Tuesday, December 11, 2012

System Switch (Game Mechanics)

I've recently ported this campaign over to the Wild Talents system. While I like Superworld a lot there are a few things that I've noticed do not work with the current group of players (mostly 9-12 year old girls!).

1) Fast and loose with the rules. Superworld has got some great classic role playing mechanics. I'm a big fan of the Basic Roleplaying System (BRP) for detective style gaming. The skill system is central and that is what you want in sleuthing. The drawback is that running a mechanic is time consuming, especially for new players that you are hoping to foster a lifelong passion for gaming in. So I've had to play really fast and loose with the rules. That kinda defeats the purpose of having the mechanics.

2) Turn sequencing means lots of waiting. Even if you adapt Superworld to the more recent initiative rules of BRP you still have kids building dice towers and causing general chaos. Our expectation is about an hour of gaming before we lose the girls, and that's about right. But we lose some sooner if they are stuck waiting only to have their action result in a futile attempt to punch a bad guy. For adults that works, especially in smaller groups. But with kids you have to watch the boring factor closely.

3) Too much to track. We are starting to have players refuse to act because they are not wanting to keep track of their energy going down and up all the time. When it is the one character you wrote the encounter thinking this is their moment to shine - well when they refuse to act you have a problem.

So I think Wild Talents will fix this.

Sample Character
1) It is rules light. I even axed the willpower rules. All the character's powers ported nicely with predetermined dice pools clearly marked on a single sheet of paper. In Superworld I wrote a 5 page rules guide and they had essentially three pages of character in there! That was with trying to simplify things. Yeesh. So this one is simple. See the graphic for one of these sheets. Only the gadgeteer has a second page. The mechanic is everyone declares and determines how many d10s they roll, we all roll at once and determine the outcomes. One roll tells you everything.

2) Everyone declares before acting. So this forces them to make a plan. No more it is now your turn Ninja what are you going to do? It is how do you all want to play this, that means you roll this many d10s and which of you are rolling parts of the same set (cooperating). It is a mechanic that takes a bit to get your head around but once you do it is brilliant.

3) The only thing you track are experience points and tick little health boxes on the character sheet. No more hesitating because it is going to use up all my energy - you make a plan and then everyone does their part.

I'm learning as I go, so I made the same bookkeeping mistake on all the characters - but basically they can even see how much it will cost them in experience to advance each of their powers. This will give them some goals to work for. I ported all the characters and the three story arcs I have completed in just a few days (working in my spare time).

Hope the kids like the changes - I'll make sure I post an update on how it goes.

Tuesday, November 20, 2012

Supers Management Bureau: Det. Sheryl Waters


Detective Waters has been with the Supers Management Bureau since 2009. She was in charge of police-supers relationships during the Mr. Fantastic crisis in 2010 and managed much of the fallout from the disbanding of the Incrediblists in 2009. Her major contribution to police-supers relations has been the Mercinary List. This list allows officers to quickly identify registered heroes and potential trouble makers. Supers were much more agreeable to being registered since she rescinded the need for civilian identity clause, since then supers surrender their civilian identity at their own discretion.

With funding from playboy philanthropist Richie Stash, Detective Waters created four superpower dampening cells located in the Justice Building. These cells use technology to reduce the potency of most common superpowers. Currently only Danny Boy Sorappo remains incarcerated in these cells.

Metrocity Report: Social Page - 10/11/2012


Monday, November 19, 2012

Metrocity Report - 10/11/2012

Extra! Extra! The dread champion of destruction Destructo has been implicated in a bank robbery at the North Side City Bank. Customers at the Bank said Destructo walked right in ignoring the guards. They tried to shoot him when he would not stop advancing towards the safe, but he simply ignored the bullets as well. Grabbing a few bags from a cart near the safe, Destructo disappeared and reappeared on the other side of the locked gate. He appeared shortly with bags in hand, obviously full, and walked right out of the bank. It all happened so fast that the police did not arrive in time to catch him. Known for his recklessness, Destructo has made his presence felt in our fair city a few times in the past. Back then the Incrediblists managed to defeat him, who will come to our rescue this time?

JK

Sunday, November 18, 2012

Villian Bio: Little Green Men

Origin: Unknown, possibly alien.

Description: Although their height does vary, the little green men that have been seen so far were all less than 5' tall. Their skin is green and their hairless heads seem to be too large for their slight frames. These robbers usually travel in a white van in groups of five. They wear tight spandex-like clothing, green tinted goggles and a curious green bracelet. They are also likely to have a small but powerful ray gun. Although called men, it is undetermined if they even have gender in the way humans do.

Powers: Their ray guns can discharge a bean of energy that can shatter windows. The effect of this weapon on humans has thankfully not been measured. They seem to have some sort of energy shield. Their goggles seem to be some sort of environmental adaptation system, removing them has resulted in one death of a little green man. It is possible they have other powers, as their large heads indicate a larger than human brain capacity.


Saturday, November 17, 2012

Hero Bio: Boom Boom's Origin

One day an ordinary student was in her house reading a book while listening to music. Suddenly the fire alarm went off. Her family was safe outside. Fire was everywhere and there was no way to get to any windows or doors. She was trapped! Everyone thought she was dead, but the next day she was back with incredible superpowers!

p.s. The ordinary student was Boom Boom!

Friday, November 9, 2012

Metrocity Report - 09/11/2012

Peter's Artismal Jewelers was the scene of much excitement today as what appears to be a new group of super heroes prevented a sixth robbery by the little green men gang. Outside a rather strong hero who we've come to know as Captain Hammer overturned the white van that has been reported as part of all five previous robberies. Patrons of the Crimson Cafe next door were startled when a beautiful gal stood up and opened a hole in the wall between the two stores. Stepping through as the hole instantly closed up behind her these patrons rushed outside to see what was going on. Just as they emerged from the cafe they saw a van being flipped over and prudently remained tucked into the entrance of the cafe. Soon after the six heroes apprehended the little green men Detective Cheryl Waters of the Metrocity Supers Management Bureau arrived with several squad cars. After conversing with the super heroes Detective Waters seemed to allow two of the supers to conduct an interview with the little green men. She refused to comment on the content of that interview. In our interview of the proprietor of the shop he was simply grateful that the robbery had been prevented without anyone getting hurt. The police now have two of the little green men band in custody. Has our great city seen the birth of a new super hero group? We can only hope good citizens, be confident that our reporters will keep you informed on this important development.