Tuesday, March 31, 2020

Adventures versus fiction

I just noticed an interesting thing about roleplaying adventures versus fiction. They require different kinds of specificity.

What brought it to mind is that I'm writing a story built on the idea that an escape room gets suborned by a supervillain and the heroes have to solve the puzzles and defeat the supervillain while still hiding their secret identities.

In a roleplaying adventure, you probably have to come up with every puzzle in the escape room. Players can either solve the puzzles or bypass them, but the puzzles have to be there so that the players can choose whether or not to engage with them. The other stuff — the stuff about secret identities and figuring out the supervillain's plan and who (if anyone) is also a superhero in secret identity, and if there are others, who is the supervillain really after? That stuff gets set up but it emerges in play.

Like, if a player says, "Fuck it, I'm Hyperman!" that's a valid player choice. It's not in the spirit of the problem I put forth, but it's a valid choice.

In a story, however, the puzzles of the escape room are secondary — they're explained only to further some other concept, either showing who's really clever in the group, or that so-and-so really knows about locks, or whatever. The relationships turn out to be the important thing. So-and-so is a villain, or is probably a hero, or hates the person who makes their powers happen so didn't show up with that person tonight.

I have begun to think of this as putting a bathroom on the U. S. S. Enterprise:

In a story, it's not relevant to what you're doing. In a roleplaying adventure it has to be there. Someone might come up with a clever idea to fool the Klingons using the vanity mirror or something. Some player is going to ask about it, and having it helps their immersion.

Sunday, March 29, 2020

Hope you're all taking care of yourselves

I'm not ignoring you, but I have to admit that right now I'm having a hard time forcing myself back to the computer when work hours are over. (Not that I don't spend too long obsessing over news from tweets and Facebook, but I'm trying to cut that down too.)

Game publishers are feeling the crunch, too. If you can, buy something from them; I just purchased one of the new adventures from Green Ronin for Mutants & Masterminds and one of the two missing Icons adventures from Ad Infinitum.

Be good to yourselves.

Saturday, March 7, 2020

From Batman (1989)

Icons

The 1989 Batman is on TV tonight, and I started wondering about it as a roleplaying session.

TL;DR: Not very good except as designed: for a single hero.

But let's try and figure it out anyway.

Structurally, it revolves around several people, but alas, for roleplaying we are primarily concerned about the scenes with the player(s). That makes it much shorter.

I missed the beginning of the movie (forgive me) and came in just after Joker kills Grissom. Still, let's try to piece it together. Some of this is from memory, so forgive me if it's not right.

  • I missed the beginning but we get to have a sequence where the player gets to test out the system by beating up a mook.
  • The next time that Batman shows up is at Ace Chemicals, where we get a fight sequence. Jack Napier then dies and Joker gets created.

Then Batman disappears from the story for quite a long time as we follow Jack Napier, Alexander Knox, and Vicki Vale. Now, that might be a good opportunity if you have some kind of a plot in mind, but it's got to be player-centric.

  • Eventually we get to Bruce observing the Joker kill the mob boss. There's the seed of a good problem there: how do the players keep wanton murder from happening at the courthouse?
  • The Smilex poison situation is a fine puzzle, but it could be resolved with a pyramid test as they try to find out the combinations of products.
  • The encounter in the museum, rescuing Vicki Vale and the subsequent chase, relies heavily on Batman being outnumbered. Might not be true for a group of heroes.
  • The encounter with the Joker in Vale's apartment is inconclusive, and is primarily a roleplaying event, with the realization of who Jack Napier is; don't know offhand how you'd make that sort of thing personal without knowing the heroes.
  • Then there's the poison gas from the parade balloons. Batman just happens to have the equipment to deal with it (he blew a determination point or his Gadgets applies to the bat-thing as well), but a lot of people still die. (Bats gets lots of leeway because he is apparently the first person to dress up in a costume and fight crime.)
  • And then the sequence in the church bell tower. Again, that's really a fight that's mano a mano, so it doesn't translate for a group of heroes.

That's not a bad number of encounters for an evening's adventure, so let's spitball for a moment.

We kinda want the villain created in the adventure. You could do a Fantastic Four or Challengers of the Unknown thing here, and have a group created.

Let's go over those encounters again, but try and make them really broad descriptions. Maybe we can pull enough out that they'd be good for a group.

  1. Announcement that the heroes are there, and minion encounter.
  2. Big fight that's really to trigger the creation of the villains.
  3. The puzzle as the villains unleash some kind of crime.
  4. The heroes and the bad guys meet in order to rescue someone who is the object of the villains' attentions (OotVA).
  5. There's some encounter involving the OotVA which lets the heroes connect the villains to something personal.
  6. The villains launch their Big Scheme and the heroes deal with it.
  7. Final boss fight.

Okay, that's actually not a bad structure. Of course, putting flesh on that skeleton is the tough part.

I think we really need to hold to the idea that these are the first heroes, or the first in decades. That way, we have a reason that the heroes don't immediately march to the local branch of Heroes Anonymous and demand to be let in.

The heroes can be of any type, but they got their powers at the same event: the event triggered the mutation (for Birthright), transformed, caused the need for training, and so on.

The group of villains would heavily depend on what your player characters are. For our purposes we'll make all of the villains some kind of Transformed. And a chemical plant is not a bad place for the accident, so we'll keep that.

We could combine the first two, actually: the big Ace Chemical fight is mostly against minions anyway.

Thursday, March 5, 2020

Characters for Egg of Monsters

The Egg of Monsters

Icons

Oh, I threw up a story (an apt way of putting it, I suppose), but I didn't put up the character write-ups for Icons.

  • Mr. Verity Already written up; follow the link.
  • Dr. Tavor
  • Nora Stern of the CDC
  • Dracula
  • Various feral dogs standing in for wolves, where I just used the Wolf characteristics from the Icons Assembled rulebook.
  • The Egg of the Moors I handle as a plot device; it has a Supreme (10) Alteration Ray (Dimensional Travel to pocket dimension) and a fussy ritual.

Doctor Tavor, or Dr. Acula

Doctor Wilhelm Tavor is a parahuman with vampire-like powers, and who suffers from occasional breaks in reality where he believes that he is actually Dracula, Lord of the vampires.

PRW CRD STR INT AWR WIL Stamina
5 5 7 5 5 7 10
SpecialtiesMedicine, Mental Resistance, Athletics Master (+3)
Powers
  • Good Energy Drain (5)
    • Extra:: Life Drain
    • Extra: Ability Resistance
  • Amazing Life Support (8)
    • Mind Control
      • Extra: Burst (Limit: Animals only)
      • Limit: Hypnosis (Humans only)
    • Extra: Regeneration
      • Limit: Source (Energy Drain)
  • Poor Gliding (2)
  • Average Super--senses (3) (Darksight, +1 vision, +1 hearing)
Qualities:
  • Thinks he's Dracula in the wrong body
  • Accepts vampiric weaknesses
  • Can't recover Stamina except through Energy Drain

 

Nora Stern, CDC

Nora was a field operative for the CDC, investigating outbreaks of vampires, werewolves, and zombies.

Unfortunately, during a recent case, she was bitten by Dracula and became his thrall. She managed to hide it, and acted as though the subsequent banishment of Dracula meant that she was cured.

She began plotting to reverse the banishment and bring back her lord and master. It was a long and bloody campaign in which she was almost entirely successful, except for the part where Mynah showed up.

PRW CRD STR INT AWR WIL Stamina
3 4 3 4 4 4 7
Specialties Driving, Investigation, Martial Arts Expert (+2), Medicine, Occult
Equipment Taser, hand crossbow, phone, pistol
Qualities
  • Dracula's thrall (wounds on neck never heal)
  • Field operative
  • Sly and devious

 

Dracula

Don't get excited: this is the Super Villain Handbook version of Dracula cut down to represent extreme hunger and fatigue.

CDC (Supernatural Threats)

If you've done the math, you might realize that vampires are extremely contagious. Worst case, they double in numbers every mumble-mumble days. Even if it takes three bites and vampires only feed every week, that's doubling every month. It's the population of the earth in about three years.

Obviously, we're not hip-deep in undead, and part of that reason is the CDC. (And part of it is that these threats are not 100% contagious, though they're still bad.)

A small group in the CDC works with its counterparts in other nations to prevent certain kinds of contagions—vampires and werewolves primarily—and some memetic infections. They don't deal with cryptids or extraterrestrials; they wouldn't handle the invasion of the body snatchers...but they'd know who to call.

Wednesday, March 4, 2020

Temp! (The temp)

SYSTEM: ICONS

Meet Temp (Tom Asamot). In some ways, he's just a worker in the gig economy—he temps for all sorts of office organizations. He's really good at accounting and Microsoft Office (and he can really organize files). He's fairly bright and he's quick, and he has his truck and limousine licenses.

Also, he has some superpowers.

So he temps for superhero groups and supervillain groups when they need a bit of muscle. He temps for both. (What, you think there are so many vacancies on hero groups that he can get make a living at it?)

Powers? Well, he heals like crazy and he can fly a little bit (but not so fast that taking the car or train isn't usually a better option). It's hard to read his mind. Oh, yeah, he can be crazy strong for about ten rounds.

He sometimes works for SuperUber, the hero transport company, so the heroes might run across him if they call a SuperUber to the crime scene, or he might be temping in the villain hideout. Or he could escape the raid on the villain hideout and then be hired in the hero hideout.

The two things to remember about Tom are that he knows everybody because he's been around and that he's strict about not spilling anybody's secrets. So even if he does know where the villain hideout is, he's not going to tell, because he might need a job from them someday.

That could be a scenario subplot: the heroes need some information, and Tom is the guy who knows. How do they get it from him?

TEMP (Tom Asamot - Birthright)
PRW CRD STR INT AWR WIL Stamina
6 6 4 4 5 5 9
Specialties Business (+1), Drive (+1), Mental Resistance Expert (+2)
Powers
  • Great (6) Regeneration
  • Average (3) Flight
  • Supreme (10) Strength Increase
    • Limit: Temporary
Qualities
  • Still a fill-in
  • Works both sides of the street
  • Knows everybody