Roleplaying Games


I’ve been seeing an annoying trend for the last decade or so on game forums:  RPG and board (mostly strategy) game players that are waiting for new systems or supplements getting out-of-their head angry over delays in publishing (an unfortunate reality of the business, especially with licensed products like Star Trek or Leverage.)

The impatience shown is understandable in a few instances — Decipher screwed their Star Trek RPG customers over with promised deliveries of product that wasn’t just approved, but already printed and sitting in a warehouse.  I wasn’t happy about it; I loved the system and while I wasn’t a Trekkie, I was running the game pretty steadily and wanted more official information.  Battlestar Galactica got the same chop as the show came to an end — several promised supplements never materialized, but were apparently in final stages of lay out or approval.  Margaret Weis Games just didn’t like the end of the show and dumped the lines seems to be the general consensus for what happened.  I didn’t appreciate it, but i wasn’t going to take my FN FiveSeven over to the MWP offices in a fit of pique.

Here’s the facts, kids (most of whom are about my age…so NOT kids): if you want more setting information for your game, make it up.  I’ve been pumping out new cars and guns for the James Bond: 007 system for two-plus decades, I drew up some well received android rules for the Decipher Trek, and I’m still doing stuff for BSG…all of which can be found on this site, by the way.  I’m working a dissertation, was often working full time, running two games, and while I don’t have the time sink of having kids, I can say this:  you can make time to build your own gear, ships, house rules, and setting material.

Stop whinging on the boards.  It makes you look like little punks.

As with politics, religion is — for many people — a constant influence in their lives.  They might not ponder the nature of the universe, nor wonder if what they’re doing is right with their particular deity, but most people’s behavior is governed by moral structures derived from religious tradition (yes, even most of you Western atheists get most of your concepts of right/wrong and behavior from the Abrahamic tradition.)  However, religion is a subject that gets short shrift in most games I’ve played in — regardless of whether the game design or setting accounted for it.

There’s a few obvious reasons for this:  GM and players are uncomfortable with religious elements in their games because it can smack of proselytizing, even if that’s not the intent, and because many people have strong opinions regard their faith (or lack of it.)  Another reason is that many GMs simply don’t have a strong grounding in religious studies, and stick to subjects they know something about.

However, the addition of religious themes to plot lines can enhance the flavor of the stories being told, and it definitely aids in defining a character for the player.  Let’s start with the latter.  As mentioned above, religion provides — for many — the basis of their belief structure, which governs their actions.  It helps give the players, as well as the GM, a hook for the actions their characters would take under circumstances.

Some examples of how religious themes and motivations can drive a character are quickly found in other media.  In Babylon 5, many of the characters are religious — although their religion does not always effect their actions.  Delenn and the other members of the religious caste are drawn to the Rangers, and are motivated by the belief that they are the heirs to Valen’s fight against the Shadows, creatures of evil.  they are raised to see the Vorlons as the “good guys” and this clouds their relationship with that race.  Internecine politics drives them, as well, but no so much as their faith in their religious doctrines.  Command Sinclair’s Jesuit upbringing makes him more open to other ideas and traditions, and makes him more likely to try and talk his way out of a situation than shoot.

Recently, Battlestar Galactica made religion a central issue of the plot — the Colonial remnants appear to be playing out a cosmic cycle, and their “mission”, to find Earth and the lost Thirteenth Tribe parallels Jewish and Mormon tales.  As the show goes on, the evidence that there are supernatural forces directing their actions, and watching over them, becomes more and more evident.  Starbuck is an angel, for Gods’ sake!  The tug and pull of monotheists vs. the polytheists creates drama and danger for Baltar, and if you include Caprica in your game canon, this is an old debate in the Colonies.

Religious influence can be subtle.  Shepard Book in Firefly is a priest, yes, but he wasn’t always.  He has a constant internal struggle between his religious beliefs and his past.  His religiosity brings him into conflict with Mal Reynolds, who was once a man of faith and is now tweaked by the very mention of faith.  He respects Book, and deep down sees him as a father figure, but his disappointment at God’s having abandoned them as surely as the Independent command has put the almighty on the outs with him.

You don’t have to hit people over the head with religion to make it fill out your game world.  Understanding the motivations of your bad guys — beyond “they’re goblins, man, they’re evil!” — will make the adventures much more interesting for the players.  Are these particular goblins motivated by a local pagan god which may or may not be a power-mad wizard (the best kind, really)?  Is your Roman centurion an adherent of Minerva or Ares, and does that choice of God dictate his style of tactics and strategy (smart and clever over brutal and laudatory)?  Is your Victorian-period steampunk character religious?  Being a Jew in the period could make for interesting problems in some parts of the world, where just being a member of that faith could create distrust, abuse, or be a real threat to your life.  A missionary is going to have certain ideas about why he’s tromping around the African highlands, and it’s probably not to find King Solomon’s Mines.  Maybe the character is an atheist, driven by a hatred of the Church to cause trouble, or at the very least write screeds against the establishment, which could bring the wrong attention to him.

Science fiction settings traditionally give religion a glossing over.  Babylon 5 took it serious, never talked down to people of faith (unlike Star Trek: The Next Generation Picard, who once railed that the Federation had grown past the superstitions of religion), and never came down on one side or the other on the true nature of the universe.  Sometimes, the unknown is only interesting when it remains unknown.  (A valid argument against the finale of Battlestar Galactica.)  Even when you can “prove” that the local gods are simply more advanced creatures and not supreme beings (the Prophets of Star Trek: Deep Space Nine, for example) doesn’t mean that people aren’t still going to believe what they want.

I have been infusing my current BSG campaign with the same monotheism v. polytheism elements from the show.  There’s visions, and “head” characters (angels), and there is a plan for the Colonials and Cylons that is separate, but related, to the main story.  But I try not to knock them over the head all the time; it’s usually a deus ex machina to keep the story on track.  Like it was in the show.

In a Star Trek campaign I posited that not all Vulcans were adherents of Surak.  There were Vulcans that thought logic was necessary, but that purging emotions was a serious mistake and dangerous to free will.  There was another sect that was connected to the Romulan ideas of embracing destiny and glory.  While not religious, per se, it acted much the same way — Vulcans were not homogenous, and many of the lesser sects were discriminated against.  Even my android race that was coming to the forefront toward the end had religious (they’d call them scientific) views on the nature of the universe, seeing it as a massive information substrate.  They found the concept of death — of losing an irreplaceable set of data — horrific, and something to be opposed through uploading of personalities.

The trick, I’ve found, is to gauge your audience: some players will be more receptive than others to having a religious theme to the campaign in general.  It’s best to get a feel for what makes your players uncomfortable.  Some groups, however, will see the use of religion as a boon for their characters and for the flavor of the campaigns.

It’s worth a go, at least.

It’s pretty much always in the background in modern life, and a lot of people might turn to games to avoid it, but politics is a setting element that can greatly enhance your game’s flavor.

There are a few obvious genres and settings where politics is almost a necessity: Star Wars campaigns set during the Clone Wars is one that leaps immediately to mind, or any modern-day espionage or law enforcement game.  But political intrigue and machinations show up in Stargate, in Star Trek (and if you don’t look at the Federation as a monocultural bloc, can make for a very interesting story arc), as well as in historical settings.

Politics doesn’t just provide plots for the GM, but can give characters motivation.  An anarchist in a Victorian-period setting would have certain beliefs and goals, and this would lead to actions that could spawn adventures…is he honked off at the Austrian aristocracy?  the British empire?  Capitalists?  What would he do to make the world a better place:  is he a still on his ass and write manifesto type like Mazzini?  Or is he a throw the Austrians out of Italy type like Garibaldi?  Or is he the crazed lone gunman looking for a few minutes of fame by knifing a defenseless Empress Elizabeth of Austria?

Even those motives and actions could change over time — an anarchist from the late 19th Century is a lot different than one from the 18th Century, who is less likely to be a violent ideologue, and more of a Thoreau-esque man of letters, looking to avoid the entanglements of “modern” life or a woodman, exploring the wilderness of the Americas and trying to stay ahead of civilization.

As bad as the Star Wars prequels were, they did show that people can have a multiplicity of viewpoints on politics — how a government should be run, what it should do, and what the role of the individual is.  Westerns often had cowboys pitted against the robber baron or the grasping politician…but is that politician really just out for himself?  Perhaps, he honestly wants to create an oasis of civilization in the midst of the wild, and to do that, he needs to control adventurous, individualistic young men like your characters.  Or needs to hire guns like your players to help him in his quest to bring order to the chaos of the West.

Modern espionage campaigns should see politics as intrinsic to the missions they are on.  The characters are most likely working for a specific agency (or corporation, if it’s a cyberpunk-inspired campaign) and there is an institutional character to their agency, there are allegiances and antagonists in other agencies that you are friendly with.  Sometimes, for expediency, those friendlies might see it as advantageous to work against your group, and could provide a foil that is as simple as not getting your intel you need in time, to sending out a burn notice, to sending out another team to stop you forcedly.  (How many times has Jack Bauer’s own people tried to do him in?) There’s the motivations of the people that you are spying on, recruiting, or running as assets — these are tied up in their beliefs, and they are pressure points for the characters to influence their allies and enemies.

For medieval or fantasy settings, politics and the machinations of nations provides a more nuanced and interesting campaign for the players than an endless series of dungeon crawls.  The players can be real movers and shakers in these universes.  It gives the players something to shoot for beyond getting the next cool magic item or weapon.

Characters, like players or people in general, could find that their friendships and allegiances change as their politics beliefs collide.  An autocratic-leaning character like Anakin Skywalker is bound to run into trouble with a democrat like Obi-Wan Kenobi not just because it’s being pushed down your throat by a bad screenwriter who has written a couple of punks, but because their visions of society are radically different.  they work together, but their animosity grows as they find themselves diverging on what they believe, and how much they can trust each other.

Nothing says you have to go Star Trek on your players and hit them with a thinly-veiled allegory for [insert social issue here] each game session.  But adding a fleshed out political system, series of entities, and politically-driven conflicts can certainly help your campaigns, no matter the setting.

These are the old basestars and raiders, as portrayed in Razor.  There’s a paucity of information on the vessels, so I had to do a lot of guesswork for the stats.  The assumptions:  the basestar is originally a warship from one of the colonies’ forces, as were the raiders.  The size would suggest these were the truly heavy guns of the War-time period.  These vessels most likely use similar weaponry to the Colonials, and much of it might be retrofitted onto a battlestar, if the need should arise (like, say, the whole of the Colonies being wiped out.)  I assume that the control mechanisms of the basestar are most likely usable by humans, and the raiders almost certainly.  That doesn’t mean that they might not have been retrofitted with some of the biomechanical equipment from the Mk II Basestar at some point.

MKI BASESTAR

DIMENSIONS:  Diameter: 2500′   Draught: 625′   Decks: 30  Crew: 5000 Cylons (about 1000 tasked for raider duty)

ATTRIBUTES:  Agility d4, Strength d12+d4, Vitality d8, Alertness d10, Intelligence d10, Willpower d10

SECONDARY ATTRIBUTES:  Life Points 24, Initiative d4+d10, Armor 5W, 5S, Speed 4 [SL/JC]

SKILLS:  Heavy Weapons [d4], Mechanical Engineering [d4], Perception [d6], Pilot [d4]

TRAITS:  Formidable Presence [d4]; Memorable [d4], Seen Better Days [d4] (Only in a campaign set around the Fall)

ARMAMENT: Heavy Skirmish Range Point Defense System [d12W Vehicle-scale], 80 Medium Capital Range Missile Systems [d12, Spacecraft-scale], 16 Heavy Capital-Range Railguns [d12+d4 Spacecraft-Scale], Nuclear Long-DRADIS range Missile Systems [d12+d8, Spacecraft-scale]

AUXILIARY CRAFT:  320 Raiders, 50 Heavy Raiders, various smaller craft

EARLY PERIOD RAIDER

DIMENSIONS (Estimated): Length: 28′   Beam: 18′   Draught: 10′   Scale: Vehicle   Crew: 3

ATTRIBUTES: Agility d6, Strength d8, Vitality d8   Alertness: d8   Intelligence: d6   Willpower: d6

SECONDARY ATRRIBUTES: Life Points 16,   Armor: 1W, 2S, Initiative d6+d8   Speed: 7 [SL]

TRAITS:Formidable Presence [d4]; Memorable [d4]

SKILLS:Heavy Weapons [d4], Mechanical engineering [d4], Perception [d6], Pilot [d4]

ARMAMENTS: 2 30mm MEC-A4 Cannons [d8W Skirmish-range, Vehicle-scale], 4 Thunderbolt Missiles [d12 Capital-range, Vehicle-scale] or 2 Trident Antiship missiles [d6 Capital-range, Spacecraft-scale]

It’s been terribly busy this month, between getting the new house ready and moving, and getting things set for my next hurdle in the dissertation nonsense, but things are starting to calm down and I can finally punch out a few posts on ideas that have been churning about for the last few weeks.

There should be a couple of Setting the Scene posts on the use of religion, politics, and other hot topics in your campaigns.  I’m hoping to have a few ideas to post on the Serenity / Firefly and Battlestar Galactica settings ready to go soon, as well.

Fired up a new Serenity campaign with the new girlfriend and a brand-new player out of Santa Fe (hi, Paul!)  The basic premise is a sort of A-Team/Burn Notice/Leverage meets the ‘Verse mash-up, with the characters taking on weekly jobs/helping the unfortunate while steering clear of the Alliance and finding out why the McGuffin (in this case played by the GF) was scrubbed from the Cortex records and has mysterious villains chasing her.

It all starts in a trash dump on Beaumonde, where CAROLE MCKENNA waves up, battered, bruised, dressed only in combat fatigue pants a black tank top, boots with a knife, and possessing a few hundred in Alliance script and a bottle of meds for what she doesn’t know.  She doesn’t know much actually — she’s suffering from amnesia.

What she learns — her father is a research manager for the Osiris Information Management Corporation — a software/hardware company contracted with Alliance military, and her mother is Dr. Miranda Tien, is a doctor working at the Advanced Evolutions Laboratory in a restricted island archipelago on Osiris.  Her birth records, however, gone.  Her military records, gone (she finds out she worked a special forces group doing psyops during the war and was a major), her life after she was critically injured in the final days of the war, gone.

She also, it seems, “hears” machines — she has a Cortex connection in her head that lets her access computers wirelessly.  She also seems to heal quickly (not supernaturally so, but fast!)

CAROLE MCKENNA

Ht: 5’6″  Wt: 125 lbs.   Hair: Auburn   Eyes: Blue  Distinguishing marks:  Very faint scar from pubis to sternum (someone opened her up.)

ATTRIBUTES:  Agility d8, Strength d8, Vitality d8, Alertness d10, Intelligence d8, Willpower d8

Secondary Attributes: Life Points 16, Initiative d8+d10, Endurance 2d8, Resistance 2d8

SKILLS:  Athletics d6, Discipline d6, Guns d6, Heavy Weapons d4, Influence d4, Knowledge d4, Linguist d2, Melee Combat d6, Perception d6, Planetary Vehicles d4, Survival d6, Tech Engineering d6, Unarmed Combat d6 (Capoeira d8)

ASSETS:  Allure d4, Athlete d4, Blastomere Implants d8 (doubles healing rate and gives a 1S armor), Cybernetic Implants d8 (gives +1 step to alertness, Total Recall asset, and +d4 to Tech Engineering tests involving computers), Highly Educated d4

COMPLICATIONS: Amnesia d8, Branded d8, Deadly Enemy d4, Illness, NIRS d6 (causes palsy if she doesn’t take myocephrin once/day), Traumatic Flashbacks d4 (flashes of memory, more than nightmares; due to malfunctions in her cybercortex.)

Playing her “Sam Axe in Space” (mixed with a bit of Treat Williams’ character from Deep Rising is Daniel Finnegan, former Alliance specops pilot and general layabout since the war.  He’s from Paquin — in our ‘Verse a sort of space Ireland with lots of travelers/pikers.  He was a cop, a contract pilot, then a conscripted officer in the war.  He’s been hanging out on Persephone where he makes a bit of cash off of his fast-courier boat Tough Luck and romancing war widows.

MAJOR DANIEL FINNEGAN (AFM, ret.)

Ht: 6’2″   Wt: 210 lbs.  Hair: Black (graying)   Eyes: Blue

ATTRIBUTES:  Agility d6, Strength d8, Vitality d8, Alertness d10, Intelligence d8, Willpower d10

Secondary Attributes: Life Points 20, Initiative d6+d10, Endurance: d8+d10, Resistance 2d8

SKILLS: Animal Handling d4, Athletics d6, Covert d6, Craft d4, Discipline d4, Guns d6, Heavy Weapons d6, Influence d6 (Seduction d8), Linguist d2, Mechanical Engineering d4, Melee Combat d4, Perception d6, Pilot d6 (Gunship d8), Planetary Vehicles d6, Survival d4, Technical Engineering d6, Unarmed Combat d6

ASSETS: Friends in Low Places d4, Friends in High Places d4, Military Rank d4, Smooth Talker d4, Tough d4

COMPLICATIONS:  Credo d4, Hooked (Alcohol) d4, Loyal d4, Wiseass d4

 

 

Well…not really.  I convinced the girlfriend to try gaming this weekend, and fired off a character and a solo one-shot adventure in Hollow Earth Expedition — a simple spy story set during the IV Winter Olympics in Germany.

The adventure was a straightforward spy story:  she runs into her old friend Col. Stringer, who is here working for MI6’s Z Section (although she doesn’t know this, at first.)  She goes to the ski chalet at the top of the Kreuzeck for lunch with the colonel, but he isn’t there — instead, he is skiing away, with a couple of goons in tow.  She gets some skis and gives chase only to see him apparently ski off a cliff face to his death.  Investigating, she finds out it’s the Gestapo that was chasing him, and through her cousin Sir George Paget — a British consul here for the Olympics — that he was working for His Majesty’s Government, and that he had vital intelligence on Nazi activities that the service was hoping to convince the recalcitrant British government of the dangers of Hitler and his cronies.  She finds a key, either a locker or safety deposit key, that the SS missed when sweeping his room and goes through the process of checking it with locers on the Kreuzeck, finally finding out that it is for safe deposit boxes on the Zugspitzekopf — the tallest peak surrounding Garmisch, and where Hitler is having a big party for the Olympic winners and other guests.  She has to wrangle an invitation to get to the Zugspitekopf (this was accomplished through the Mitford sisters, Diana and Unity, who were closely tied to Hitler and his friends) when she finds a small camera that Sir George insists she must get to him, or to the consulate in Innsbruch, 25 miles away in Austria.

The adventure was set up for ski chase action (the Kreuzeck sequence), for a possible attempt to search the colonel’s room before the Nazis (the player forwent that in favor of seducing and staying close to the lead investigator and stringing him along), and for discovery of her spy mission while on the Zugspitze (she does arouse suspicion, but not immediately).  I had panned for a fight sequence on the long tram line to the Zugspitzekopf, and for a possible horse-drawn carriage or car chase int he snowy streets of Garmisch.  The player almost got away without suspicion but a few bad rolls and she raises the suspicion of the Gestapo officer, who was taking her for a visit to the police station.  She managed to avoid this by starting the car and driving away, with the officer on the running board and trying to get to her.  She purposefully sideswiped a fountain in the town square, injuring the officer badly and making her escape into Austria before the police could catch her.

It was a 4 hour deal, start-to-finish, and played very well.  With some tweaking, it could work well for any system or espionage setting.

LADY ELIZABETH “BETTY” PAGET SAINT

Archetype: Adventuress     Motivation: Thrillseeker

ATTRIBUTES:   Body 2, Dexterity 3, Strength 2, Charisma 3, Intelligence 3, Willpower 3

Secondary Attributes:  Size 0, Move 5, Perception 6, Initiative 6, Defense 5, Stun 2, Health 5, Style 5

SKILLS: Acrobatics 2 (5), Athletics 2 (4), Brawl 2 (4), Bureaucracy 1 (4), Con 3 (6), Diplomacy 3 (6), Drive 2 (5), Firearms 2 (5), Investigation 2 (5), Larceny 1 (4), Linguistics 3 (6), Melee 2 (4), Performance 1 (4), Ride 1 (4), Stealth 1 (4), Streetwise 2 (5), Survival 2 (5)

RESOURCES & TRAITS:  Artifact 1: Bugatti 57 Coupe (blue/black), Attractive, Refuge 2: Plantation home in Kenya on the shore of Lake Victoria, Status 2

FLAWS: Addiction — tobacco, Danger Magnet, Hedonist, Thrillseeker

LANGUAGES: English (native), French, German, Italian, Swahili

HISTORY:  Lady Elizabeth is the only child of Lord Thomas Saint and Lady Helen Paget.  She was born on the Kenyan family plantation 1 June, 1910.  Her father was killed in action in East Africa during the Great War leading African volunteers against German troops on the border of German East Africa.  Her mother provided a base of operations for British troops on Lake Victoria and the plantation was attacked by German gunboats and sailors in 1916, but swiftly rescued by elements of the Kings Royal Rifle Corps (led by Cpt. Michael Stringer.)  They were evacuated to England shortly afterward.

After the war, Lady Helen and Betty settled in Paddington, West London, and Betty attended St. Mary’s School for Girls from 1918-1926.  Her mother died shortly after she graduated from school and Betty inherited the family fortune.  She had her interests hit hard in 1929, but still has enough income from her investments to live comfortably.  She has traveled extensively, making a name for herself as an explorer and hunter. She is a woman of action, perpetually on the move and trying new things.

She also has a reputation as a fast woman — many of her friends being part of the “Happy Valley Set” of colonials living in Kenya, where many of her hunter expeditions were based out of.

Lady Elizabeth is 5’6″, 130 lbs, with dark hair and eyes.  She has a flat in Hammersmith.

The big test was tonight, running Battlestar Galactica.  For this campaign, I’ve usually got several files open in WordPerfect on my computer — the night’s episode, the command staff NPC list, other NPC list, and the fleet vessels stats.  About 400kb a file when moved over to .pdf for the big files.

The programs used were the same: Diceshaker, PDF Reader, and some light internet use at one point using Safari.  The main concern for me was swapping between the adventure notes and NPC files — it worked fine and wasn’t particularly slow — one good point with PDF Reader:  when you open files you’ve been using, it opens them in the last position in the manuscript you were, so I was always back to where I had been on the episode notes.  Swapping over to Diceshaker was easy enough.

I had a slight issue with Diceshaker in that I had to set up a pair (in case a character/NPC had two of the same dice to roll) of each die that might be used for Cortex (d2-d12) and roll each pair separately to get the results (i.e. I need, say a d8+d6 for the character, so I roll the 2d6 and take the first, then roll the 2d8…)  Problem?  Not really.  I’m just used to having the dice set to roll at one time on the laptop dice program.

No big battles, just a knockdock-dragout between a doped up deckhand (essentially on meth) and a couple of the players.  Mirth and violence ensured with little trouble running it.

I’ve got to say, after a few times taking the tablet to the game table instead of the laptop…I like it.  It’s small and light — a big consideration if you have to carry a bunch of books with you (and even better if you can just load those books onto the device!) or have limited carry space, as I do on my Triumph.  The battery life is incredible, the screen is bright and easy to read (make sure you hide the screen behind a GM screen or something; players can often read the notes from several yards away.)

At this point I’m willing to give the iPad a qualified thumbs up as a GM/gamer tool.

In lieu of a post of how the iPad performed on BSG night (we had to cancel due to most of the game group having illnesses or work), here’s a review of an iPad battle map program over on RPG.net

I spent last night reading over the Smallville RPG from Margaret Wies and company.  I bought it in electronic format, so I can’t speak to the quality of the physical product, but my experience with MWP has been that their books are top-notch in production value.  The .pdf has a wealth of pics from the show, is full color for all the pages, and includes a full table of contents so that you can navigate around the book quickly.  (Funnily, the font for the TOC is illegible on the iPad, but that might have been due to the program I’m reading it on.)

The first chapter is the usual “What is a Roleplaying Game?” “What is Smallville?” filler.  The meat starts in “Basics”.  Here you get the basic format of the game:  the GM is a “Watchtower”, player characters are “Leads”, major NPC/villains are “Features”, and Extras are minor NPCs.  The effect is to try and capture some of the television quality of the show.  Central to character creation is the Relationships of the Leads and these other elements.  The book has a series of examples to show how the players and GM get together to craft an intricate web of tensions between the leads and features.  It’s a great idea for mapping out a TV series, or a novel…it’s a bit daunting to new players, I suspect.  Hell…I’ve been gaming 30+ years and I think it’s overly complex.

In essence, as you read through the character creation and basic system rules, they aren’t modeling a superhero game…it’s rules for a soap opera.  I get the sense it does this quite well, but it is a shambles if you were looking to cook up a few characters easily and jump right into a game — one of the long-time strengths of Cortex.

The system is sharply different from Cortex — the engine for the other MWP works.  Instead of the usual attributes for strength, intellect, etc. you have DRIVES — motivations that your character has attachments to , be they Power or Truth or Duty.  These have a die rating from d4 to d12, in keeping with Cortex (d2s are gone.)  you have ASSETS which are broken up into Distinctions — things that make your character unique like “Big Heart” or “Martial Artist”, and Abilities — in this case mostly superpowers.  Abilities have a descriptor (Blast could be a heat beam from your eyes, or an electric shock from your hand…) and some kind of limitation where it won’t work (X-Ray vision and lead, for example.)  You have RESOURCES — Extras (minor NPCs) and Locations.  You don’t have Life Points (Hit Points for the D&D fans out there.) — you have STRESSES.  Once again, the point is to emulate the various effects of the relationships.  These tensions are rated in dice as you play and those dice can work against you in play.  Stresses include Angry, Afraid, Exhausted, Injured, or Insecure…at first glance I really like this take on damage.  The more I think about it, it could be a very good alternative damage system for Cortex, if it were done right.

Most of the rolling you’ll do in Smallville are contested feats:  you’re rolling a combination of Drives, Assets, Abilities, or what have you vs. the most applicable of the NPCs or PCs you are trying to hit, convince, interrogate, whatever.  the drives explain why you are doing something, your relationship die might add if it’s your friend in trouble, etc.  You take the two highest results from the dice rolled and compare it to those of the other person.  A failure can impart Stress on the loser, which can be used against them if the contests continue.  It’s pretty simple and elegant…it’s not Cortex.

Speaking of character creation…it’s a nightmare.  It might be easier if you are putting together characters together and spending an evening or two mapping out the campaign.  There’s a series of charts using basic background archetypes and events to craft the character’s various (and I think too many) ratings in things.  Relationships are mapped out at each stage.  It means building a test character to see if you can do it while reading the book…not easy.  I tried to build Wonder Woman, just to see if I could; she’s got tons of powers, etc. so I wanted to see if I could pull it off.  I gave up halfway through.  Without setting up the relationship web, it just doesn’t work.

Once again, if you want to go heavily collaborative and spend a ton of time spitballing character ideas and relationships…this could be oodles of fun.  I’m not in that category.  That said, there is a framework of a damned good game system here that is loose enough to handle superheroes — one of the more annoying genres for roleplaying as it tends to lead to very heavy bookkeeping for character building (Champions or GURPS.)  The chart, the massive array of Drives, Abilities, Distinctions, Assets, Locations, Extras, Relationships…I think it’s overly complicated, and while that might give you a good framework for soap opera, it’s a pain in the @$$ for putting together a bunch of characters and getting into play quickly.

I will admit that some of the issues with the character creation might have come from using an electronic version of the book — lipping around to find explanations and examples I needed was annoying and often I would lose track of what i was looking for  Wait…was that a Distinction?  An ability?  Oooo…Castle‘s on TV…

There is however, a wealth of good material for how to craft sotries, a campaign (or series), and how to handle interpersonal relationships in a game.  It’s a fantastic GM resource for the new player, if you’re not using the system — lots of ideas that would be applicable to planning a game, how to set up scenes, how to maintain tension, etc…all stuff that can be learned from watching TV or movies.  (Or searching this site for my Setting the Scene posts.)

There’s also a chapter on managing online gaming, which is no surprise as there’s a healthy PbP community on the Cortex Game website, and once again — it’s a fantastic resource for that.  But as a playable game, I’m a bit dubious…and it makes me worry about what we’re going to see in Cortex Plus (the generic rules set that’s going to bolt rules from Smallville and Leverage onto the older set.)

Despite the wealth of examples and charts, the game is overly complex, in my opinion, and while I suspect it will do the job if your group wants to experience what its like to be in a series writers’ room, I don’t know how fun it would be.  There are elements that could be bolted onto your Cortex game, with some work, but overall the main utility of this book is as a gamemaster advice book.

Cost was $19.99 at drivethrurpg.net, the physical book is $40.  This is the first MWP product I can say I don’t feel I got my money’s worth.

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