Roleplaying Games


We had our first game session up in Santa Fe this weekend (also a good excuse to bust out the Triumph and ride the 65 miles) where, for once, I’m not the GM. This time would be Marvel Heroic Roleplaying, set in our “Liberty City” universe I “piloted” a few weeks back.

Our GM hadn’t run in a while, but he was able to handle the mechanics fairly deftly. This was fairly impressive, considering I thought the mechanics of the game were a bit overly complex at times — not the core mechanic, mind you, of putting together a dice pool based on the affiliation, distinction, possible power, and specialty for the NPC, or a simple “doom pool” of dice — but all the bits and bobs you can do with opportunities, etc. i think it takes a few sittings to really get the feel for the mechanics, but they do enhance play, as we’ll see.

Being a player is much easier, I found, although the other player was new to the system and was still a bit fuzzy on what he could do by the end of the session. The characters were my “Dark Mercy“, an Irish terrorist turning over a new leaf after finding the “Torc of Morrigan” (based on an old Shadowrun character.) The other was “El Gato” — a former barrio bruiser that was involved in some kind of high-science accident that turned him into a 3′ tall cat-man who is involved in the Superhuman Martial Arts League (SMA), where he is a popular minor fighter, whose style is more to confound and trip up his opponents, rather than using brute force.

We wound up in a New Orleans-esque suburb of Liberty City (why not!?!) where El Gato was staying while waiting for a fight and my character was hiding out and waiting bar at the hotel while trying to figure out what she was going to do with her life. During a blues concert, the hotel is invaded by what look to be a couple dozen zombies (the GM’s a big zombie fan…)

My character clears the bar by using her Chiappa Rhino, fired into the ceiling (and deafening the ultra-sensitive ears of El Gato.) Once the room has no innocents in the way, the pair go to work. First, my character laid hand on el Gato to heal the mental stress from the gunshot. He then decides to throw a fire extinguisher at the bad guys. I suggest we do this as a support action, as my character, seeing this, will blast the canister. After showing him how to put together the dice pool, he does a somersault over the bar and whips the extinguisher successfully, I asked if I could use that die, if I succeeded (and I did) to create an asset — an ABC powder cloud that would help protect us from being seen by the critters.

That put down about a quarter of the opposition. With no one to see what we’re about (my character is trying not to be spotted out as a super, which would draw the wrong attention from the LCPD), I once again touch EL Gato, “blessing” him with an effect die of d10…he’s got an extra d10 for the rest of the scene. this allows him to do a spectacular series of jumps and attacks. One thing I noticed is the system does tend to make you explain what you’re doing, so you can put together the right dice pool.

At this point, my character lights up her “Goddess of War” power set, uses a Sorcery Adept test and managed to get a d10 effect die — I’m created armor and a sword (one of her SFX.) El Gato’s style is to work with others, so I have him push a bunch of them to me. He does a test, using the maitre’d‘s podium, kicking it into the baddies, and providing me with a d6 temporary asset to add to my attack. A few more rounds went this way, but soon all the creatures were down.

The fight is fairly short by game standards, took about an hour to resolve. Once done, we had to investigate what had happened and found out a few zombies we had missed has stolen two artifacts from the hotel owner, a lady well connected in the neighborhood. Apparently, she had the whiskey bottle that killed Robert Jonhson, and the cane from another blues man, whose name is escaping me — both rumored to have made a deal with the devil to play the blues so well. If someone can get four of these artifacts together, they can allegedly summon up the devil. We get a name and possible location of someone who would know more…in the swamp outside town.

We were warned, however, to look out for the “Skunk Ape” (which led to a long, humorous bout of patter.)

That’s where we ended for the session. I truly enjoyed playing Marvel — maybe moreso than running it. It also showed the system is open enough to handle a wide array of style, from the police procedural wrapped in a superhero world that I ran, to the comic-horror adventure we played this weekend.

Furious pulp action at last night’s game session: The last episode of this “volume” Hannibal Drake and the Illuminati Treasure saw the heroes finding out Jack McMahon’s uncle had sent them a journal of his friend Lord Inversnaid to protect it from the Ahnenerbe, which had killed both Inversnaid and Uncle Mike in London. Mobsters from the 116th Street Crew of “Tirgger Mike” Coppola had trashed Jack’s apartment and shortly after they were contacts by private dick (that just never gets old) Tom Steele who is working with fellow Mason Deputy Inspector Nigel Moore of the Special Branch. We had left off with them recovering the book from the post office around the corner and mobsters attacking them from both directions.

The fight is immediate this session — a Ford Model C with four baddie, and a Chevy with another four block them at 86th and Central Park West. The fight included Jack doing a tackle though the open suicide doors in the back seat, knocking the mobsters for a loop. He shot up the Ford with a Chicago Typewriter taken from one mook. Tom Steele knocked a guy out with his Colt Detective, and Hannibla Drake dodged fisticuffs only to get clipped by a delivery truck on Central Park. Moore recovered the book and dashed for their escape into the subway.

On the subway platform, they see Moore get pushed into the path of an oncoming train by a female assailant who captured the book and manages to escape. Drake and McMahon get pinched by the cops, but Steele slips away, hits a street surgeon for the bullet wound he took to his leg, and locates the bird, who he heard ordering the mobsters around in an English accent, at the Waldorf-Astoria. He recovers the others after they are released on bail pending their grand jury hearing for assault with a deadly weapon, etc.

At the Waldorf, they surprise the girl and recover the book. they find out she is Ariel Smythe — friend to Uncle Mike (it’s implied a GOOD friend) whom she was assisting with his dealing in Spain (he was selling guns to Franco’s forces.) She is also a friend of the Inversnaid family and wanted to get the man who killed them — Moore — and return the book to the lord’s son. She is able to convince them enough that they don’t just plug her, but drag her along to the library at Columbia to research the book.

The notes relate that Baron Krigge of the Areopagus — the ruling committee of the Bavarina Illuminati — resolved to hide their treasure with their American Freemason cousins before the Hanovarian police shut them down. Letters between Krigge and Benjamin Franklin, then ambassador to France, show that the treasure was secured in the “House of the President”…but what president? They find out that the letter, dated 1784 from Philadelphia, suggests that it must have been the house of then-President of the Congressional Congress, Richard Lee — ancestor of Robert E Lee. Federal Hall is out; it was demolished for a customs house, then renamed Federal Hall as a museum. Could it be Stratford House in Virginia?

they are interrupted by Germans, who knock Jack out and capture Ariel. A shootout in the library after hours ensues and they escape with the girl. The heroes hide out in Hoboken at Hannibal’s mother’s house, then catch the Afternoon Congressional to Washington DC. Unbeknownst to them, the Nazis are along for the ride…

The big questions: Is Ariel everything she says she is? Was Moore the bad guy? How did the Nazis know to head to Washington (Ariel, of course, whether willingly or no…) What they don’t know — it’s a massive red herring. There were other presidents in the US at the time…including the President of Pennsylvania, about to take his position in 1785 after his tenure as ambassador of France.

But they’ll find this out next time.

Mark Meredith has an excellent fan site for the new MHR game here. There’s datafiles for heroes and villains, modular gear profiles and milestones for groups. It’s a must-stop for Marvel players.

After about a year, I’ve finally got the gaming group back to playing Hollow Earth Expedition. This time, the intrepid adventurers are returning home to New York CIty after their China adventures to sell the artifacts they’ve collected. We also introduced Tom Steele, private dick — a surprisingly fun character. He’s a former NYPD detective who is dying from emphysema (and doesn’t know, yet.)

The game started out with Steele doing a job for Ciro Terranova, the disgraced “Artichoke King” who is looking for juice to get back in charge of the 116th Street Crew that is now run by “Trigger Mike” Coppola for Luciano. He’s been hired to take pics of a city councilman engaging in the usual nasty sex-for-hire thing Steele deals with. Except the councilman is Trigger Mike’s guy. He is confronted by a couple of goons from the Mason Tenders 47 union, here to teach him a lesson, and it led to one of my dream fights — and didn’t disappoint!

Steele decides to crash through the one-way mirror above the councilman’s bed to avoid the 10lb. sledges that bad guys are wielding and manages to get a hold of one. That’s right, the scene I’ve wanted in an RPG since seeing Street of Fire all those years ago finally happened: sledgehammer fight! Steele has a bit of trouble due to his emphysema, but he managed to fight these guys down a set of stairs and into an alley before winning. It was fast, dangerous, and fun!

Then we cut to the arrival of Dr. Hannibal Drake and Jack MacMahon in NYC. There was some character stuff with Drake’s grad advisor/mentor, they drop off the mellified men they found, and stop by Jack’s apartment on Upper Park West…to find it being tossed by goons. There’s another great fight using the environment (something I liked seeing in Haywire [see today’s quick review]) with heavy glass ashtrays being used as bludgeoning weapons, Tiffany floot lamps, art deco metal naked lady table sculptures…it was funny and magnificent. We were off to a great start.

Steele gets hired by a limey, a Special Branch guy and fellow Mason. He needs help finding a journal of research from a murdered Scottihs lord, that Jack’s uncle Mike (also murdered for it) sent to the States. The British flatfoot knows it went to Jack. They link up with the other two characters right after the fight. The journal would have been mailed to his PO box nearby. They arrange to meet and retrieve it the next morning.

The English cop doesn’t know the full story, just that it has something to do with a missing Illuminati treasure from 1776 that was hidden in the United States. Drake is hooked! Jack is too; his uncle was murdered! Steele is a Mason and this involves the Brotherhood, so he’s in…

We ended there. Let the ride begin!

I’ve been tapped to teach a survey class on Western Civilization from the Middle Ages to the French Revolution, and have been putting together my lesson plans. This inspired me to buy a copy of Ingmar Bergman’s superb 1957 The Seventh Seal — a movie about a Crusader returned home after ten years, disillusioned with life and doubting his faith (played by Max von Sydow.) On the beach, he is met by Death, and convinces him to play a game of chess in an attempt to forestall his demise.

The movie deals with the effects of the Black Plague on the people: the belief that they were being punished by God, the collapse of faith, and the fear of everything in the minds of the 14th Century people. It’s a spectacular bit of filmmaking, and an excellent primer for someone running a Middle Ages style campaign.

The latest episode of our Battlestar Galactica campaign is a follow-up to the last adventure. Previously, the characters had discovered that a worker at an archeological dig on Sagittaron that is causing massive political, religious, and academic upheaval — they’ve discovered an ancient city that appears to have been very modern and destroyed by a nuclear weapon 10,000 years before the Colonies were allegedly settled — is an astronomer that disappeared from a deep-range early warning observatory they found abandoned, possibly attacked by Cylons, at the beginning of the campaign.

Tracking the man down to Leonis, they arrested him because his travel companion — a beautiful, tall blonde woman — was involved in identity theft. Questioning him, they discover he has been brainwashed into believing his new life as an archeologist. When they finally break the programming, the man claimed the “they’ll know! They always know!” and that “they” were the Cylons. Moments later, he passes out from the stress. While doing an examination on the man, the back of his head blows out. They assume it was a kill switch or some kind of cybernetic implant.

They turn their attention to the companion, who had disappeared from Leonis, only to turn up on Caprica. A look into the mysterious “Vala Inviere”, they find out she works as a lawyer for the commander’s wife, who is the head of one of the more powerful political lobbyist groups in the Colonies. This would give the possible Cylon agent access to politicians, policy, and other important state information. They race to Caprica this episode to find her.

The evening starts with them linking up with the Colonial Security Service (essentially the FBI) to find and track her. The commander is hoping to follow her and find her associates. He has made certain his father, the president’s security advisor, is in the loop and this has put the character in the high-profile position of leading the investigation. However, the director of the CSS runs the operation up the chain of command to the Colonial Attorney General, a smart, connected, and highly ambitious politician looking to be the next Caprican Quorum member — a position that the sister of the commander (and wife of the other PC) is running for. The AG has been at loggerheads with the lobby group in question and sees the opportunity to link this powerhouse to Cylon sedition. She lobbies the president to take over the operation.

There was a lot of politicking this evening, and I used a modified version of the d20 Babylon 5 influence mechanics to represent the commander and his brother-in-law using all their connections to try and thwart the AG. (If you use the search function, you’ll find the post on this; I’m trying to punch out this post before the daughter wakes.) Their opponent, however, outmaneuvers them. Tomorrow, she takes over the mision and launches an arrest and seizure of the Inviere woman’s computers and other devices. The CSS is raiding her fancy home, while the AG leads the raid on the lobby firm. The commander and other PC get to ride along as observers — the AG is essentially rubbing their noses in her move to link their family to the Cylons.

The raid goes predictably bad, when the suspect turns out to be preternaturally fast and strong. She nearly breaks the commander’s neck in one surprise attack. There was a fast and furious fight and one of the CSS agents is injured. Another kills the suspect with a shot to the head, in the same general area where the last guy had the device implanted that killed him (but there’s no explosion…they didn’t catch that.)

The rest of the night was more politicking, trying to insulate the family from the AG, by dropping the blame for the operation on her. She, in turn, blames the tactical team and gets a bunch of them canned; she survives the incident (politically) but she is in a disadvantageous position with the president, right now. The characters, however, appear to have personal reasons for trying to shift the blame, and while the whole incident is being hushed up for national security concerns, the commander’s father has to step down as PSA. The lobby firm is safe, and the commander’s career is unaffected — in fact, the whole issue has been turned over to the military intelligence machine, which includes his command element. He’s not quite out of the loop, yet, but his political buffer (his dad) has been temporarily neutralized.

The episode has heightened the political intrigue and Cold War feel of the game, and has highlighted the dysfunctional nature of my Colonial government. (The legislature is essentially shut down due to a Sagittaron-led boycott in the Quorum over the archeological dig, which has brought work to a standstill.)

The characters are now angling to convince their bosses in BSG-20 (the Expeditionary Task Force) to allow them to lead a series of covert missions over the Armistice LIne to see what the Cylons are up to. It was an interesting move that’s giving me a series of adventure ideas for the next few games.

Overall, the players are enjoying the game, and I feel the campaign is really gaining legs with a very different feel from the last time I ran BSG — the level of paranoia is heightened, much like the early episodes of the show, because my Cylons appear to be using humans as agents. We don’t know anything about the Cylons themselves, other than they’re still out there. We don’t know the level of infiltration, what they’re up to, but with the agent placed in their immediate circle, it’s very personal to the characters…which should get them to act more impulsively and give them the opportunity to have serious consequences for their actions.

“What’s past is prologue…” William Shakespeare, The Tempest.

The Bard, of course, meant this in relation to the events in the play, but it holds true for people’s lives, as well. You past never really leaves you. Inside every man or woman is the little boy or girl they were, the teenager, or the young adult… A person is the sum of their past experiences, and they inform our opinions on politics, religion, science, and even gaming.

In a recent discussion, it was pointed out that watching people playing games gives you an interesting insight into their own character, as much as that of who they are playing. It doesn’t take long for an experienced GM, or simply one familiar with the players, to get an idea of what they will do in the course of play, regardless of what their character might do.

One excellent example was a player who loved to be in charge…until he was. His personality was such that he liked the idea of authority, but not the weight of responsibility. No matter what the character was: the intrepid starship captain, the bad-ass cop, the hot-shit, no fear fighter pilot, he played them the same way: they were risk aversive and when saddled with a situation that wasn’t a simple shoot and scoot…he simply locked up and let the other players do for him. He wanted to be the big hero, but for the same reason his life choices led to stagnation and bitterness, his gaming suffered. Another consistently played the ingenue or “slut”, but preferably one with serious political clout. She had been raised as the black sheep of her family, had a hardscrabble life through her 20s, and after finally getting to be the big fish in her small pond, tended to be authoritarian in desire, if not ability. It showed in everything she played, no matter what she played.

Players tend to choose the role they wish they could have in a game: the tough fighter, the cunning wizard or thief, the charismatic bard. However, these choices are as indicative of the player’s personality, as their style of play. This insight into their personality can give you hooks that will allow you to wrap the player into the story lines. The obvious exception to this is the wannabe actor/tress that wants to play something different every time and loves to act! their part. (They’re fun to have in the game. They’re also often annoy to have in the game because when they center of attention isn’t on them, they get bored and either tune out or get disruptive.)

This personal prologue also informs the role of game master. My experience in the intelligence field has led me to a run modern and science fiction games with a highly jaded eye. Government types are usually venal and not especially competent. In the past, when I ran a superhero game, the “villain” of the piece turned out to be an “anti-hero” who cobbled together a new Roman empire to save Europe (and give herself massive power.) Today, after experiencing the ineptitude and corruption of big-government types and authoritarians wrapped in Progressive platitudes, the supers game feels much different, with these exceptional creatures bound by “necessary” licensure, insurance claims, legal actions, and their own, often mediocre personalities. Our “lead” hero is a corporate tool more interested in his Wheaties endorsement than saving people’s lives.

Our espionage game has the players as members of a special task force that is co-owned by the CIA and DHS. They operate in CONUS as DHS sworn agents, and abroad as part of a special action team. (The first games were set before the National Defense Authorization Act destroyed posse comitatus and due process for “terror” suspects; I have them as the “test case” to get the law enacted.) They are trying to protect the people from bad guys. tjhey also have been bending the laws to use asset forfeiture to roll around in expensive cars and clothes. They’ve engaged in actions that were a questionable legality both in and out of the US. Having the authority and ability to do things outside the spirit of the law means they haven’t broken the law…but they are not always the “good guys.” This is inspired by my libertarian politics, rather than the Progressivism that I hewed to in my teens and early adulthood.

Knowing your own biases and beliefs is essential to crafting your stories and not getting stuck in a rut. As with the players, you will aim for your comfort zone. I tend to run espionage or investigative adventures, no matter the setting. the trick is to use my background where it is constructive, and ignore it so as not to get in a rut where it is constrictive.

Thursday saw the finale of our Marvel Heroic RPG “pilot” issue. I’ve already posted on the first night and some of the issues we had with the system — mostly chair-dice interface errors. I had a look through the book to clear up a few of the misunderstandings — on my side mostly involving the use of the doom pool, opportunities and plot points, and damage accrual.

The characters were working together to protect song and screen sensation Krista Holloway from being kidnapped by a stalker who has been threatening her on the internet. She is starting her tour to promote her new album in “Liberty City” — a superhero haven in Delaware that is a combination of Gotham and Astro City for feel. They stopped a snatch and grab by a bunch of henchmen and that’s where we left off that night.

In the second installment, the characters spent the first hour or so interrogating the punk they’d picked up, but the guy is legally savvy and cuts a deal to give up his employer — a former superhero that lost his sponsorships and licensing for crime fighting, etc. due to being involved with underage girls. He’s moved from Los Angeles to Liberty City. During the interrogation sequence, we did discover that sometimes, depending on how the distinctions are worded or lack of a particular specialty (skill), you can have trouble getting three dice for a pool. The support rules — where other characters help the primary — worked well here; good cop, bad cop, and silent brooding hero.

This led to the climactic fight scene of the night in which the “masks and capes” team in power armor and supported by the superhero Paragon (brother of the singer in question) raid a warehouse on the docks (you have to have a docks district, c’mon!) The fight ran very smoothly. We all liked the “what can you do in a panel” feel, how the character going chooses the next actor (although I did use an opportunity to jump the line for the villain.) No problems with damage this time, nor the doom pool.

In the proces they practically destroy the warehouse, and discover the “villain” was set up. He was offered a chance to start his new life by a friend who had connections in Liberty City. The mooks working with him , they find out, planned to rob him of his gear and money after he had been arrested. The girl was never to have been actually harmed; it was the intervention by the characters that led to violence. The whole thing was set up by Krista’s manager to generate buzz for the album.

One of the players (Paragon) has a habit of ignoring effects to his character, even when they are reasonable. The “villain’s” predicament hit him with a d6 emotional stress — he jumped the gun, overreacted, and in the process they destroyed property that the villain’s security deposit sure wasn’t going to cover… He should have felt like a bit of a dick (but with this guy’s personality he was sure to get over it.)

So the final assessment for the system: It’s not Cortex, one…it’s FATE but heavily tweaked to fit the genre. It emulates the comic book feel tremendously, the mechanics leave a lot of options (too many for beginning players) for the gamers, and the simplicity of character generation is grand. The sheer number of options you have with opportunities, SFX, etc. makes the system confusing to some — one of the player never used the SFX because he didn’t “get it.” Another jumped right in and played the mechanics for all they were worth. Overall, we felt the mechanics aided play and the feel of the comic setting, without slowing play. However, if you can get past the steep learning curve, it’s an excellent set of rules.

I was having a conversation with J over at 1nsomnia.wordpress.com regarding how bringing new blood into a game group can liven up play and rekindle the joy of playing. One of my comments was on the size of his gaming group:

8-10 is a massive group! Most group work is best done in groups of 4-6, studies show — from corporate environment, to fire teams in the military, to terrorist cells — above six becomes unmanageable (in the case of gaming groups, you have less “screen time” for the characters and it becomes hard to manage events); below four (including GM) and any absence can put the kybosh on a session and relationships between players become sometimes too comfortable and the play becomes stilted.

I’ve commented on group size before, but I think this is a nicely succinct take on my opinion regarding group size. Were it me (and it’s not, so feel free to ignore me on this), I would try — if scheduling permitted — to break the group into two. But that’s me, and as always, I could be completely full of shit.

In fact, it’s almost a certainty.

I was going to do a post on what comic books influenced my gaming style and choices, but realized that outside of that particular genre, comic or supers games, they don’t really have any. So here’s what has informed our current campaign:

1) The Incredibles: Specifically, the notion that superheroes have the same issues normal people do: peer pressure to be “normal” and the threat of lawsuits. Our supers have to be registered (the Libertarian Party and Institute of Justice are fighting this as discriminatory; the ACLU is silent on the matter), and if they use their powers licensed at various levels (construction work if you’re super-strong, legally sworn as a peace officer to fight crime, etc.) A lot of them can’t afford the licensing fees and more importantly, the insurance to get licensed, and either hide their gifts or go rogue — become supervillains. They are policed by special units around the country/world that employ supers or highly-trained normals. It’s my understanding a lot of these issues cropped up in the latest Marvel Civil War books.

2) The Venture Brothers: This is a show the creators have siad is about “failure.” I’m borrowing the notion that a lot of supers are still lazy, incompetent, or downright stupid. They highlight the failure of the Jet Age promises: private supersonic jets, space stations, underground habitats, etc…things that I have included in smaller part. Similarly, the comic book Empowered touches on the same ideas — and that a lot of supers get their powers from venereal diseases…

3) Astro City: Funnily, I haven’t read this comic, but I’ve borrowed a lot of the tropes for our game — Liberty City as the cynosure for supers in America; it draws supers like Hollywood draws sexual deviants. I’ve even borrowed some of the characters and adjusted them for the game. Also, I’ve nabbed some of the Jet Age imagery that they use.

4) Every power suit manga: The cops have “masks and capes” squads that hire supers, but they also employ power armor, Masamune Shirow-style, to combat these threats. Ghost in the Shell, the manga and TV series, molded these ideas.

5) Bits and Bobs: I’m borrowing characters from the various comic books and old supers campaigns and tweaking them for our game.

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