Tuesday, April 30, 2019

Mutants and Masterminds and autofill

M&M

I've been trying to figure out how you'd do an autofill PDF character sheet for Mutants and Masterminds, and the closest I come is an old idea from DC Heroes, where you have a worksheet version to look at various numbers and then in the final version those go away.

At first blush, it seemed simple enough. Something like Fighting is figured at two points per rank, so if you're Fighting 4, that's 8 points. And defenses are one point per rank, so it's just the number of points you spend added to the value of the appropriate attribute. Long but do-able; I wouldn't fit it into the Calculate stage of the PDF because that happens every time you change a field, but you get what I mean.

Except of course adding to Toughness save isn't done directly; it's done either by advantages (like Defensive Roll) or powers (Protection primarily).

And I almost had that figured out when I remembered Enhanced Traits.

If it were just going to be used on the desktop, maybe stuff could be added with dialog boxes, but even PDF Expert doesn't render the dialog boxes for PDF on my phone. So I think the best thing to do is have a worksheet with space for all the various points, so you can see what adds to which value.
The aggregate free-form nature of powers is also a problem. I'm fixing it with terminology: The part I think of as a power is called an effect, like Affliction, Protection, Enhanced Trait, and so on. (In fact, I have Enhanced Trait broken down into several effects.) The conglomeration or aggregate is called a power (alternate effects all go in to make a single power). The sample archetypes have varying numbers of powers:

ArchetypeNumber of powersMax effects in one
Battlesuit1 (Battlesuit array) or 8 (counting “Battlesuit” as a power)3 (Tactical Computer) or 8 (various Senses)
Construct32
Crimefighter56 (Utility belt)
Energy Controller64 (Energy Control)
Gadgeteer4
Martial Artist0
Mimic11
Mystic36 (Spellcasting)
Paragon43 (Invulnerability)
Powerhouse43 (Super-Stamina)
Psychic54 (Telepathy)
Shapeshifter11 (Shapeshift)
Speedster53 (Super-speed)
Warrior24 (Aquatic) or 8 (different Senses)
Weapon Master25 (Super-hearing senses)

I can't even imagine a page layout that allows either the possibility of 8 powers with 8 effects each or 1 or 2 powers and 28 advantages (the number that the Martial Artist has). The Basic Heroes Handbook compromises by leaving space for four powers and some effects...And I might have to compromise, too, saying, great, four powers max, five effects each.
Seems a shame not to be able to do the Crimefighter, though, but life is life. Maybe after I figure out how to do this, I'll be able to wedge it in there.
Anyway, the idea is that there is a separate worksheet...let's say there's a button that makes it visible; select the Create/Edit radio button and you can see it; select the Play button and it goes away with the new values displayed.

Wednesday, April 17, 2019

To fight the unwinnable fight

Any

I'm currently in a superhero game and it's interesting because the GM and I share many traits, so now I get to see what they're like from the other side of the GM screen.

Some of them I don't much like. And I am guilty of inflicting these things on players.

Aside: I have ADHD (as you might have guessed from the way this blog moves in fits and starts) and one of the things I have noticed with my children and me is that the good really has to outweigh the bad or the ADHD person has a bad impression. Like, you have to have three compliments for every criticism in order for the person to feel it's even-handed, and a higher ratio for them to actually feel positively about the event.

So I might be biased.

However, in four sessions of superhero gaming, we have yet to win. It's Champions and five to eight players, so that's only two fights. (Cue Champions bashing, but I wouldn't have joined the campaign if I didn't accept the system.)

And what galls me and takes the fun away from me is that we won neither of those fights. The villains decided they were done and left.

Now, I can come up with narrative reasons why that's true. Maybe:

  • The GM is showing us that it's a dangerous world.
  • The GM is acquainting us with the heavy hitters of this area of the world.
  • The GM is trying to make sure that we, the players, work together as a team. (And there is a certain "You do a stupid thing, you don't have plot immunity" vibe.)

But still..four sessions and from a player standpoint it feels like we haven't succeeded at anything heroic yet.

In fact, many of our characters are so laden with power dependencies and activation rolls, that a set of 15- rolls that look impressive (15- is roughly 95%) takes three rolls, so the actual chance of success is about 86%, less if there are other modifiers that place a minus (a 15- with -5 is now a 10- and that is only about half the chance to succeed).

So there's a lesson there: let them succeed.

I'm not saying they have to succeed at everything. God, no: running D&D for the first time reminded me of some joys of failing: The glorious moment when your clever plan fails because somebody rolled a 1.

But if you go back and look at the source material, the heroes usually have some kind of victory:

  • They save the innocent.
  • They capture the henchmen (who will no doubt be on the street again by tomorrow).
  • They prevent the theft of the Jade Cloud of the Phoenix, while not preventing the theft of the ancient Imperial Chinese instruction manual, so the bad guy doesn't have it but the heroes don't know how to use it to stop the bad guy.

These might be partial victories but they are victories. And they're pretty consistent: the good guys win somehow most of the time—over half the time, maybe ninety percent of the time, maybe better. Actual total losses are generally reserved for the darkest moment, right before the climactic battle.

I'm reading Gail Simone's Domino right now, and Domino wins in some fashion most of the time. In a dozen issues, the bleakest moment I can remember was when she had no control over her luck, and even there, the issue ended with her finding someone (Shang-Chi) who could help her. Domino has some reasons for being so down on herself: not everything works, and sometimes it works the wrong way. And really, you're not going to confuse Domino with Superman as far as heroism goes. But there's usually a partial success.

In story-telling terms, the issues and fights are usually "no, but" or "yes, and": "No, you lose but there's a way out of it."

A "No, and" answer is one that feels like, "No, you don't win, and here's something that makes it worse."

Maybe the ADHD makes me more sensitive here. But I feel like in four sessions, you should be able to point to two wins.

And that's something that I can take way from this as a GM and occasional adventure writer.

Thursday, April 11, 2019

Overheard, in my head

Any

There's this superhero world:

"I'd rather not be rescued by you."

"But ... it's a rescue."

"You have fewer than five adventures. Statistically, you're going to muff this one, and I don't want to be your victim."

"So you'd...rather stay a prisoner of the blood-drinking shape-changing supervillain?"

"My odds are better."

Maybe it's a back cover blurb for the adventure I haven't written yet.