Showing posts with label Villains and Vigilantes. Show all posts
Showing posts with label Villains and Vigilantes. Show all posts

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.


Wednesday, April 24, 2013

[From the Archives] SUPERCREW -- Quick and Easy Superhero Role Playing

Back in 2010, I wrote a review for a Swedish super hero roleplaying game called THE SUPERCREW. Some time has passed since that review, so given the obscurity of the game I thought that I would share the review again.

I have made some slight edits to update the review and provided information from an update I did a couple of months after the initial review.  This is a rare game, but you should check it out.





Every now and then, there comes along a product that manages to simultaneously appeal to several of my obsessions. The Supercrew roleplaying game by Tobias Radesaeter is one of those products. The game combines my interest with the indie game movement with my obsessive need to own every superhero roleplaying game ever published. As numerous re-reads of Superhero 2044 prove to me time and time again, the targets of my obsession do not always lead to enjoyable (or even understandable in the case of 2044) experiences.

The superhero genre features characters of near unlimited potential, and who possess a vast array of capabilities. Any game designed to emulate the feel of the source material faces a daunting challenge. How does one design a game that can simulate an almost infinite collection of powers and abilities, yet is also as fast and exciting as the source material being emulated? It's not easy to do, and it is one of the reasons that some successful superhero systems are also successful "universal" systems. For a while, it seemed as if all decent superhero systems were also universal systems. The indie game movement, with games like Capes, proved that being universal wasn't a necessary condition of a superhero game and that games could be designed based on emulating the feel of comics without granularly emulating the physics of them.

Games like Capes are a part of the narrative focused game design that influences a lot of what is going on the indie gaming community. Design choices in these games focuses more on how a particular mechanic can help to create a collaborative "playing story" rather than a quantified gaming representation of "reality." To be reductive for a moment, these games have a narrative rather than a gamist focus.

Supercrew takes a fairly strong narrativist approach to the superhero genre in it design choices, and even makes one small quip regarding gamist style games, and even presents its rules in a narrative format.

Supercrew's thirty-page booklet presents the games rules in a comic-book panel format. The first game to attempt this approach was the unplayable He-Man and the Masters of the Universe RPG by FASA. It's a novel approach to introducing roleplaying concepts and mechanics, and in the case of Supercrew is done in an effective manner. The rules are presented in a logical and engaging manner. They are also very easy to understand, making this game a potentially great introductory roleplaying game -- in addition to its potential use as a narrative rpg for experienced gamers.

GAME CONCEPT

Supercrew begins with an interesting premise as a game within a game. The central conceit of Supercrew is that all of the superheroes designed by the players are their own alter-egos. As the game explains it, "The players play super-powered versions of themselves. Each adventure starts with them playing a role-playing game when they hear about some kind of emergency they have to stop." You read that right. The players are playing characters who are playing a roleplaying game that gets interrupted and needs their superheroic intervention. When I first read that the players play versions of themselves, I was reminded of the character design system for the revised edition of Villains and Vigilantes so I didn't think Supercrew's approach was too novel. Then I read the sentence where the rules describe it as a game where the "characters" have shown up to play an rpg, only to have it interrupted, and a number of wonderful uses for this game popped to mind -- this is before I read a single rule.

Every group has players who show up late, or cannot make it to a particular session. If your group is playing in a long term campaign, you often don't want to continue the adventure without the player as it could make the player feel left out as their characters don't earn as many experience points or miss out on key plot points. You also have to consider the feelings of those players who did show up. They are there to have a good time and to play a game. If your group agrees to use Supercrew as the backup campaign, it's central conceit is perfect for these occasions. Let's say Jim doesn't show up to your regular D&D campaign. You begin the session as normal, "when we last left our heroes," but somewhere in the middle of the first encounter you do your best radio static impression and blurt out "News Alert! Baron Ravenblood and Persecutus are holding the city hostage threatening to destroy the Gas Company building unless the mayor wires $1 billion into their bank account by 3pm." The players grab their Supercrew character sheets, and their "characters" excuse themselves from the D&D game to fight for great justice!

Sounds like fun, but does the system work?

GAME SYSTEM

Characters in Supercrew are constructed using three main abilities and three tricks which are particular uses of these abilities. The powers are ranked from 3 - 1 in order of power. Three is the most powerful ability, two is the most frequently used ability, and 1 is the least powerful ability. It doesn't sound like a lot of powers to give a character, but it actuality this is a pretty robust system.

For example:

Christian wants to make a character based on everyone's favorite Flight, Invulnerability, and Super-Strength character. To avoid copyright attorneys suing his game group, he decides to name the character Superior! He give the character the following powers Heat Vision, Inert_Gas-ian Physique, and Flight. He states that Heat Vision is Superior!'s most potent ability (as is often described regarding our favoring FISS character, though rarely believed) at rating 3. Inert_Gas-ian Physique, Superior!'s most frequently used power, is given a rating of 2. Finally, Christian gives Flight a rating of 1.

Inert_Gas-ian Physique is a broad descriptor that encompasses super-strength, super-speed, x-ray vision, super-breath, and invulnerability. There is no reason to quantify each individual power, as would be done in more granular systems, since the broad descriptor's effectiveness is determined by the associated rating.


The effects of powers are determined by the roll of ordinary six-sided dice. The player rolls a number of dice equal to the abilities rating. Those dice that have a result of 4 or greater are considered successes, lower results are considered failures. This is a system similar in basic structure to Burning Wheel or White Wolf's World of Darkness systems where pools of dice are rolled and successes counted based on the results of individual dice.

The game enforces the use of ineffective powers, and limits the usage of the most potent powers, by requiring that heroes spend "hero points" in order to activate the rank 3 power. The only way to acquire hero points is to either use your rank 1 power or to be knocked unconscious in a battle. Each of these gives the character a hero point that may be spent later to activate rank 3 powers. This is an elegant design choice that undermines overt power-gaming where players would minimize/maximize abilities to tweak a game system in their favor and hold more "power" than other gamers. In this system, that is relatively impossible. Even if the player chooses a broad ability descriptor, like Superior!, since how an ability is used is determined when the player's describe what they are doing the broad descriptor is no more useful than the narrow one. After all, the Shade Knight can apply his "Keen Intellect" descriptor just as broadly as Superior!'s Inert-Gas-ian Physique.

For any given task, the Game Master sets a success threshold. The individual character can only contribute toward passing that threshold, once per round -- or once per task for certain tasks. Teams must work together to succeed at fighting earthquakes and burning buildings.

In combat, and in other situations, the player first states what ability they wish to use. They do not describe how the power is used, or its effects, until the number of successes achieved is known. In a recent post discussing the Dragon Age RPG by Green Ronin, I discussed how I liked how Dragon Age's stunt system allowed for more narrative combats. Supercrew's system is attempting a similar effect here, the benefits of "roll before you describe" are discussed at length at GamePlayWright. Once the player knows how many successes the character has achieved, and how many total successes are needed for an action, that player -- whether he completed the task or not -- describes what happens. This game is very much about the player, knowing the results, creating the narrative regarding how his/her character succeeded or failed. Typical of many modern narrative games, this player empowering approach can be disorienting or empowering depending on your group's preferred method of play.

The combat rules are an extension of the basic task resolution system, and the game provides some excellent examples of how they would represent villains, groups of thugs, or hazardous events like building fires.

The system looks like it works and it looks fun. Simple but able to simulate a broad array of activities, what designers often call "robust."

CRITICISMS OF THE GAME

I have two major, and one minor, criticisms of Supercrew.

While the game provides some examples of how they would represent villains, thugs, and hazards, the game provides not guidelines or benchmarks to help the game master. Experienced game masters may not technically need these in order to run a game, but they would be exceedingly helpful. This is an even larger flaw when considering the fledgling game master. The games rules and concepts are perfect for the new gamer, in addition to the experienced gamer, but the new gamer needs more assistance when creating opponents for their players. Some comments regarding balancing encounters, more than just the examples, would have been greatly appreciated.

The game also lacks any real online support, which is tragic as the game deserves more. The rule book says to visit the Kaleidoskop site for character sheets etc., but the majority of game aids are in Swedish.  For example, their Hjältegalleri which features a number of characters created using the system is entirely in Swedish.  It would be helpful to have English versions of the characters. While it isn't difficult to figure out what Gravitationskontroll or Noll Friktion are in English, Osynlighetskappa is another matter entirely. Thankfully, Christopher B at A Rust Monster Ate My Sword has designed an excellent character sheet for use in the game.

Lastly, and this is a minor quibble, the game's prose isn't quite funny enough. I would have liked more jokes. Given the entertaining cartoony art in the rulebook, some more jokes would have been appreciated. Maybe it's just the translation that lacks the humor, but I'd have liked more.

In conclusion, I think that this is an excellent game at a reasonable price. It isn't likely to replace Savage Worlds' Necessary Evil campaign in my game rotation any time soon, but I think I'll be trying to fit it in when some players don't show up for our regular sessions.

I wish some of the early professional efforts where as clearly explained and thought out as this gem.




Friday, February 01, 2013

[Simulation vs. Playability] Villains & Vigilantes 2e -- A Look at Telekinesis and Force Field

As I mentioned in a background post recently, I will be doing a series of posts looking at roleplaying games  to analyze how they balance simulation and playability in the execution of their rules set. In that post, I asserted that every non-abstract game is a simulation of some central conceit. This is particularly the case in role playing games where the conceit is one of the major reasons for the selection of a given game. While some people might play a role playing game because it uses system a or system b, I would argue that more players buy a game because it has a certain conceit. How many people are buying the new STAR WARS rpg by Fantasy Flight Games because it uses a "narrative dice" mechanic, compared to how many people are buying it because it is the current STAR WARS rpg?

I would argue that while every game faces significant challenges in balancing simulation vs. playability, superhero roleplaying games face the largest challenge. This is largely because a superhero rpg must be able to handle almost any possibility in order to simulate its source material. Almost anything can happen in a comic book and that can be difficult to simulate.

The first superhero roleplaying game was Superhero 2044, and it was inspirational on many levels. It was also unplayable as written. Donald Saxman did a yeoman's job of simulating certain aspects of comic books -- superhero "patrols" for example -- but the combat system and character creation systems need additional tweaking to work. Many of the concepts of 2044 made their way into the CHAMPIONS roleplaying game, via heavy house rulings by Wayne Shaw. You can see 2044's influence in both the "point based" character creation system and in the CHAMPIONS combat system (click the link above to see the similarities in the combat system).

The first playable superhero roleplaying game was Villains & Vigilantes. The first edition of the game is playable, but has some very cloogy bits -- like the "to hit" matrix which makes the 2nd edition matrix look like child's play. The second edition was an improvement in every way over the first edition and is still a game I very much enjoy reading and playing. I recently had my regular gaming group roll up some V&V characters and look forward to a full fledged adventure in the near future. It's a fun system that falls heavily into the "abstractionist" rather than "simulationist" camp, but some of its design choices simulate comic book action better than others. To highlight this conflict, I'd like to examine how two powers are mechanically represented in the game: Force Field and Telekinesis. These are two of the three powers in the game I would need if I wanted to make Sue Storm Richards -- The Invisible Woman as a character. I understand that she she doesn't "technically" have telekinesis as a power, but she uses her force fields to mimic the effects of a traditional TK character.

In fact, let's stat up Sue Richards in the process.

In V&V, like in many super hero game systems, a character's primary statistics can affect how individual powers work. V&V uses the classic D&D system of 3 to 18 as the range of "normal human" statistics, and has five main statistics: Strength, Endurance, Agility, Intelligence, and Charisma. Most of these are self-explanatory. Only Charisma doesn't follow the normal definition. It measures not only what we would normally call Charisma, but also includes what degree the character falls on the side of good or evil. So a "very heroic" good hero might have an 18, as would a "very evil" villain.

In Sue's case, I believe all of her basic attributes fall within the normal range. If they didn't, we'd have to decide what her stats were before exposure to Cosmic Rays and deconstruct what her "initial" statistics were and how they are different from her "super heroic" statistics so we could know what attribute related superpower -- like "Enhanced Agility" -- we would need to give her. To limit debate -- though not eliminate it -- I'll be using the "Classic Marvel Forever" stats for the old TSR Marvel Game as a baseline. Since "weight" also matters in V&V, I'll also use the Marvel.com bio which tells us that Sue is 5"6" and weighs 120 lbs.

Below, I'll include her Classic Marvel Forever stat and follow it with my V&V translation. For Charisma, we'll assume that she isn't currently under the influence of the Fear Monger and give her a high Charisma.


Attribute Classic Marvel V&V
Strength Typical 10
Endurance Remarkable 18
Agility Excellent 16
Intelligence Good 14
Charisma N/A 16
For the sake of argument, we'll make her a 7th level character. This will matter as things progress, and we'll also assume that her 6 level advancements have not been added to the stats above.

Now...let's have a look at those powers and see how they simulate various effects from the comic books.


Force Field


The Force Field power is pretty interesting and actually covers most of what Sue Storm Richards does with her Force Fields in the comics. It creates barriers that can comprise of x number of 1 inch "square planes" where x is the player's current number of power points (1 inch is the equivalent of approximately 5 feet). In the case of Sue Storm she has 58 power (starting power equals the sum of all stats except Charisma), so she is capable of making a pretty big force field -- Fifty-Two five foot "square planes" is a lot of surface area.

Force Field provides "Force Field defense," which in Villains & Vigilantes means that the player is very difficult to hit. Most powers need to roll a 0 or less on a d20 to hit someone in a Force Field. While that might seem impossible, players do get to add modifiers to that base number of 0 or less based on powers, stats, and level. The Force Field power also lets our Invisible Woman attach opponents doing damage equivalent to her "basic HTH damage." As you will see when you look at the character sheet below, this isn't very much. In fact, it's only 1d4.

There are a couple of interesting things to look at here.

First, it costs a number of Power Points to keep up a Force Screen equal to 1/2 the number of points of damage repulsed which originated from a list of powers. This is interesting because there is not a rule anywhere in the game for determining whether damage is repulsed or not. One might assume that "damage repulsed" is damage from an attack that would have hit the defender, but for the fact the defender was protected by Force Field. I think this is a reasonable interpretation.  Let's see how this ruling would work -- notice that we are already having to make a ruling to interpret the use of a power.

Ice Powers are on the list of powers that take energy to defend against using Force Field. Ice Power hits a character protected by Force Field on a 0 or less. A character with no defenses that work against Ice Power would be hit on a 14 or less (a 70% chance). Let's say that Blizzard is attacking Sue Storm. Normally, he would hit her on a 14 or less, but she has her Force Field up. He rolls to hit as normal and rolls a 13 and would normally hit Sue except for the Force Field, so he misses. With other defenses, this would be the end of the result. Because Force Field has a power cost related to "repulsed" damage, we now need Blizzard to determine how much damage he would have done and we subtract 1/2 that amount from Sue's current power score. If Sue were protecting someone else and the attack got past the Force Field, which in Blizzard's case would only be possible with modifiers from stats or level, she would lose power equal to the full amount of damage done. At least that's what I think would happen.

Let me just say, that if my interpretation is correct it seems like a pretty good simulation of how Force Fields work in the comics. We often see Force Field users straining to maintain the Field under pressure of attacks. How this power would work from devices, like Iron Man's suit for example, is another matter entirely as suits don't have "Power Ratings" and instead have a number of "Uses." This only adds to the number of rulings we must make to fill in cracks in the rules.

The second interesting thing here is that the Force Field's damage is based on the character's normal ability to damage someone when punching them. I don't know about you, but I think most Force Field attackers -- like say Hal Jordan or Sue Storm -- have this kind of attack because their hand to hand attack isn't very "superheroic." This aspect of the power doesn't seem very realistic as a simulation. I would recommend using a fix that I am going to be making for Telekinesis in a moment, and that is to use an alternate means of calculating base damage for this power. A normal HTH attack is based on a character's strength and weight. Force Field powers should have their "HTH Damage" based on an attribute that best simulates how the Force Field works. For Sue Storm, I would argue that the HTH damage should be based on her "Endurance" instead of Strength. This would still only give "Level 1" Sue Storm 1d6 damage, and isn't something that breaks the system. I would also argue that Hal Jordan's should be based on his Charisma score.



Reading through the Telekinesis power, we can see that it does essentially what Telekinesis should be able to do. It can move things, be used as an attack, and manipulate physical objects. Sound's right. What is interesting here though is the "telekinetic capacity" and how it is determined. The number of pounds a character can move is equal to Strength x Level x 10 pounds. In Sue's case, this would mean she could lift 10 (her Strength) x 1 (or 7 for our "experienced" version) x 10 pounds with her mind. So she could lift either 100lbs. or 700lbs. This would allow her to do either 1d4 or 1d8 damage with her TK. Not very impressive (okay, the 1d8 is almost in the right range for a primary attach, but not quite), and seemingly counter-intuitive. How many of the primarily TK oriented characters are known for their massive Strength? Most of the TK oriented heroes I can think of have average strength, and substitute TK for their Strength.

I think we should use an alternate means of Capacity Calculation. Normal carrying capacity is calculated as follows:

So for Sue we take one-tenth her Strength cubed (1 cubed) plus one-tenth her Endurance which is 1.8. This gives us a total of 2.8 which we multiply by 1/2 her weight or 60lbs. This gives us a total of 168 pounds. I think that looks right for her carrying capacity, but not her "Force Field" Capacity. If we substitute Endurance for Strength in this equation to determine "Force Field HTH", we get 458lbs and a 1d6 damage. While I still think this is low for a higher level Sue, it seems okay for 1st level Sue.  As for Telekinesis, I recommend making two changes. First, change the equation to (Key Stat x Level x 20 lbs = TK Capacity). Then I recommend selecting the appropriate key stat for the character's character concept. In Sue's case, I think it should be Endurance. At 1st Level, this would have given her a 360lbs. TK capacity. Not fantastic, and still only good for 1d6 damage which is about 1/2 of the average attack power, but I think it's well within reason for a starting character.

One thing that is possible in V&V is for a character to have a power "selected" multiple times. The recommendation V&V gives is to increase the effectiveness of the power if it has been "rolled" more than once. I would argue that Sue Storm rolled TK at least twice and would have that increase the multiple of x20lbs to x40lbs giving her a 1st level TK of 720lbs and 1d8 damage. That's all I need for her starting out.

One of the things that V&V allows characters to do is increase basic statistics with level increases. For the sake of argument, let's assume that modern Invisible Woman is 7th level and that she has put all of her advancements into Endurance.

Using our updated equations 7th level Invisible Woman would have a Force Field Capacity of 973lbs doing 1d10 damage. This is right in the sweet spot of between 1d10 and 1d12 plus stat bonuses damage (+1 in Sue's case). Her TK would be 6720lbs which does 2d8 damage. Given that this hits like a HTH attack, and HTH attacks are the least accurate in the game hitting on only a 5 or less, I think this is right in the sweet spot and puts her in line with most of V&V's "Bricks."

Notice that what constitutes a massively strong character in V&V is 3 tons, significantly less than the Hulk's 100 ton lift capacity. That would do somewhere in the range of 6d10 damage, a figure not likely to be "survivable" by most characters.

Just looking at these two powers it seems that V&V is a very good simulator of Comic Book style action, but that it still has a few cracks to fill in. Some are easy to fill in, like changing the TK equation or even I imagine coming up with a new Carrying Capacity to Basic HTH Damage chart (something I would recommend doing). Others are a little more difficult, like figuring out what is meant by "Damage Repulsed." The game was the first truly viable superhero role playing game. It is a fun game, but it does show some fraying around the edges of the rules. Some of these are legacies of being a kind of D&D derivative in combat, others are due to insufficient play testing.

None of them are game killers though, and all of them make for interesting combinations about how V&V tackles the problem of Simulation vs. Playability. With the exception of some of the equations required, and the clunkiness of the combat system, it's pretty clear that a lot of effort went into playability instead of simulation and where the designers focused too much on simulation -- the system's attack power vs. defense power attack chart comes to mind -- you end up with some of the more clunky aspects of the game.

I hope that Fantasy Flight Games Fantasy Games Unlimited and Monkey House Games are able to work out their legal issues in an amicable manner, and that we will be able to see a true 3rd edition of the game soon. It is one of the greats.

 Invisible Woman is Copyright Marvel Comics.

Wednesday, January 23, 2013

Simulation vs. Playability: The Background Discussion for a Blog Series



Over the course of the next few weeks, I will be discussing how some games balance their desire to simulate a certain activity with the need for a game to be playable. Most of the posts will be dealing with role playing games, but I might wander into wargame territory from time to time.

Let us take as a given for the purposes of our discussion that, with the exception of purely abstract games, most games are a simulation of some central conceit.

For example, both Chess and Men of Iron are to one degree or another simulations of medieval warfare. Men of Iron has what Elias, Garfield, and Gutschera (2012) would describe as higher "intensity" of the medieval warfare conceit than Chess, but both do share that central conceit. On the Elias, Garfield, and Gutschera "Scale of Intensity for Conceits," Chess is rated a 3 (Very Light Conceit) while Men of Iron would likely be rated around an 8 (Simulation, but with many sacrifices to gameplay).  As a further illustration Tic-Tac-Toe rates a 1 (Purely Abstract) and Squad Leader ranks a 10 (Full-on Simulation).  This might make one wonder where Advanced Squad Leader would rank, but I digress.

I understand that there are those who may disagree with the initial premise that "all non-abstract games are a simulation" either as a mere tautology, and others who completely disagree with the premise as an a priori. I believe it will prove useful for the series of discussions I hope to have about role playing games as simulations of the various subjects they address.

The framing of games, and in particular role playing games, as simulations should not be confused with Ron Edwards' GNS (Gamist, Narrativist, and Simulationist) system of game play analysis. As I interpret GNS Theory as a theory of play that can inform design and not a theory of system deconstruction and design. As Ron states in the above linked essay, "These terms, or modes, describe three distinct types of people's decisions and goals during play." These are player goals toward which games may be designed, but in my opinion a "Simulation" is not the same as a "Simulationist" game. 

To illustrate, the excellent Narrativist game The Extraordinary Adventures of Baron Munchausen is a simulation of storytelling as the good Baron himself might engage in it. It is not a simulation of the Baron's adventures, though James Wallis considered making a game where players could enact those adventures, it is instead a simulation of storytelling in a particular style. Another example of a game that is a simulation of storytelling is Tales of the Arabian Nights. Both Baron and Arabian Nights simulate the activity of storytelling within their conceits differently, but in the end the game play of both are best described by the stories created within the rules of the game. There is a reason that Wallis calls these kinds of games "Story-Making" games. So it's possible to have simulations of storytelling that results in story-making which in the end results in storytelling when the results with game play are shared.

Okay, enough of the metaphysics of games being simulations. Let's move forward please -- ed.

Games are also about fun, and to be fun games must be playable. This is as true of role playing games as it is for any other kind of game. As Robin Laws says in his masterwork Robin's Laws of Good Game Mastering, "Roleplaying games are entertainment; your goal as GM is to make your games as entertaining as possible for all participants." 

The key part of that statement is "as possible for all participants." Because players come to a gaming table with different "ideas of fun" as highlighted in Edwards' GNS theory, roleplaying game design must make decisions between the level of depth of simulation and the playability of the system. Some players find granular verisimilitude and accuracy of representation entertaining. For these players reading Chapter H of the Advanced Squad Leader rulebook is as much fun as actual game play. Other players might enjoy quick systems or systems that foster the creation of narratives.

Historically, one of the conflicts that has resulted from the attempt to design "good" games is a tension between "realism" and "playability." In Issue 8 of MOVES magazine (1973), Victor Madeja argued that "Commercial wargames fail to accurately represent modern war. Although no game will ever recreate the confusion, horror and destruction of war, we should at least expect a wargame to partly simulate the decision-making process involved in actual battle. Instead we have chess-like caricatures of reality. What semblance of realism we were led to expect is sacrificed on the altar of playability" (Emphasis mine). For Victor, there was a clear distinction between realism and playability and he thought that games at the time leaned too much toward playability and not enough toward actual simulation .

You can purchase access to the first 60 issues of MOVES magazine for the very reasonable price of $19.95 at Strategy and Tactics Press.

By Issue 14 of MOVES (1974) John Hill, the eventual designer of SQUAD LEADER, addresses the conflict by stating, "One of the hardest problems facing any war game designer is the careful balancing between playability and realism. Actually, any reasonably competent wargamer could probably design a realistic 'simulation,' but to design a good game is something else. As an example, 1914 was an excellent simulation of corps level fighting of that era, but as a game it was worthless -- it couldn't be played." John Hill would eventually go on to become an advocate of what he called "abstraction." This was a controversial game design philosophy in which the designer cared less about "what actually happened" and more concerned with the "effects" of what happened and how to model those effects. So, for Hill the fact that gunfire affected morale was more important than modelling the specific physical effects of bullet trajectories. Examples of "abstraction" designs in role playing games include D&D's "hit points" and the "effects based design" of CHAMPIONS.

The tension between simulation and realism is one that has been discussed in role playing games since the origin of the hobby. In the Advanced Dungeons and Dragons DUNGEON MASTERS GUIDE, Gary Gygax writes, "Of the two approaches to hobby games today, one is best defined as the realism-simulation school and the other as the game school." -- You can see in this discussion the origins of Edwards' GNS theory. -- "AD&D is assuredly an adherent of the latter school. It does not stress any realism (in the author's opinion an absurd effort at best considering the topic!). It does little to attempt to simulate anything either. ADVANCED DUNGEONS & DRAGONS is first and foremost a game for the fun and enjoyment of those who seek to use imagination and creativity...As a realistic simulation of things from the realm of make-believe, or even as a reflection of medieval or ancient warfare or culture or society, it can be deemed only a dismal failure...Those who...generally believe games should be fun, not work, will hopefully find this system to their taste."

In his paragraph on design intent, excerpted above, Gygax clearly puts himself in the "abstraction" design camp. His discussion of Hit Points in the DMG also makes this clear, whereas those who criticize hit points or how armor "makes it harder to hit and doesn't stop damage" fall more into the simulationist camp. I would like to say that I disagree with Gygax that his game "does little to attempt to simulate anything." I would argue that it is simulating heroic fantasy, but it is doing so from an abstractionist position. It's a small distinction, but not an unnecessary one.

As an aside, most gamers or designers are a combination of abstractionist/simulationist. Ken St. Andre, the designer of one of the most abstractionist rpgs I have ever played, doesn't like armor class systems because they don't simulate what he wants. This is the case even though his TUNNELS & TROLLS combat system sacrifices specificity for playability and speed of play.

When it comes to the tension between "simulation" and "playability" there is not a procedural definition of what is right or wrong. What is right or wrong doesn't even depend on what is being simulated. What determines whether it is better to favor simulation or playability is how that decision works within the rules set and the goals of the game itself. Sometimes it is important that a game be a good simulation of what it is trying to represent. CHAMPIONS is very much an "effects based design" system in character creation, but its combat system simulates the panel to panel flow of comic books extremely well. VILLAINS & VIGILANTES has a random character creation system that favors simulation -- though it also includes GM "rulings over rules" -- over abstraction as it defines specifically what Flame Powers and Ice Powers do and how they work rather than define effects and have you decide what matches what. Both are good games.

In the coming weeks, I'll be looking at some games and how they address the Simulation/Realism vs. Playability/Abstraction conflict. I'll be starting with VILLAINS & VIGILANTES and how it emulates Force Fields and Telekinesis in its simulation of super heroic conflict. While I think that the V&V system overall is quite good, I believe that the designs of these two powers demonstrate good "simulation" on the one hand and "awkward" simulation on the other.

I'd like to leave this conversation with two quotes for Will Hindmarch and Jeff Tidball from their Things we Think About Games.


1) Theme and gameplay are two different things.
2) Balance is not the same thing as fun.

Elias, George Skaff. Garfield, Richard, and Gutschera, K. Robert (2012), Characteristics of Games. Massachusetts Institute of Technology Press.

Thursday, October 04, 2012

[Superhero RPGs] Changling of the Teen Titans: The Same Hero in Different Systems

Those of you who read this blog on a regular basis know that  I consider Different Worlds magazine to be one of the great publications of what James Maliszewski calls the Golden Age of D&D.  The magazine ran from 1979 to 1987.  It was initially published by Chaosium, then by Sleuth Publications, and finally by Different Worlds Publications.  Two of those companies are still around today, and one is going very strong.

I was particularly impressed with Different Worlds' famously reprinted issue 23.  That issue was a "Special Superhero Issue" that contained articles by the designers of CHAMPIONS, VILLAINS & VIGILANTES, SUPERGAME, SUPERWORLD, and SUPERHERO 2044.  That's right, the designers of all the major superhero rpgs of the time had an article in that issue.  Add to this a cover illustrated by Bill Willingham and stats for the X-men in three different game systems (V&V, Champions, and Superworld) by the game designers, and you have a truly special magazine issue.  I would argue that it is the single best issue of a gaming magazine published to date.

 

The success of this issue led Tadashi Ehara -- the magazine's editor -- do make the Special Superhero issue a somewhat regular feature, and a year later with issue 30 in September of 1983 the magazine had a special "New Teen Titans" issue.  This issue provides statistics for the New Teen Titans -- Nightwing and crew, though he's still Robin at the time -- for CHAMPIONS, VILLAINS & VIGILANTES, and SUPERWORLD.  Three systems that each handle super powers differently, but that are all workable systems.  The statistical representation of the characters, all done by the system designers, reveal interesting things about the rules themselves.  This is especially true for the character of Changeling.  As a shape shifter, his powers are a challenge to emulate.  How do you design a character who can become any animal?  It's a difficult design question, but one that comes up from time to time in the comics.  It is also a question that eventually led CHAMPIONS to adopt the "Multiform" power, a solution that I've never been fond of.

 http://index.rpg.net/pictures/show-water.phtml?picid=12071

Starting with CHAMPIONS, the character of Changeling is represented as a relatively normal heroic character in his base statistics, but has all of his shapechanging powers in a single 200 point multipower with all of his abilities represented as variable "multi" slots.

133 pts.   200 pt Multipower (+1/4 only reasonable creatures, +1/4 x6 END Battery) 
27m        Growth (200 pts)
  7m        Density Increase (50)
            7m        Flight (50)

It goes on like that to include a number of possible power combinations.  It's a solution, but one that isn't much better than the "multiform" solution later implemented.  I have always liked the use of a multipower in order to simulate this kind of ability, but I prefer one of two options not presented by Steve Peterson here.  First would be the each "animal" is a different "ultra" slot in a multipower.  Thus Gorilla would be one slot and Monkey another.  The other way would be to have several multipowers.  One for offensive abilities, a second for defensive, a third for movement, and a fourth for "variable senses and options."  Any of these can work, but as you can see any version also requires a lot of work by the player to get what they want.

Steve Perrin's SUPERWORLD adaptation was to just give Changeling all of the powers -- heightened strength, shrinking, growth, armor, movement, etc. each with a conditional use modifier of "only in certain shapes."  This is followed by a list of shapes that Changeling can assume: man, bear, cat, bird, canine, snake, elephant, octopus, and so on.  Any animal that he has listed, he can become.  And the GM and player can discuss which powers are appropriate to the form.  This is a pretty good solution, but it also requires bookkeeping with regard to building and then maximizing each form.

Jack Herman in his VILLAINS & VIGILANTES adaptation highlights the "rulings over rules" nature of the V&V system.  In this game, there is not shapechange power that quite captures Changeling's ability.  So Herman gives Changeling the following power:

TRANSFORMATION (Shapeshifter/Creatures): PR for each change equals the square root of the number of Basic Hits possessed by the new form assumed.  Any shape having over 20 Basic Hits cannot be maintained for more than 11 turns.  Smaller shapes have no time limit.  Only creature/animal shapes may be assumed, including intelligent non-human species, but he must be familiar with the creature to copy its shape.
 That's it.  Leaving the player and GM to design each and every animal the player can turn in to.  Other than having to design a lot of animal stats, this is a pretty nice adaptation.  It is also one that Herman had to invent as the power isn't in the rulebook.  That's the nature of V&V though.  House rules rule the day.

When the DC Heroes RPG eventually came out, they represented Changeling in the following way.
                                                                                                                           
He's got stats that are at the high end of normal human ability, except for his Body stat which is quite good.  His shape change power is represented by... well... the shape change power which is as follows:









I am a big fan of the DC Heroes solution.  It is similar to Herman's, but balanced by being a very expensive power to have at high levels, though inexpensive enough for a starting character to purchase it.  It limits abilities to existing animals, and many can be found in the appendix.  Like all of the options though, it does require a player to have a number of character sheets at the ready to represent Changeling in multiple forms.

I think it is interesting how the different games each approached the design challenge that a shape changing character brings.  I don't know that any has a perfect solution.  I like DC Heroes' solution, but only because their underlying AP rules structure means that each numerical value has a very specific meaning.

Wednesday, March 23, 2011

Coming Soon -- Villains and Vigilantes Customizable Card Game




Superhuman Games will be releasing the Villains and Vigilantes Card Game this summer -- likely coinciding with the convention season. Superhuman Games entered into a licensing agreement with Monkey House Games to use the iconic cast of characters from Jeff Dee and Jack Herman's classic super hero role playing game. Superhuman games claims that the game will feature "the full comic book experience" in game play.

Based on the description of their market plan, Superhuman Games will be following the example of Fantasy Flight Games and offering the game as a customizable and "living" card game that features regular updates which allow players to create new decks with new strategies.

It's an intriguing concept. V&V has a rich catalog of characters to draw from, and the role playing game is gaining popularity since it was re-released in the past year.

My only concern is with the art work. In the modern card game marketplace, consumers will punish artwork that they deal to be amateurish. Dee's artwork has a nice cartoony style, and if they are able to replicate that then they will be able to appeal to the core fanbase. The company is looking for artists, let's hope they connect with the right ones. Companies like Fantasy Flight are successful partly because of the depth of their artist bullpen and the strength of their graphic designers.

Tuesday, December 28, 2010

Jeff Dee and Jack Herman to Release Villains and Vigilantes 3.0


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




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

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

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




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

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

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

Wednesday, July 14, 2010

Bill Willingham Contemplating Marathon RPG Session at Gary Con 2011

Bill Willingham -- author of DC Comic's FABLES, early Dungeons and Dragons illustrator, and creator of the classic independent comic book THE ELEMENTALS -- recently posted on Monkey House Games' website that he was planning on attending next year's Gary Con.


But wait there's more.

Willingham posted that he was hoping to run a game session at the convention, but this wouldn't be just any game session.

Mr. Willingham plans to run a 3-day non-stop marathon session in which players will experience an entire Villains and Vigilantes campaign.



That's right. A legendary comic book writer wants to run a 3-day gaming session using one of the oldest Superhero roleplaying game systems at a small local convention that honors one of the founders of the roleplaying hobby.



Does that sound like heaven or what?

Friday, July 09, 2010

A Gamer's Treasure -- Different Worlds #23


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

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

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

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

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

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

Let's have a look at the issue:

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



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

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

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

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



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

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

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

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

Wednesday, June 23, 2010

Monkey House Games to Publish New Edition of Villains and Vigilantes




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



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

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

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

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

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

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

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

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

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

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.