In an earlier post I mentioned I’ve been planning a co-GMed superheroes campaign and have been looking at various system to run it. A few were quickly tossed to the side, even though they’re perfectly serviceable, due to a number of reasons. The old DC Heroes from Mayfair was my leading contender because it’s easy to play and cheap to find on eBay, as it’s been out of print for over a decade. Marvel Superheroes is also quite workable, but I always found it a bit too abstract for things like distance, time, and other issues. Heroes and Champions, which favorites of many, are staggeringly complex (in my opinion) for character creation. The flexibility of these systems is due to rules overload (once again, opinion based on experience with former iterations), kind of like GURPS…I like systems where you can build a character quickly and get moving.

Eventually it was down to Icons and Mutants & Masterminds (I’m reviewing the DC Adventures rebadged game here, but all the mechanical stuff will be the same…) Funnily enough, both are written and designed by Steve Kenson, and it shows. Where Icons is a stripped down supers system with a different dice mechanic, the layout of the chapters, the basic list of powers, etc. is similar. Think of M&M as the loaded mid-szie car to the stripped-down Icons platform; Escorts and Aspires, so to speak.

In the end, I think we’re going with the new M&M, which has ditched much of the early d20 garbage for a much more sleek die mechanic.

First, the product design itself. I’ve got this in .pdf and borrowed the physical book for the review from a friend. The “Hero’s Handbook” is beautifully produced: hardcover with art by Alex Ross. The interior is gloss, heavy-stock paper, full color, with lots of high-quality comic book art done by a multitude of professional comic artists. The binding is very solid. It looks good, it feels good. Which means it is commensurately priced at $40. The electronic format is half that at $20, and is a well-done proof of the book. It resolves quickly on the iPad (my measure for whether an e-book is good or bad), unlike some of the other graphic intensive layouts (like Smallville and Leverage from Margaret Weis, which are CPU hogs and need to be optimized for e-readers.)

The core mechanic is simple: take your ability (like Fighting), power (say, Fire Control), or Skill (Investigation), and any other modifiers, add a d20 roll, beat a target number or opposing roll by the bad guys. Ranks in abilities and powers — as with the old DC Heroes roughly equate to time, weight, information amount, etc. — and are roughly exponential, with each rank being double the power, weight, whatever of the previous rank. It’s open ended but the tables go up to 30, the equivalent of 25k ktons, 4 million mile, 200 years, a billion cubic feet. Above that we’re getting into astronomic proportions. Mostly likely, your campaign will be a bit more modest to start out with.

Character creation is point based and the power level of the campaign ca  be tweaked from masked avengers levels, where the characters are more suprahuman than super, superheros, “Big Leagues” like Batman, or World Protectors like the Green Lantern or Superman. Abilities and powers are bought at a simple x points/rank, and equipment is purchased this way, as well — if you’re a gadget-based hero. There’s also hero points gained through play and used to alter scenes, activate some features of powers, better rolls, cut damage, etc. Pretty standard stuff now, but it was still newfangled when DC Heroes did it in the 1980s.

The big plus: gadgets aren’t a complete kludged mess in M&M like they were in DC Heroes. (If you get the impression DCH was my go-to supers system in the ’80s/early ’90s, you’d be right.)

Combat is straightforward, save for “damage” which is conditional…no hit points. You can be compelled or controlled by powers, dazed or incapacitated by damage, fatigued or impaired by environmental conditions, just to nake a few. they can combine and stack to work against you. If it sounds confusing, on first pass, it is. Mostly this is an attempt to give GMs a bit more wiggle room in describing injuries or power effects, but until I play the system, I can’t comment on how well it will work. (This seems to be a popular new way of handling damage or “stresses”, as it’s called in Smallville. I like the idea, but the execution could be off-putting to new role players, is my gut feeling.)

The DC-branded campaign elements are handled well, without getting too involved. In Chapter 10, it gives a glossed over review of the DC Universe (Multiverse?) history, the campaign specific cities, locales, planets, etc. There’s coverage of multi-dimensional travel and the various “Earths” of the DC comics. Chapter 11 gives a run down on the various heroes and villains of the universe.

Overall, there’s a boatload of style to the book’s look, the way they handle powers and their effects and flaws: 5 out of 5. Substance: there’s enough crunch to satisfy all but the spreadsheets for characters crowd, but it’s not too heavy handed. The DC background is good enough to run, but might seem a bit slim for DC comics fans (in which case you have the background material…it’s called your comics collection.) Substance: 5 out of 5.

Is it worth $40? In comparison to similarly priced games? Yup. Is it worth $20 for the e-book? Definitely.

I had a chance to play with the iPad 2 at the university bookstore the other day (no waiting in line there!) and was impressed by the speed of the thing. I only ran a few quick tests — did a bit of typing on Pages, ran a YouTube video, and opened a few web pages: the newer iteration runs noticeably faster. It is also thinner and lighter, but I didn’t really notice that so much as I did the more beveled edging, which was less book-like and very pleasant.

I haven’t bought the new device because 1) I’ve only had the old one for a freakin’ year and I’m not swapping my pad every time they kick a new one out the door, 2) the old one works well enough for what I do that I’m not feeling the need to upgrade. Point of fact: I do most of my media cosumption on the iPad now, and even quite a bit of my production. I’d say between it and the laptop (a MacBook Air) I spend 60-65% of my computing time on the iPad. If I were running my old, heavy Dell Inspiron 14oo…it would be closer to 75% of the time with the iPad over the laptop, because it’s much easier to transport. The Air is light and comfortable enough that I drag it with me if I know I’m going to be doing some heavy typing. And 3) there’s a lot of reports of manufacturing defects with the iPad 2 — primarily in the screen, which is prone to backlight spillage and some color artifacts. Also, there’s a lot of reports that video on the camera is glitching.

So for me, I’m waiting for the iPad 3, rumored to be hitting the shelves in late 2011. I suspect most of the differences between the devices will be evolutionary, not revolutionary. Here’s what I’mhoping they’ll include:

This is the big one: No iTunes synching! The major Achilles Heel of the iPad is the need to — at least the first time and for software updates — synchronize with the bloatware we call iTunes. It seriously hampers the usability of the iPad, especially if travelling internationally, where you have to either get raped by AT&T on an international data plan, or jump through hoops with iTunes firing up another SIM card. (I went through this in Britain…it’s not hard, it’s just a pain in the ass.)

A shift to the Retina-style high resolution screens. The screen quality on the iPad doesn’t suck, but it could be better.

Instead of trying to give us a thinner machine, how about a bit more flexibility in functionality? I would like to see an SD or MicroSD card reader — even if it’s just the ability to access it through the camera adapters — and the ability to use the said devices for storage. (I use a high-speed 64GB SD Card as an extra drive on my Air, effectively increasing my storage by 50%.)

A shift from 3G to 4G. would be a good idea.

On the software side: What they hell were they thinking not rolling out the pinch to home and 4-figer swipe to change active apps? It’s so much easier to use and spares the Home button a ton of wear and tear. I fired it up by downloading XCode and setting the iPad up as a developer device. The addition of these multitouch features is an absolute must!

Printing Printing Printing! Apple has screwed the pooch a few times this last year. They were flanked by Google with cloud printing (which is great!), allowing you to print from the iPad. You have a few hoops to jump through, like emailing a file to your gmail account, but overall, it’s better than nothing. They lost out to Amazon on cloud storage, and honestly, earlier than that to Dropbox — which I highly recommend for online storage and sharing.

I really couldn’t care less about cameras and the other doo-dads, but the suggestions above I think would keep the iPad well ahead of any challengers that the other computer manufacturers might finally get out the door this year.

 

I will have a review of DC Adventures, essentially Mutants & Masterminds rebadged for that universe, in the next day or so. After a day of bed rest due to some kind of funky 24 hour bug I’ve been knocking chapters of Perseus out this evening. I should be on track for an August release in the Kindle store.

The last month was a medical one — I finally have insurance again, so I can do more than basic maintenance. (Unlike a lot of whingers, I actually value my health so I pay for it and am glad I can still buy quality. I could just go to the VA and slough it off on the public.) Teeth got cleaned and a root canal is in the offing. New glasses and my eyes are about the same as last time; not bad. However I might have ocular prehypertension. Shoulder strain fixed. Next, my badly deviated septum gets operated on (fun fun!). Blood pressure is fluctuating between normal and slightly high…not bad considering I’m doing nothing but reading and writing. I really need to get out and do more exericse.

Next month, the baby comes, so I’ve got about two weeks to punch out the main body of Perseus before I become sleep deprived and mostly useless. Cawnpore, my novel of the India Mutiny is in proofreading/editing as we speak and should be on track for a June release on the Kindle bookstore. Print on demand to follow, once I find a favorable venue.

Why Kindle? Why not go through the usual hoops of traditional publishing? For much the same reason many musicians are eschewing the big entertainment companies and going right to the market…I want to profit on my work, not lose most of it to middlemen. Additionally, I don’t find the notion of letting a small group of snobs dictate the literary quality. One only has to look at most postmodern tomes to see the wealth of adject crap that the publishing community has been foisting on us.

The stigma of self-publishing, once a common thing for authors in the 18th and 19th Centuries, is starting to collapse. E-publishing is cheaper and this forces the price point down; it’s good for the customers and bad for the big printing houses. It’s also great for the artists, who get the majority of the tuck from their work. Quality is less an issue than one might think: you can troll through the reviews of a work in the Kindle store and quickly make out if the work is good. Even if it’s not, at $1-3 a pop, you’re not getting shafted as bad as laying down $17 on a trade paperback of the latest postmodern crap that the guardians of taste would have us judge “high art.” (Take Steve Martin’s latest dense, shitty opus which is as dense and unedifying as Shopgirl was charming.)

I foresee a new era of “dime novels” coming, where fiction is predominantly electronic (modern pulp, if you will), while non-fiction and reference style materials continue on primarily in print. E-pub will be equated with “low art”, just as pulps and genre fiction have been for 70 years, but it will be the bulk of fiction sales in a matter of years.

Okay…that’s enough rambling: Release Cetus! (The name of the actual monster that threatens Andromeda, not the Kraken — which are Norse/Scandinavian in origin.)

UPDATE: Final word count for the night — 14000+.

Icons is a rule-lite-ish superhero RPG published by Adamant Entertainment. I’ve been tossing about a co-GMed supers campaign to take some of the gamemaster heat off of me, once the baby comes next month. We’ve looked at a couple of the systems — the old Mayfair DC Heroes, the DC Advnetures (aka Mutants and Masterminds), and the old TSR Marvel Superheroes games. Icons manages to borrow some of the best elements from these and very little of the bad.

First, the physical stuff. Icons is a nice book — brightly-colored, good paper quality, and this also shows in the .pdf version. It used Helvetica as the font for the main text, so it’s easy to read. The headers for chapters and sections are in various comics fonts and lend character to the book. The art is so-so, cartoonish, rather than comic bookish, but it’s not a deal breaker. Overall, the style is solidly average.

The meat: characters have ratings from 1-10 in their abilities (Prowess, Coordination, Strength, Intellect, Awareness, and Willpower) and their powers. The scale is very roughly exponential, like DC Heroes was, with each level being about twice the strength/power/whatever of the number below. Powers are fairly generic, and borken down by types (alteration of things, control, mental, movement, etc.) Icons has a real throwback character creation — it’s random. For most experienced gamers, I think they’ll find this annoying; for the newbie or the D&D gamer, it’s probably no big deal. There are variant rules to point-build. It’s easy and quick to build a character and I was able to build pretty much what I wanted, although this game is designed to limit your supers to levels that aren’t earth-shattering or galactic proportions. If you want to pit Galactus against whomever…this isn’t the system for you.

The basic mechanics are very easy and are reminiscent of the old The Babylon Project die mechanic: you roll 2d6 — one is a negative, one a positive — and then apply the outcome to the appropriate ability or power. (The Mighty Mongoose is letting fly on a couple of Captain Sinister’s mook. He rolls a blue d6 (positive) and a red (negative) for a 3 and 4 respectively: a -1. He has a Prowess of 5, giving him a 4 for the attack. The mooks are average folks and defend with a 3 — he’s hit and done 1 stamina point to the baddie.) It’s simple once you’ve done it a few times. The other element of Icons that’s intriguing — only the player rolls in tasks. The players are the heroes; their abilities are the important ones — they either beat the basic ability or power of the bad guys or they don’t. When attacked, it’s the same — you either succeed in your defense or you don’t. It should make for quick play.

In the Taking Action! chapter, the rules are broken out over about 30 pages. Time is measured in a novel way. There’s the usual split between action sequences and narrative time. Action time in the game is broken into panels — as per a comic book and represent an action that could be portrayed in a drawn panel. All of the character’s actions make a page — what would normally be considered a round of action. Narrative time is broken into chapters, with the chapters coming together into a issue (a complete story.) Distances, speeds, and other issues, much like TSR’s Marvel Superheroes are fairly abstracted int0 ranges like Personal (touch range), Close (melee distances), Extended (most ranged attacks), Visual, and Beyond. Materials you might break have a Strength rating (paper is 1, brick is 4) and are roughly twice as strong as the level preceding. An adult person weighs 4, a car 6 and so on… As I said, very abstract.

If you like crunch, Icons will probably not work well for you. If you like a bit of wiggle room in things, it’s a good lightweight engine for playing supers.

Overall, I’d give it a 3 out of 5 for style, a 3-4 out of 5 for substance depending on your need for solidity in your rules. It’s worth the buy and right now the Adamant .pdfs are $2 on Drive Thru RPG (they’re taking the iBooks/Kindle publishing paradigm to heart and I hope it’s working for them.)

(Disclosure: I’ve written for Adamant’s The Imperial Age line.)

Half the book — as with most supers games — describe the powers and their particular effects.

I went to the unveiling of the new Ducati Diavel at my local motorcycle dealer last night, and had a great time. After an hour of schmoozing, they pulled the tarp off the beast and these are my first impressions:

It is, in a word, ugly. It’s quite possibly one of the ugliest motorcycles I’ve seen. I thought the B-King was pretty ugly, but this is put a bag over it’s head, turn out the lights ugly. Turn people to stone ugly. You have to look at it in a picture or a mirror to escape with your life ugly. Even the Devil — which it’s named after — is saying “I look better than that!”

From the wee hardcover book they gave us for the launch:

It’s even worse from behind. There’s a small tail that goes with the massive tank. Nothing’s proportioned quite right. Don’t get me started on the stupid over the wheel license plate holder.

There’s a lot of col technical bits to the bike. The LCD color screen that allows you to access the suspension control (there’s a sport, touring, and urban settings), it’s got a very nice mill (the Testatretta from the 1198) punching out 162hp on a 441lb machine, Brembo brakes, LED lighting for the turn signals, license plate holder, etc. The wheels are very nice. the carbon fiber bodywork is very slick. I like the Ducati badge on the front fender.

I can see why the dealer was telling me no one was queueing up to drop deposits on this beast. It’s odd-looking in the magazines; it’s worse in person. Most of the curious parties want to see the thing in the flesh, first. So if you want to drop $20 k on a butt-ugly but fast bike that will most likely be unique in your town, the Diavel is your bet.

 

…and adorableness ensues.

Here’s some saccharine sweet kittens playing in spaaaaaace!

Hi, there, I’ve managed to squeeze out a bunch of posts over the last week, as I am frantically trying to get as many projects to near finish before the arrival of my first kid in April (when I anticipate I will be mostly useless for the three months or so after that.)

I’ve already pushed my history of early Italian colonization in East Africa out to the Kindle store: The Reluctant Imperialist. If you’re interested in late 19th Century history, check it out at $2.99 for the download. It is also available on the UK Kindle Store.

Next out the gate to Kindle should be my novel Cawnpore, set in the India Mutiny in 1857, it follows an Anglo-Irish soldier, Col. Richard Fortune, who has been assigned to gather intelligence and win over the local potentates who are upset about a new policy that would strip those without progeny of their holdings (it was called “lapse”.) When the troops rebel, Fortune must try to survive the attack on the garrison at Cawnpore, and find his lost lover.

Also coming by the end of the summer (I hope) is my retelling of the Perseus myth — cunningly called Perseus. If this one does well, I will be doing a series of novels bring the heroes of Greek myth to life.

Lastly, there is some movement on an espionage RPG system inspired by an older, well-liked game system. It will be heavily updated and redesigned, but should keep many of the features that made the older system so much fun. Right now, the goal is to have it finished by the end of the year, and at current, I plan on a POD and PDF version.

All of this while working on my dissertation, which I also plan to publish, on the how science fiction inspired the technology and culture of 20th Century America.

It’s a lot to juggle, so I’m expecting some lag on the projects.

I was a bit iffy on this one, but after seeing the trailer…count me in:

Despite it’s image as a white male geek-only hobby, role playing has been pulling female players from the beginning. In the past, it was rare to see a woman at the gaming table, but I’ve been lucky enough to have females in my gaming groups since the mid-1980s. Back then, often they would  bystart off coming to a session with their spouse or boyfriend, find the experience enjoyable, and would stick with it. More recently groups of mine have either had gender parity, or have even been female heavy.

One of the reasons for this is the shift from barbarians smashing monsters for their stuff fantasy toward a multiplicity of genres and settings. Female players now often enter the hobby either through the popular White Wolf World of Darkness settings or through licensed universes like Supernatural or other TV shows-turned-RPG. I’ve noticed a lot of time they come in through LARPing, and tabletop gaming is an extension of the former.

Having women at the table can require the GM and other players to look at the role of women in the the game setting itself. There are some settings that make gender less of a concern — science fiction worlds are often egalitarian regarding the relationship of women and society, as do many modern settings. Women can (often) do the same jobs as men. Case in point: women are not allowed to join the special forces in the real world, but in the Stargate universe, women are going through the gate as often as men are; the explanation early on was that CPT Carter was a subject matter expert, hence was a benefit to the team. In sci-fi or even “spy-fi”, women are just as bad ass as men.

For settings in which the characters are superhuman or supernatural in quality, there is the same wiggle factor for ignoring gender inequality. A female vampire is just as deadly as a male one; they’re vampires. Superheroes and superheroines can match each other; they’re superheroes. And having powers that make you supra or supernormal mean never having to put up with crap from normals.

In games that are historically-based, this can become problematic. Women were often boxed into socially-acceptable roles of mother and homemaker, and those outside the home were often viewed with suspicion, or assumed to be of “loose morals.” There are still exceptions to the rule, even in true history. Female aviators were trailblazers in the 1920s and 1930s, loosing the bonds of society as they did the bonds of gravity. This sort of “new woman” was often reflected in pulp fiction — where women were often the damsel in distress or the femme fatale, but there were women of strength and competence. In the 1950s and ’60s, these pulp heroines and villains showed up in comics and cartoons like Wonder Woman and Johnny Quest, and in movies such as the James Bond series or television like The Avengers. The women in these serials were strong, competent, and even when they hid their activities behind more respectable facades, they were essential to the plotlines, not just the “girl of the week to be rescued.”

Prior to the 20th Century, however, females — if one were to keep the conventions of the period intact — were greatly constricted in their ability to adventure. There were, as always, exceptions: Lady Jane Digby was an adventuress of noble background that became a famed adventuress in Arabia in the late 1890s. The pirates of the Caribbean had Mary Reid and others. Lady Emma Hamilton might have not wielded a rapier or gun (that we know of), but she was instrumental in the politics and espionage of the Napoleonic period.

When playing in these settings, part of the fun is experiencing the society, the technology, the events of that historical period. So in steampunk settings in the Victorian Age, half the fun for a female character is flaunting the conventions of society. They might disguise themselves as a man, they might have a high-enough birth that a eccentric behavior like running about the world stopping madmen from [insert plot] with their steam-powered gadgets. Some women have simply never cared to let men govern their actions. they often were shunned by good society, but there are always men that admire and love strong women,and social circles that like to tweak the nose of the squares of their time. For Victorian settings, the player characters (and the femme fatales) are the exception to the rule. Most women can’t get away with running about the globe, or traveling to Mars, but Lady X has always been somewhat scandalous — which makes her popular in society, if only as a curiosity to some, and social punching bag for others.

There’s a saying, “Well behaved women never make history” and it’s true. Female players that want to play strong women in a setting where they might be constricted should be encouraged to do so. This is where the GM and other players need to pull together to make it work.

Case in point: even though Shadowrun is a sci-fi/fantasy setting, one group had players that tended to run roughshod over the women playing. In bar scenes where the boys were throwing about the usual uber-macho quips and beating on each other for fun, the girl character was a distraction, at best. As a player, I made that character my “partner in crime”, and by doing so got her more screen time and gave her the chance to show what she could do without the misogynists playing ruining it for the female player. (And yes…the players in question were misogynists in that classic “chivalric” mode — they treat women as madonna or whore; there’s not real room in their mindset for much outside that.)

When I was running a Victorian-period steampunk campaign, I made the social constructions part of the fun, part of the challenge for the characters to overcome. For the wealthy, well-connected lady she had to be careful with her love affairs and her behavior in public…her class was one that catted about frequently with each other, often knew of the intricate affairs that were on going, and while gossip might fly, in public everyone upheld the same social conventions: so long as no one was embarrassed, so long as there was no legal entanglements, you could get away with being eccentric…as long as the family image was maintained. It provided an interesting and unique challenge for 20/21st Century women that were used to being able to do as they pleased.

For female characters of the middle class, keeping up appearances was even more important, as it could effect the chances for marriage. One solution around this was to have them already married, either to an absent or indulgent husband, or to have them be young and in the company of either a friend or relative. Another means is the “masked heroine” idea — that female Zorro that fights crime or whathaveyou without revealing her identity. Nuns, wives of colonial officials often were dragged out into the bush and jungles of the third World in the 19th and 20th Centuries. Danger might cometo them and rising to the occasion could lead to a memoir that might make them a celebrity…and celebrity often gives people a certain flexibility in their behavior.

Poor female characters are often considered to be “loose” when they aren’t at home having babies, is the popular view of the Victorian period today, but the fact was that poor women didn’t have much in the way of expectation because of this image…for that reason, poor women, more than the middle class, had the freedom to work, to eat and drink in the pubs with men, to act much more independently than their betters. Going on an adventure in the darkest wilds of Africa with men might earn her a reputation, but often that would be outside the concern of the proletarian women (unless they were looking to climb the ladder.)  Even then actresses (often equated in the period to prostitutes) could find ways to leverage their looks and outrageous behavior to get invited to social events to entertain. Lola Montez was able to work her way up from actress/whore to lover of kings. And when you’re a king’s mistress, your betters have to put up with you in the drawning room and dance floor.

Some cultures also are more permissive. Scottish and Irish history is full of women who are hard to control, and who made history in the medieval and Renaissance period. Indian princesses sometimes lead armies (google the Rani of Jhansi, for one.) Find something that works for the character’s background and run with it.

Ultimately, it will depend on the maturity of the players and the type of characters players want to engage with, and how open they are keeping the elements of the period being played in (this goes for sexual preference and race, as well.)

(Apologies for the short ending. I’m between projects and trying to punch out a blog post before getting onto the next one. Feel free to comment and discuss the subject in the comments section. I’m sure there’s a multiplicity of opinions out there.)