Showing posts with label Supergame. Show all posts
Showing posts with label Supergame. Show all posts

Tuesday, April 28, 2020

SENTRY FORCE #0 Provides an Entertaining Glimpse at Tiny Supers' "Gallantverse"

Gallant Knight Games ran the Kickstarter campaign for their Tiny d6 based super hero role playing game Tiny Supers in July/August 2018. I've chatted about Tiny Supers on the Geekerati Podcast, but haven't done a full review of the game. The tl;dr version is that the system has quickly become one of my top 10 super hero rpgs ever. It's easy to learn and very flexible. I loved the system so much that in the blog post for the Tiny d6 episode of the podcast, I did quick conversions of two members of the Fantastic Four (The Human Torch and the Invisible Woman).



I'll do a full review of the Tiny Supers game later this week, but last week Gallant Knight Games' own Alan Bahr sent Kickstarter backers a copy of Sentry Force Prime #0, the first (and hopefully not only) comic book based in their in house Gallant-Verse super setting. I've had a chance to read the comic, several times and in a couple of formats, in order to give it a thorough examination. Before I get deep into the weeds of my analysis of the book, I'd like to give you my overall impression of the book.

TL;DR/Overall Impression


I like it a lot. It's not perfect, and suffers from what I call "pilotitis" when discussing television shows, but it is a fun and engaging book. I love the illustration style and I am impressed with Alan Bahr's attempt at writing a "team origin story" for his first ever comic book script. The short and sweet? Buy it and make sure you read the pdf in "2-page mode" in order to get the most out of Nic Giacondino's art work.

The Good, the Bad, and the Awesome

There are two things that are essential in order for a comic book to "work, you need good writing and good art and in that order. Sentry Force has both. They aren't perfect (as will be discussed in "The Bad" section) but they are good.

When I was an undergrad I took a couple of creative writing classes with an award winning Science Fiction and Fantasy author. Over time, she became one of my most supportive mentors and I am eternally grateful to her. One of the most important lessons she taught me was that "writing a novel is hard, but writing a short story can be even harder." What she meant by this is that readers of novels will allow the writer to meander, but readers of short fiction demand tight, lean, and compelling prose. The medium itself demands it. While comic books may have the benefit of beautiful art, their word count is small and if you are writing a fully contained origin story for one-shot title, you've given yourself quite a writing challenge. There's a reason that the Avengers comic book was written after the characters had their own stand alone books, and there's a reason the Marvel movies started with solo stories rather than jumping right into the first Avengers film. It's easier to create one compelling protagonist at a time than to try to connect readers with multiple protagonists in one go.

It's a difficult challenge to meet, but author Alan Bahr manages this task. The Sentry Force is filled with an interesting array of characters that fit a nice array of super hero archetypes while retaining a touch of their own personality. Velocity, the techie "Iron Man" proxy and the hero who assembles the team, is presented as a man desperately outmatched in a city on the edge of collapse as new villains emerge. He's running as fast as he can to keep the city safe, but he cannot do it alone and what heroes there are in Sentry City have yet to work together in any meaningful way. Velocity wants to help, but all he can do is triage. A fitting metaphor as in his secret identity, he runs a medical supply company. The character is a nice balance of arrogance, vulnerability, and desperation. He might also be, as is revealed in the comic's "voiceover," one of the causes of the rise of meta-humans. Bahr crams in a lot of backstory without a lot of exposition. That gives depth to the setting, but it also leaves room for interpretation and development. Did Velocity's tapping into the Tachyon Bridge merely result in the creation of his Velocity armor, or is it a partial explanation of the emergence of meta-humans? I'm guessing it's just the first, but the second possibility could be developed into some fun story lines.

The first Gallant Knight Games product I backed on Kickstarter was the Powder Mage Roleplaying Game based on the excellent book series by Brian McClellan. It was a very good attempt at adapting McClellan's fictional world to the Savage Worlds rules set. It was especially rich as a Black Powder Mage Universe world guide. In another world, that might have been the only Gallant Knight Games product I purchased, but that would be a world where Alan Bahr didn't work with great artists. From the first time I saw concept art Michael Leavenworth put together for the 2nd Edition of the Tiny Dungeon Role Playing Game, I knew I had to back that game. From their, Bahr introduced me to a number of talented illustrators who's work was different than that being used by other role playing game companies. Of the Gallant Knight Games pool of artists, one stands apart from the others in my esteem. Nicolas Giacondino is the Jack "King" Kirby of the Gallant Knight Games stable. His work is consistently evocative and fun and brings to mind many of my favorite comic book artists. When I see a Giacondino page, his work brings to mind the layouts of Keith Giffen and the art of Matt Wagner, Chris Sprouse, Ty Templeton, and Mike Wieringo. All of these artists have clean line work and demonstrated that the 4-color illustration style of the Silver and Bronze age of comics could be as sophisticated and dynamic as the best of the Iron and Digital Age illustrators.

You can see the influence of these artists on Nic's work in many places, but one place I wanted to examine briefly is in how Giacondino approaches page layouts. Take a look at these three pages with art by Matt Wagner, Keith Giffen, and Nic Giacondino. It should be noted that I intentionally chose one of Giacondino's "least interesting" pages in order to make this quick demonstration, but it should also be clear from even this basic page that Giacondino understands how to tell a story graphically. Each of these pages is a riff on the classic "9 panel page." Two of them are expressly 9 panel pages. Giacondino's page uses the structure of the Giffen (center) page, but uses narrative techniques demonstrated in both the other comics. Notice how Giacondino starts at a wide anger and zooms in one step at each step of the conversation. He's playing with point of view and demonstrating the increasing intensity of the argument between the characters. It's similar to what Wagner is doing in the panels from MAGE #1, which alternates from mid-shot to close-up to match the information being transmitted in the dialogue.

One of the things that stands out in the Giancondino piece, though this really should wait for "The Awesome" section, is that he hand inked the pages. Inking by hand and not digitally or by color coding gives his illustrations a nice depth of space more closely aligned with the Wagner illustration on the left than the more flat-space dominated Giffen art from LEGION OF SUPERHEROES in the middle. Even in a "boring" Giacondino panel, you see variety and texture. We'll see more of his work as I move through "The Bad" and "The Awesome." I do have one small quibble with the page and that is with the lack of window frame behind Camila Cantor. The yellow space behind her is a paneled window and those panels are shown on the next page and add needed background to the page.

Which brings me to "The Bad" elements of the book, none of which are too bad but all of which need to be discussed honestly if I want you to trust my opinion about comics and other media. I really liked this book, but has roughness around the edges.

The first patch of roughness comes in the use of exposition. Bahr doesn't use a lot of it, but there is one case where it needed significant tightening. In presenting Velocity's backstory on page 3, Bahr has the following two sentences back to back. "We were exploring tachyon physics to cure muscular disability and illness, but we stumbled onto the Tachyon Bridge..." and "I had to shut down the research, lock it up, and control it, because what we unlocked with the Tachyon Bridge was bigger than anything I'd ever dreamed of." What is striking here is the repetition of the term Tachyon Bridge. The second sentence could easily read, "I had to shut down the research, lock it up, and control it, because what we unlocked was bigger than anything I'd ever dreamed of." By eliminating the repetition of "with the Tachyon Bridge" it reads quicker and cleaner. There are a couple of small things like this. They aren't deal breakers by any means, but they demonstrate a writer learning to write in a new medium. Comic book story telling needs to be tight and this is a little loose. To be fair to Bahr, I've been reading some older Gardner Fox books (his CROM comic book if you must know) and Bahr's work here is significantly better than Fox's on that title. Let's just say that when you're work is better than Fox's, at any point in his career, you're doing fine.

The second patch of roughness comes in the art work. I know I praised the art earlier and I'll praise it more because Nic is AMAZING, but he's not perfect. Let's take these two pages of action. Where Velocity foils a bank robbery by the villain Darklight. We've got great action flow on the first page, but then WHOAH! What's happening? That top panel on page 5 has me wondering who's PoV we are seeing from. It's not the guy Velocity saved. We can see him on the top of the panel. Who is looking at the world upside down and why? It really pulled me out of the action. Which is too bad, because the action of the panel is fantastic if confusing at this PoV. I can see what Nic is attempting using the split faces on the top of the page, and that's nice, but a small modification really helps the page pop in my opinion.

Sentry Force Pages 4 and 5 (as Published)


What if we didn't feel it was necessary to keep the compelling split faces as the top of the page and instead let them go to the middle of the page? As you can see, since Darklight is in the upper left of the panel when we flip it right side up, we cannot put the face there. We have to have the faces on the bottom of the panel if the action is right side up. And look at that action! It's dynamic. Bullets are flying, Velocity is running to the action, and our hapless customer is falling. The scene has emotional appeal and it brings to my mind the combat panels from the interior of the 2nd edition of the Champions role playing game, and that's a good thing.

Page 5 Image Flipped and Mirrored

Let's add this flipped panel back to the original page and give it a look. To me this is an improvement, especially when viewed in 2-page mode. The action from page to page, and these pages are paired in Acrobat, look dynamic and there is no confusion of the action in my mind. Your mileage may differ. You may prefer the original layout on the page, but this works better for me. Regardless of which works better for you, the illustrations by Nic are a lot of fun.

Sentry Force Pages 4 and 5 (post Tweak)

And that brings me to "The Awesome." There is so much that is great about this book. It starts with a complete vision for the setting. Alan Bahr has stories he wants to tell and he wants you to experience them. Whether we get them as an RPG campaign or as a comic book, I'm sure we will see more of the Gallant-verse. Bahr is a font of ideas on a Walter Gibson (the creator of the Shadow) scale. He's always writing and publishes RPG products on a schedule almost unmatched in the industry. Bahr and Wiggy Wade-Williams are old school writers who pump out quality material on a schedule. I'm in awe of Bahr's abilities and his imagination. He's put together a great team and a compelling universe with characters ranging from the Magician Asher Solomon (a mash-up of Constantine and Dr. Strange who is now one of my favorite super-wizards), Bulwark (a "Brick" and a little more), the Eagle, many more, and...the super-heroine Gallant (the Gallant-verse's "Superman" equivalent). These characters are all discussed in detail in the excellent Tiny Supers RPG and Bahr has provided a fun Gallant-verse adventure in the back of Sentry Force #0 for you to play.

If I wanted to go into "The Awesome" as much as I wanted, I would do a page by page breakdown of all the interesting characters and detailed examination of Nic's artwork. It's really a lot of fun to look at, though I'd desaturate the colors a little to make the very strong line art pop a little more, and he manages a couple of "Perez Pages" where the panels are filled with a horde of characters who manage to be distinct and dynamic and for me the ability to do "Perez Pages" is the measure by which all comic book artists are measured.

Instead of doing all of that, I'll just leave you with the panel introducing Gallant. It's pretty darn EPIC. It has all the emotion and power I want from a character introduction.


Friday, August 02, 2019

#RPGaDAY2019 Day 2: Supergame is a "Unique" Part of RPG History



This is a post about a truly unique super hero role playing game and how I came to find a copy in the "out of print" bin at a local game store.



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.

I don't know how many copies of Supergame 1st edition exist, but I do know that you can purchase the original and second edition of the game on DriveThruRPG. Precis Intermedia Games reprinted the game last year with a high quality scan. The pdf includes both the 1st and 2nd edition of the rules. I don't know where Brett got his copy of the 2nd edition for the reprint, but I do know where he got the copy of the 1st edition. It's my personal copy. He treated it kindly as he scanned it for the project. I'm glad he did, because I think that this is a unique gaming item.

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.




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.

Wednesday, March 21, 2012

[From The Archives] Surprised by Superhero 2044 -- The First Superhero RPG was More Influential than You Might Think

This post was originally published in June of 2010. Given the "rolling" format of blogs, I thought that I would repost it for newer readers. I was nicely surprised by Superhero: 2044, and will be blogging about Supergame soon as well as I own both the first and second editions of that superhero game.  After reading this review, Donald Saxman was kind enough to include the test of the post in a reprint of the game. 

 

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.



I just couldn't ever muster the desire to read or play a superhero role playing game that lacked a robust super power system. The recent release of Icons by Adamant Entertainment got my mind focused reading a new super hero rpg, and this opened the door for Superhero 2044 to work its way off the book shelf and into my reading pile. I quickly devoured the booklet and have come to the following conclusions.

First, Superhero 2044 is almost unplayable with its Rules as Written (RAW). The game is a jumble of multiple systems and contains no fewer than three major design directions, none of which are flowing in the same direction.

Second, without Superhero 2044 modern super hero role playing would not be what it is today. Those three major directions I mentioned above? Each of those had a significant influence on the super hero games that came after Superhero 2044. Without this game, 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.

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.

Influence on Champions

Speaking of Champions, 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. 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.

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."

Tuesday, June 22, 2010

Surprised by Superhero 2044 -- The First Superhero RPG was More Influential than You Might Think


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.



I just couldn't ever muster the desire to read or play a superhero role playing game that lacked a robust super power system. The recent release of Icons by Adamant Entertainment got my mind focused reading a new super hero rpg, and this opened the door for Superhero 2044 to work its way off the book shelf and into my reading pile. I quickly devoured the booklet and have come to the following conclusions.

First, Superhero 2044 is almost unplayable with its Rules as Written (RAW). The game is a jumble of multiple systems and contains no fewer than three major design directions, none of which are flowing in the same direction.

Second, without Superhero 2044 modern super hero role playing would not be what it is today. Those three major directions I mentioned above? Each of those had a significant influence on the super hero games that came after Superhero 2044. Without this game, 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.

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.

Influence on Champions

Speaking of Champions, 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. 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.