapons. The person has technology that can evade V'sori communications satellites and can make large simultaneous deliveries.

(At this point, most players will get what's going on, but their villain PCs should remain clueless).

The villains are sent to rescue this individual who is being held in a specially built temporary prison facility on Baffin Island in Nunavut, Canada. Once at the location the PCs will face 2 encounters.

The first encounter is an outdoor battle against the converted remnants of Claus's cohorts. The PCs should face 1 Toy Soldier and 2 Elves per PC.

After the PCs finish this battle, they will wander through what remains of Santa's Village. Don't hold back on the description. There should be dead elves everywhere, as well as dead snowmen, and the carcasses of Santa's Reindeer. Play up the V'sori cruelty. Feel free to have another small skirmish here, or roleplay moments where the PCs find Santa's list only to find out that they were indeed supposed to receive that Atari 2600 for their 10th birthday...or some other humorous moment.

Upon completing the visit to Santa's village the PCs will approach a specially designed prison containing 1 K'tharen Warrior per 2 PCs and 2 Drones per PC, as well as the unconscious body of Claus. Claus's body is encased in a DuraSilicon Container (Toughness 15) where robotic devices are slowly converting him into a Super Drone.

Once the PCs arrive at the prison, they will have 15 rounds to defeat everyone and free Claus before he is converted. Use the Toughness statistics in the initial Jail Break for the Claus prison, but modify the map to contain only one cell.

If the PCs rescue Claus, they save Christmas and have recruited the world's most efficient weapons smuggler to the resistance.


Mind-Controlled Elf

Race: Elf

Agility: d8 Smarts: d6 Spirit: d6

Strength: d6 Vigor: d6 (d12+2 on drugs)

Pace: 8 (d10 to run) Parry: 5

Toughness: 6 (11 on drugs) (2)

Charisma: 0


Skills

Fighting d6 Repair d10 Notice d8 Stealth d8 Shooting d8

Throwing d6


Marksman

+2 to ranged attack if Elf does not move.


Pain-Killers

If the elves have eaten their cookies or egg-nog, they fight fearlessly (+2 vs. fear checks) and feel no pain (+2 to recover from shaken, and can take two wounds instead of one before going down). Because of the unsafe levels of drugs in the cookies, the elves must make vigor checks at -6 when the drugs wear off 1d4 minutes after consuming. They take 6 levels of fatigue (death) on a failed roll.


Gear

Gay Apparel Kevlar Vest (+4 armor vs. bullets, negates 4 AP, covers torso)
Candy Cane-shaped Vibro-Knife Damage: Str+d6 Heavy Weapon, AP 2

Pop-Gun (Disguised .50 Cal Rifle) Range: 30/60/120 Damage: 2d10
RoF: 1, Ammo: 7 (Hero-killer Rounds), AP 2

3 Presents (Disguised Grenades) Range: 5/10/20
Damage: 3d6 Medium Burst Template


Notes: The V’sori have given the elves Christmas Cookies and Egg-Nog laced with vigor-enhancing combat drugs, un-safe levels of pain killers and other mind-altering substances. Since they V’sori don’t care if the elves die, they have put near-lethal dosages into the cookies, and instructed the elves to eat the cookies if they are attacked.





Life-Sized Toy Soldier

Race: Robot

Agility: d4 Smarts: d4 Spirit: d4

Strength: d10 Vigor: d10

Pace: 4 Parry: 5 Toughness: 13 (6, Heavy Armor)

Charisma: 0


Skills

Fighting d6 Notice d4 Shooting d6

Size +2

Toy soldiers are very large, about 7 feet tall.


Construct

These toy soldiers are robots and therefore get +2 to recover from shaken, immune to disease and poison. Arrows, bullets and other piercing attacks do half damage, and they do not suffer from called shots. Constructs do not heal wounds normally, and cannot recover wounds from the Healing skill or power. Repair is used instead. Each Repair roll requires tools and spare parts (-2 modifier without tools, another -2 without spare parts) and 1d6 hours work.


Fearless

As robots, these soldiers are immune to fear effects.


Darkvision

These toy soldiers have infrared sensors that can see in the dark.


Gear

Plasma Rifle (A Toy Soldier’s Fusion Reactor regenerates 1 shot every 2 turns)

Range: 12/24/48 Damage: 3d10 RoF: 1, Ammo: 12, Heavy Weapon, AP 2

Vibro-Bayonet Damage: Str+d10 Heavy Weapon, AP 2


Notes: Made of heavy iron plating, these robot soldiers are super-tough, but very slow-moving. They are powered by large internal fusion reactors, which also power their plasma rifles.

Friday, September 12, 2014

Two Unpublished Superhero Role Playing Games I'd Love to See Printed in Print on Demand

I am an avid collector of Superhero Role Playing Games with a collection that ranges from Superhero 2044 to Icons: Assembled Edition. It's a bit of an obsession with me and I have it as a goal to eventually own every super hero role playing game ever published. The advent of digital publishing has made this a little more difficult than it was, as it has led to an explosion of super hero games, but I am still trying. 

A perfect example of how difficult this can be is Plaid Rabbit's Modern Knights superhero role playing game. Have you never heard of Plaid Rabbit or Modern Knights? They were a part of the growing digital publishing industry in the late 90s and early 00s. Much like Steve Jackson Games' digital Pyramid, finding copies of Plaid Rabbit games is nigh impossible - especially if you are like me and seek to only acquire your games through legal means. Digital is great, but when material disappears it strangely really disappears. And this is in a format that should allow for truly deep catalog retention due to ease of "shelf space" etc. 

But we collectors don't just have to worry about the evaporation of digital games, because our collecting mind is also tortured by the "advertised but never released game." These are games that were far enough along in the development cycle that the publishers spend advertising dollars to promote them, or at minimum to offer them for solicitation. When it comes to this category of games, there are two superhero role playing games that I would have loved to see in print. I also hope that the publishers - one that is still in business and one recently resurrected - see fit to at minimum offer these games digitally.

d20 Modern Spectaculars
Yes, you read the title of the first game correctly. Wizards of the Coast at one time planned to publish a superhero role playing game for there d20 Modern rules set. Wizards had already released a number of high quality products in the line. Enough that any skepticism I might have regarding the ability of the d20 System to smoothly handle superheroic action were dismissed by my enthusiasm. Here's the advertising blurb for d20 Modern Spectaculars:



New for July in WoTC 2005 calendar:

d20 Spectaculars: New rules for running a d20 Modern campaign in a super-heroic setting.

This new supplement for d20 Modern provides a campaign setting where player characters become the first super heroes. Characters begin with only a few tricks, but as they increase in level they gain fantastic powers. d20 Spectaculars provides everything players and Gamemasters need to participate in super-heroic adventures, including rules for super powers, power trees, new classes, and equipment. A full campaign setting with material and adventure seeds suitable for all levels of play is included.
by Mike Mearls, Bill Slavicsek, Owen K.C. Stephens; 160 pages, $29.95

Let me repeat those designer names again. Mike Mearls (who's work on D&D has been spectacular), Bill Slavicsek (Paranoia, Star Wars, D&D, Pokemon Jr.), and Owen K.C. Stephens (a designer who can make the d20/3.x/Pathfinder system do essentially anything) were the designers on the project. Stephens has been as open as an NDA allows on the subject, but he has made it clear that the designers were paid and treated well even though this product was cancelled. I desperately wish that Hasbro would devote like 60 hours of development to finish the manuscript and put it up on their D&D Classics page. That's all I ask...that or a super secret copy of the unpublished manuscript which I will put into a steel vault and never mention to anyone.


Supra-Sentinels

On the opposite end of the "graphic design" and "modern mechanics" spectrum is Judges Guild's never released Supra-Sentinels role playing game. The game would have likely been published in 1983 if Judges Guild hadn't gone out of business. Based on the publisher, the art, and the advertisements, this game would have been an interesting glimpse into what a late stage old school superhero role playing game would have looked like mechanically.




There has been some talk by the designers of the game - on rpg collector message boards - that there is interest in seeing this game published. Given Judges Guild's stuttering rebirth in the early 00s, followed by their recent Kickstarter and cooperation with Goodman Games, it seems like a possibility. Given that Goodman Games is publishing old Judges Guild modules - and Journals - in hardback format without "updating," I would love to see them give Supra-Sentinels a similar treatment.

I honestly don't know what the market outside of "me" looks like for these products, but I would purchase them in a heart beat. I'd even try to get my players to play them for a spell.

Then again, if I could get reliable contact information for Donald Saxman I'd love to see if he would be interested in doing a 2nd edition of Superhero 2044 with some rules editions by Wayne Shaw. I'd love to do an edition of the game that highlighted the influence that it had on the superhero game genre. Speaking of which, it's time for me to get my nose to the grindstone and finish that Superhero 2044 combat tutorial I promised.

Thursday, August 28, 2014

#RPGaDAY 6: Favorite RPG You Never Get to Play -- DC HEROES in a Landslide



As I mentioned in the second post in this - behind schedule - series, DC Heroes is the first game I ever truly Gamemastered. I was an undergrad in college at the time and had just finished playing in a couple of remarkably well GM'd games.

There was Roger Frederick's GURPS Riverworld extravaganza that was a wonderful role playing experience and set us at odds with Horatio Herbert Kitchener. To this day, I despise Kitchener beyond all reason. There was the D&D campaign in which Rob Faust's character and mine were half-brothers...my character was "so strong he carried hemp rope." There was also a fun Amber game I played in that demonstrated both how well that system could be run and how lame it could turnout -- all due to the diceless mechanic.

I had also read a couple of books that discussed role playing games and how to run them. The best of these were Aaron Allston's Strike Force for the Champions RPG and the stuff in The Fantasy Role Playing Gamer's Bible based on Robin Laws' writings on player types.

I was ready to run an rpg and I was in the mood for a super hero game. I had recently acquired the 2nd Edition of the DC Heroes RPG and the sheer toy factor of that boxed set convinced me that this was the super hero game I wanted to play. That and the fact that TSR's Marvel game has some really wonky bits when it comes to certain match ups. Picture for yourself what a comic book smackdown between Captain America and The Everlovin' Blue-eyed Thing looks like. Got it? That's not at all what it would be like in the TSR Marvel system. There's a lot that is good about the TSR game, but unlike Champions (and to some extent DC Heroes) having a system where Captain America can hurt The Thing isn't one of them. Oh...and depending on the Wolverine write up, he can't hurt The Thing either.

So I wanted to us the DC Heroes system, but I wanted to use it in a manner that was "comic universe neutral." My DC Heroes earth had both Marvel New York and DC Metropolis. Captain America and the Invaders joined Sandman and the Justice Society in their quest to bash Nazis around. Conversion between TSR's Marvel to the DC Heroes system was a cinch since - in my view - DC Heroes APs correlate 1:1 with Champions DCs. Using this guideline the Hulk had either a 12 Strength or a 20 depending on whether I adhered to TSR's "carrying capacity" or just converted Strength 1:1 to Champions. I did the latter and my "DC" Hulk has a 20 Strength. Using the DC system, there is little need to give him the "grows as he gets mad" mechanics one might build into a Champions character. DC's "hero points" mechanic has that covered. If the Hulk needs to hold up a mountain - ala Secret Wars - he can push his Strength and spend the points. This had the effect that some of DC's more epic heroes were slightly more powerful than their Marvel counterparts, but close enough for government work. A battle between my "DC" Hulk and Superman wouldn't be without significant collateral damage, and it wouldn't be a cake walk for Supes.

What do/did I like most about DC Heroes? What makes it special? Most of these come down to Greg Gorden's design work on the game. If you don't know Greg Gorden's name, you should. He worked on the James Bond 007 RPG, Torg, Earthdawn, DC Heroes, Deadlands, and a host of other games. The games he worked on seem to share an ability to capture "cinematic awesomeness." The Bond game has areas of expertise where the PC is so good at stuff he/she doesn't have to roll to succeed. DC Heroes has the Hero Point mechanic and open ended die rolls on doubles. Hero Points can be spent to "push" abilities, but they can also be spent to "alter the environment." Did Hawkman drop his mace and desperately needs a replacement? Spend X number of Hero Points and there might just be a crowbar on the counter. DC Heroes pushes the players to become active narrators in the game play. DC even rewarded players for creating and playing out purely narrative sub-plots, this is very much like TSR Marvels use of Karma rewards for having Peter Parker pick up the laundry.

The game is great. It has clean mechanics. It's easy to learn to play and run. But it's out of print. None of the players in my group own a copy and while it is easy to learn the basics there are some maneuvers available in combat and non-combat that are more complex in concept. They are all easy in implementation, but you have to become familiar with them. The game also has a point based build component and even with this excellent character generator program, that means homework for the players or a PC generation day and my players don't tend to like those. Oh, and they also suffer analysis paralysis with questions like "How smart are you compared to Hank Pym or Batman?"

So I never get to play the game. That's okay. There are some other great superhero games out there. The Marvel Saga game and the recent Margaret Weis Productions Marvel game are pretty darn fun too.




Wednesday, June 18, 2014

Marvel Villains & Vigilantes [Civil War]: Ant-Man

While I am in the process of researching my article on the first edition of Villains & Vigilantes, I thought that I might try to emulate something that the early writers of Different Worlds Magazine did and adapt some Marvel characters to the system. While the article I am researching is the second in my series of reviews of the games in the history of superhero rpgs -- the first can be found here -- discusses the first edition of Villains & Vigilantes, all of the adaptations I make will be for the more commonly available 2nd edition of the game. There are a couple of reasons for this. The first is that the 2nd edition is more widely available on ebay, from FGU, or a "revised revised" edition from Jeff Dee and Jack Herman at Monkey House Games. The second is that the revised edition is an easier game to play than the first edition.

My hope/plan is to emulate the Friends and Foes from the excellent Marvel Heroic Roleplaying Civil War Sourcebook to see how well the V&V system represents the characters in that product. This being the first of the adaptations, I've already notice some major differences in how V&V works versus the mechanics of Marvel Heroic. In this case, the way that Growth works. The Size change power is one of the wonkier powers in V&V because of the way that weight affects hit points and carrying capacity. As adapted, Eric O'Grady would be a pretty effective Solo character against many of the characters published by FGU and Monkey House Games.  If you are wondering, here are the guidelines I used to adapt.



1) As much as possible translated powers on a 1 to 1 basis. If a hero has Energy Blast, then they will get V&V Power Blast. The only exception might be if they have Energy Blast at the d12 level, then I might increase the damage capacity from the base V&V power.

2) For "Enhanced" statistics of up to d8, I give the Heightened "x" power at the "A" level -- +2d10 -- as opposed to the B level which is +3d10. For characters that have d10, they get B, and for those of d12 they get both A and B.

3) Base statistics tend to be in the 10 to 16 range. For example, O'Grady is a covert expert etc. so he has a 16 Agility. Most of his other stats were 10 to 12 before the bonus from powers/training.

4) Specialties are treated as Heightened Expertise and give +4 to the area on attack rolls or "saves" that are related to the expertise. Ant-Man has "Vehicles" expert and so any rolls he makes to drive - Agility Saves most likely - will receive a +4 bonus to his Agility for those purposes.

5) All Heightened Statistics results will be rolled and not selected in order to emulate the way that V&V works.

Those guidelines will be used in all cases. I will minimize my own editorial decisions to add powers or increase them, because Cam and crew did such a good job adapting the characters for Marvel Heroic and I thought it might be nice to be able to play through the campaign they developed with V&V stats.


You can access a PDF of these stats here.

As you can see, O'Grady is kind of a power house. We'll see how he compares to Araña in a future post.


Tuesday, June 10, 2014

A History of Superhero RPGs Game by Game (Part 1): Superhero 2044

Some material in this post was originally published in June of 2010. Since that time, the excellent Age of Ravens blog has written a series on the History of Superhero RPGs that gives brief synopses of these games through the ages and James Maliszewski has published an essay by Superhero 2044 creator Donald Saxman. The Saxman essay, along with my June 2010 post, were included as additional materials in the 2010 reprint edition of Superhero 2044.

As you will read in the discussion below, I  was nicely surprised by Superhero: 2044.  It is a clear demonstration of the wild creativity of the early RPG community, but also an example of how hard it is to create games in a chaotic environment. This series will attempt to review and discuss most of the major superhero roleplaying games, and a couple of key supplements, that have been published. Given that I own the vast majority - though sadly not all - of the superhero games that have been published to date, this should be a fun exercise. I will be blogging about the games in the order they were published, so Villains and Vigilantes (1st Edition) and Supergame will be the next games in this series. 

 

According to Heroic Worlds by Lawrence Schick and Steve Perrin in Different Worlds #23, Superhero 2044 by Donald Saxman is the first commercially available superhero themed role playing game. Saxman's game was publishedin 1977 under the name Superhero '44. The game wasn't entitled Superhero 2044 until the game's second edition, when it was by Lou Zocchi's Gamescience Inc. later that same year. While I am a huge fan of super hero role playing games, and a student of the history of rpgs, this game sat on my bookshelf for years without a complete reading. Its lack of a list of itemized superpowers, and the mechanics of how they worked, was one of the key reasons that the game languished for so long on my shelf without a thorough examination. Apparently, Donald Saxman intentionally left a formal list of superpowers out of the book in order to respect the copyrights of various comic book publishers -- though that didn't stop artist Mike Cagle from providing a cover illustration filled with characters who bear an uncanny similarity to many popular comic book characters.



Donald Saxman was inspired to create Superhero 2044 when he was a player in a D&D campaign run by science fiction and fantasy author John M. Ford.  Ford's game featured an adventure in which, "the party of magicians and swordsmen met Batman and Doc Savage, and ultimately fought Doctor Doom and Darkseid with the help of Luke Cage and the Phantom Stranger." From that short bit of description of Ford's campaign from the Superhero 2044 rulebook, one can see how this kind of high concept mashup could inspire players to design all kinds of things. With the help of his friends, and nearly two years of design and playtesting, Donald Saxman created the Superhero 2044 role playing game. While Lawrence Schick states that the game was influenced by D&D in Different Worlds, a close reading of the game shows that few if any of those influences were mechanical. Saxman writes that one of his chief influences was GDW's early rpg En Garde and that he made a conscious effort to avoid being influenced by D&D.

The Game

Superhero 2044 begins with a description of the game universe. The majority of game play will take place on the island of Inguria, a city that is kind of a cross between Macross City and the future cities of the Legion of Superheroes. There are a number of creative influences on exhibition here and the combination results in one of the game's biggest assets, a rich world in which to play.

Like many games being released around the same time, Superhero 2044 features a point based character build system where players have 140 points to spend on a number of character attributes (Vigor, Stamina, Endurance, Mentality, Charisma, Ego, and Dexterity). While some of these attributes share similar names, they do have different functions and one- Stamina - would have benefited from a different name as it represents hand-to-hand fighting ability and overall physical capability. Players also ten pick one of three archetypes (Ubermensch, Toolmaster, and Unique), each of which modifies starting attributes accordingly.

While there are no "strict" minimum values to the stats, there are effective minimums in order to avoid penalties. One requires a minimum of 20 Endurance, 11 Vigor, and 6 Dexterity in order to function at a normal level. Given that the Toolmaster starts with -10 points to the starting value of Endurance, a player would have to spend 30 points on Endurance to avoid penalties. It might have been better to have the statistics start at base values and allow players to buy them down if they want to represent some disadvantage. One could, for example, have started characters with those minimum statistics and only 103 statistic points. One might also have created more uniform base values for the statistics. All three of these concepts quickly enter into superhero rpg design, for point based systems anyway. Once the points are spent, the players are allowed 50 bonus points to add to one of these in special circumstances in order to emulate some power. The example given is 50 extra Endurance vs. Bullets and some recommendations are made to base super powers on weapons and gadgets contained in the game.

Though there is a point based system for the purchase of attributes, there is no such system for super powers. Donald Saxman had intended to write three books for he Superhero 2044 system in which one of the later books would provide such a system, but those books were never published. This doesn't mean that no power design rules were ever published. Wayne Shaw - who I interviewed on the Geekerati podcast - wrote an extensive super power design rules set in Niall Shapero's excellent The Lords of Chaos fanzine and Shaw offers some ideas in the insert to the 2010 reprint of the game.





Because of the lack of a super power design system, the game sat on my shelf for some time. When I did read the book, I found it to be much better than I expected. While I would argue that without Wayne Shaw's additions in The Lords of Chaos issue 8 the game would be challenging to run,without Superhero 2044 modern super hero role playing would not be what it is today.  The game had a significant influence on the super hero games that came after Superhero 2044 and if it hadn't been written there would be no Champions, Supergame, or Golden Heroes. Each of those super hero games lifts a concept out of Superhero 2044 and structures a game around that concept.

Superhero 2044 is more than the first super hero role playing game, it is the foundation upon which many games followed.

As I mentioned earlier, it was the first superhero game to include point based character construction. Though the point expenditure was limited to the building of a character's "attributes" and were not a part of "power design." This innovation, and at the time of Superhero 2044 this was a significant innovation, is one of the major design starting points for a number of super hero role playing games -- not the least of which is the Champions game. The Champions first edition rule book mentions the influence that Wayne Shaw's character creation rules had on the game's early design, but the influence Superhero 2044 had on Champions reached beyond the character design system.

Influence on Champions' Combat System

In addition to being inspired by the point based character design of Superhero 2044 it is evident that Champions melee combat system was influenced by Donald Saxman's game as well.

In Champions combat is resolved by taking a character's "Offensive Combat Value" and subtracting an opponent's "Defensive Combat Value." The result of that subtraction is then added to 11 to find the number required to hit an opponent on a roll of 3 six-sided dice. Champions combat system is one of the best on the market and the fact that it uses a comparison of combatant's effectiveness, and a bell curve resolution system, are among its chief strengths.

In Superhero 2044, you take a character's "Stamina" and subtract his opponents "Stamina." The difference between these two numbers is compared to the Universal Combat Matrix which gives you a number between 3 and 18 that the character must roll on 3 six-sided dice to determine if the character hit his opponent. It should be noted that this combat system is only used for "melee" combat in Superhero 2044, where it forms the foundation of Champions combat.

The Champions version is more elegant, as the result of the initial comparison is the modifier to the 3d6 roll, but it is the same system. It is as if the designers of Champions playtested and refined the Superhero 2044 melee combat system. Champions combat has some significant differences overall to Superhero 2044, but one can see that one echoes the other.

Influence on Supergame

Like Champions, Supergame was influenced by Superhero 2044's point based character generation system. Given its own 1980 design date, and the fact that it was a part of "California Gaming Culture," might hint that Supergame itself also influenced Champions. One sees the underpinnings of Superhero 2044 is in the purchase of a character's starting attributes.

Both systems feature something that many modern gamers might consider odd. All of a character's attributes start at zero and can be increased -- this itself isn't odd to the modern gamer. What is odd is that both games have attribute levels where the character is suffering from a disability. In Superhero 2044, if a character has an Endurance of less than 20 that character is "fatigued" or worse. In Supergame, a character with an "Agony Score" of less than 15 "may either move or attack, but only one per turn." There are similar penalties for "Vigor" in Superhero 2044 and "Physical Score" in Supergame. The names of the attributes and the level of effect are different, but one can see the similarities. Most modern systems would start a character with a base number of points sufficient to not be fatigued or incapacitated, but both Superhero 2044 and Supergame allow for the possibility.

But it isn't the point based character design where Supergame bears the most similarity to its predecessor. Supergame includes rules for building specific powers -- though not as robust the later published Champions -- that are themselves an innovation over the state of gaming at that time and a step beyond what were offered in Superhero 2044.

The area where Supergame most reflects Superhero 2044 is in its ranged combat system. In Superhero 2044, ranged combat is decided by rolling a six sided die and adding/subtracting to the die total applicable modifiers. This sets the target number that must be rolled, or higher, on a second roll of a six sided die. For example a character with a 20 Dexterity (-1) shooting an opponent at point blank range (-3) with a shoulder weapon (-1) rolls a 6 on a six sided die. This gives a modified result of 1 (6-1-3-1=1) and means that the character hits if the player rolls a 1 or better on the second roll. This system, with some differences in modifier values, is the system used in Supergame.


Influence on Golden Heroes

While I was intrigued by the way that Superhero 2044 influenced the design of American super hero role playing games, I was amazed at how it had influenced a British one. In White Dwarf magazine issue 9, game designer Eamon Bloomfield reviewed Superhero 44 -- Superhero 2044's first edition -- and wrote the following:

"Each character fills out a weekly planning sheet indicating whether he is patrolling, resting, training, or researching. This...show[s] how many crimes of what type he's stopped this week and at what damage to himself; without actually having to play the event...Overall good fun and realistic and a welcome addition to any role playing fan's collection. Certainly as a postal game it has a great future."

The weekly planning sheet is one of the most intriguing aspects of the Superhero 2044 game and the most playable aspect "out of the box."  The game includes weekly planning sheets that provide a number of "activity blocks" to which players assign particular tasks, like fighting crime or resting. Golden Heroes, Games Workshop's super hero role playing game, featured a campaign system that bears no small similarities to that of Superhero 2044. Games Workshop was, and still is, the publisher of White Dwarf magazine and so it is easy to believe that this game review sparked some discussion of "planning sheet" style campaign play.

Golden Heroes features a campaign system that heavily relies on something very similar to Superhero 2044's weekly planning sheet. They have a system that uses something called a "Daily Utility Phase" or DUPs. The game describes them as follows:

The scenarios played in each week occupy a certain number of DUPs for the characters involved. Any remaining DUPs can be devoted to other pursuits such as training, improving powers, developing scientific gadgets, etc.

Thus at the end of each scenario, you must inform the players how many spare DUPs their characters have. Preferably then, or at worst at the start of the next game session, the players must tell you how their characters have spent those DUPs.

The player's allocation of DUPs is compared to various campaign ratings, something vary similar to what Superhero 2044 calls "handicaps," in order to determine what events happen to the character and how much the character is able to improve over time. Both systems are dynamic and change as characters interact with the game world. The Golden Heroes system is more developed and is a part of a more complete system of mechanics, but it is unarguably a descendant of the Superhero 2044 system.

Closing Remarks

I wish I had read Superhero 2044 much sooner than I did. It is a definite diamond in the rough. While it would be difficult to play RAW, it has a large number of innovative mechanics and ideas. The fact that it contains enough ideas to influence no fewer than THREE super hero role playing games in their design is a significant achievement in and of itself. One cannot truly understand the development of the hobby without reading this game.

I think I will try to play the game itself soon, though I don't know if I will try to design a comprehensive powers system or use an existing one to supplement the game, as the campaign play system still stands out as something that has some depth and would be useful in a number of games. Given the abstract nature of the campaign planning system, one could easily adapt it to another game for use.

The game also features a detailed setting for super hero play. The setting lacks the microscopic detail of modern settings, but for the time the game was written it is quite intricate. Like the game itself, its setting is one that inspires addition and extension rather than provides a complete painting.

Donald Saxman has created something pretty special here and I'd love to see someone take this system and make a modern edition out of it. It would take some work, but it would be worth it.

It would be a dream come true for me if both Wayne Shaw and Donald Saxman would agree to work with me to run a Kickstarter of Superhero 2044 Second Edition that incorporates some of Shaw's changes while keeping the basic system as is. Such an endeavor would be a truly OSR adventure and one that I think would be worth exploring. What would a more developed version of the game look like? I hope we get to find out.

Monday, November 11, 2013

Make Mine Savage -- What Statistics Can Tell You About Baseline Super Strength and Converting the Hulk

Sorry that it has been so long since my last post -- pretty much exactly one month -- you can blame that on my busy work and school schedule. I'm a full time Ph.D. student in Political Science at UC Riverside and work full-time as well. Add to that the fact that I actually spend time with family and game twice a month, and it leaves little time for blogging.

I'm a huge fan of Savage Worlds and the more that I play it, the more I find that the system falls into the sweet spot of where I am in my gaming life right now. I need a game that is relatively intuitive, that is flexible, that has some good tactical rules, has some good "abstract" rules, and can be played in a hurry. Savage Worlds is one of those rules sets. Recently, my group has been playtesting FENG SHUI for Atlas Games and playing around with the Accursed setting for Savage Worlds. In the near future, I hope that my group will be interested in playing a Savage Worlds based supers game. Before I ask my players to make that leap, I do want them to be more comfortable with Savage Worlds as a system. Super hero campaigns push any rules set to the limit and demand a lot of players with regard to knowledge of the rules set, so I won't likely be asking the players until early next year.

When I do run the campaign, I will likely be running a Marvel game or a Marvel/DC mashup game and so I'll be converting a number of characters as well as using some conversions I find online. As I've mentioned a couple of times in the Make Mine Savage series, one of the challenges in character conversion is avoiding "power exaggeration." This occurs when a player/GM substitutes their own power fantasy about a given character to set the assumed baseline instead of starting with the game's mechanical baseline and moving from there. The prime example of a power fantasy setting a baseline in relative power discussions often occurs when chatting about whether The Hulk or the Juggernaut is stronger. For gamers/comic fans of a certain age, one only has to wait until the second or third round of discussion before the scene from Secret Wars where The Hulk holds up a mountain range comes into play.

Let's just say that if you are setting your baseline for what The Hulk needs to be capable of at "Fifty Billion Tons" as a mechanical necessity, this is beyond even the Cosmic Level of Savage Worlds which would set d12+12 at 10,000 tons. Were I adjudicating the mountain scene above, I'd use the Dramatic Tasks rules and apply appropriate penalties with each failure on The Hulk's behalf equating to a level of fatigue.

So where would we set The Hulk within a Savage Worlds framework? What is the appropriate level for The Hulk? The old Official Handbook of the Marvel Universe, as well as the old FASERIP system, place The Hulk at the 100 Tons range which is d12+9. This is useful as far as it goes, but doesn't really tell us a lot. This is especially true if the GM is using my alternate "dials" with regard to lifting or is using the following Edge:

Super-Brawny 
Requirements: Novice, Strength and Vigor d12+
     Your super-bruiser is significantly stronger than other characters in the setting. This is either because the character is large for his or her size category, or because she or he is very fit. The character is more resistant to damage than other characters (+2 to Toughness). Additionally, the character can lift or carry more that most characters with the same strength. This character can carry 10 times the amount listed on the Superhuman Strength chart. This edge may be taken multiple times where the multiplier stacks logarithmically (2xSuper-Brawny = x 1000 lift, but the character only receives the Toughness bonus once. If you wish, you can require the expenditure of a bennie and a STR roll at -6 to activate this ability. A failure on the roll equals 1 level of fatigue. Characters who become incapacitated from this fatigue must rest until they recover.

 I'm a fan of the above Edge because it allows for increased carry/lift capacity without altering the underlying damage mechanics of the game. One of the seeming truisms of comic books is that really strong characters, characters capable of lifting battleships, often punch street level heroes without turning them into paste. This emulates that aspect of the game.

A feat like the above, gives a tool that allows Savage Worlds to accommodate what The Hulk can lift, but it does little to tell us what The Hulk's combination of Strength and Damage should be. To establish this baseline, we need to ask how easy it is for the average "Brick" to destroy some very big and very impressive vehicle or piece of hardware. I think that the M1A1 Abrams serves this purpose nicely. The Abrams weighs approximately 68 tons and for all intents and purposes serves as a nice baseline for "Super Tank." According to the Savage Worlds Rulebook, the Abrams has a Toughness of 77/58/29 (60/41/12), or in "real" terms a toughness of 17. What I mean by "real" terms, is Toughness - Armor. This is because in the Savage Worlds baseline campaign it is possible for super heroes to add the "Focus" modifier to their "Attack, Melee" combat power. The Focus modifier allows attackers to ignore armor if they make a to hit roll at a penalty. One can imagine two kinds of Supers games. In the first, all "Bricks" worth their salt have the Focus modifier. In the second, none have the modifier. For the purposes of the statistical analysis here, I will assume that they do have the Focus Modifier.

This makes our question -- assuming that the "Mean" super hero can "destroy" an Abrams with one punch -- what is the right combination of Strength and Damage to achieve this task? Destroying a vehicle requires causing 4 wounds (+16 above the Toughness) and thus requires a roll of 33. We can set our bar lower to require only that the character be able to "Damage" an Abrams, but that is a setting dial. For our current dial, let's assume 33.

Using the calculator at Anydice - set to default settings -- this provides us with the following answer:




\bar{x} \!\,=31.81 σ = 7.99 min=13 max=116

If you prefer, you can make it d12+9 which makes x-bar 32.81 and increases the min and the max by 1 while having no effect on the standard deviation. In fact, at Attack, Melee 4d6 the amount of Strength above 12 provides a great dial for use with regard to punching holes in Abrams tanks and crippling them.  If you wanted to increase the spread of pluses, you could set the baseline as:

STR d12+5 with a 5d6 Attack, Melee Power with focus. 

\bar{x} \!\,=32.99 σ = 8.59 min=11 max=131

 Doing so would allow for some more control over where the supers fall in the distribution as influenced by the plus component rather than the d6 component. We can use the statistical information to decide where The Hulk falls within our super hero world.  First we have to decide in what percentile we want the Hulk to fall and then we can use a procedure called "Standardizing a Normal Distribution" to give us our number. We use the following formula in this case:

Z is a value that corresponds with a certain percentage of outcomes. For example, 90% of outcomes will be equal or less than z =1.645, 95% will be less than or equal to z =1.96, and 99% will be less than z =2.57. If The Hulk is stronger than 90% of really strong people in your game, you should set z to 1.645. If stronger than 95% of crazy strong people, at 1.96 etc. We would have an equation that looks something like:
1.96 = (x - 32.99)/8.59
Hmmm....the first thing that jumps out is that this tool isn't necessarily useful for our purposes. Another way to translate this is STR = d12 + z(Bonus - 5) + 4d6 attack.  What this means is that if we wanted The Hulk to be stronger than 95% of other Bricks we'd have to increase the "flat" number by 17.18 and that takes if off the chart. This tells me that the Abrams may not be the best baseline to use even if it's cool. This is largely due to the "swingy" nature of the open ended die rolls. Setting the baseline at such a high number means that we cannot use an actual distribution based on the likelihood of actual occurrence based on rolls and have it be very useful. In fact, even if we set the "average" Brick Strength at:

d12 + 2 with a 1d6 Attack, Melee

We get the following:

\bar{x} \!\,=13.27 σ = 5.83 min=4 max=56

Even at this level we see that The Hulk would have to be (1.96*5.83) points higher than average (11ish points) to be stronger than 95% of all other Bricks.

Does this mean that we cannot use a normal distribution to help us in our converting of characters? I don't think so. I do think it means that we cannot base our conversions on a distribution of damage, rather we have to create an arbitrary distribution and mean. Let's say we keep the mean around d12 + 6 (we can set the number of d6s of Attack based on how likely we want the character to be to damage, hurt, destroy an Abrams with each of those being an added die above 2d6). Given that a "normal" can have a strength of up to d12 without Edges (we can assume that the Edges allow for characters beyond human and in the low end of Brick like Captain America), this gives us a working range of +1 to +12. If we choose 2 (arbitrarily) as our standard deviation this gives us a distribution that looks like:

\bar{x} \!\,=6 σ = 2 min=1 max=12

If we use this in all of our calculations, we will get The Hulk as having a d12 + 6 + (1.96*2) Strength. In other words, a d12 + 10 Strength if we want him to have a Strength higher than 95% of other Supers. He'd have a d12 +9 at 90% and the percentage of people at d12 +8, +7, and +6 become larger until you hit 50% of your target population. Then the pattern repeats the other way with 95% of your Bricks having more than d12 +6 - (1.96*2) or d12 +2 Strength. That leaves only 5% of your Bricks with d12+2 or less. You can use this as a guideline to shape your campaign and should try to follow it as much as possible. This way if players as "How Strong is d12 +9?" You can answer that it is stronger than 90% of all other "Brick" caliber characters and be correct in saying so.

While some of this conversation may seem obscure, I think it is important to have some structured guidelines that help GMs and players when they are creating/simulating characters especially when it comes to abstract things like emulating the comics. The same player who might balk at The Hulk having "only" at d12 + 10 Strength when told it is 200 Tons might smile with joy when they find out that this is the level better than 95% of all super strong characters in the campaign universe...a campaign universe that includes Galactus and many others of the ultra-cosmic scale.

Additionally, we can see how Savage Worlds dice have a pretty big standard deviation due to the open ended nature of the rolling and the combination of several dice. The analysis was also useful for looking at what it really takes to create a character who can destroy an Abrams Tank in a single blow. It is easily possible through a number of combinations that are affordable at character creation.

For me, I wouldn't set that as the baseline for my "Bricks." I'd probably set it at around 21 which is the amount of damage it takes to do 1 wound to an Abrams, but YMMV.