Showing posts with label Fainting Goat. Show all posts
Showing posts with label Fainting Goat. Show all posts

Friday, October 21, 2022

About that campaign...

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First of all, I’m running it. Setting it in our version of Stark City, so it’s current day but otherwise the same as in the book from Fainting Goat Games. We go three Thursdays a month (other Thursday is book club for me) and Thursday is ideal because during the game my spouse is at choir practice.

Everybody’s on the more powerful side. Nobody turned out to be the doughty two-fisted adventurer with a mask and a grappling gun. We have ranged transmutation, mental blast, amazing strength, several element/energy control and alternate form characters, and a speedster. Powerful mix.

We’ve missed one session because I finally caught COVID and wasn’t up to it, so we've had a session 0 and two more...which brings me to my topic.

I was a bit too rigid in the first session and didn't let the players win enough. I disliked that I did that, so I resolved to say “yes” more.

Single paragraph context: Plan was, meet the mercenary group and trash them, and then discover a vast conspiracy behind the mercenary group. Well, various plots got planted, they met the bad guys (a party of five situation with three kids: sixteen, twelve, and eight, but the twelve year old has duplication). The speedster sixteen-year-old got away with the eight-year-old, but the tween stayed behind and defected to our heroes. The session still has ten or fifteen minutes to go.

And then the improvisation started. The players found some earpieces belonging to the vast conspiracy and we had fifteen minutes left in the session. Surely they could find the source...so I said “yes.” They found the Poseidon Building in Tesla Industrial Park. One of the players theorized this was a mental control thing, imprinting personalities on host bodies, so he examined the building for a mind shield. (When you have Amazing Telepathy, you just look through windows, try to check minds, and look for when you can't. Not that he described it for me; it might have been a stunt, too: Detect Mind Shield. We weren't in combat time, so I didn't care.)

Say “yes,” right? There was a mind shield over the basement.

Fortunately, time ran out just before they decided to infiltrate the building.

Originally, the conspiracy was relatively normal people trying to create superpowers reliably. We know that this can be done, because most of the characters have Transformed as their origin, and at least one went looking for the change. With the new facts in play (I like the idea that it's personality superimposition), I have to re-think this. Maybe this is the Great Race of Yith, transformed for comics?

I have to meet at least half the players' expectations as they make their way in; the other half I can leave as dangling plot threads, I think.

And I have to have a map: secret basement base.

Game Quotation: “Hiding your base with a mind shield is as unobtrusive as trying to hide things from Superman with lead.”

GMing note: There are several powers that can wear off at a particular rate, such as Nullification and Stunning. Both got used last session, and I now know that the GM has to keep track of pages as they pass. One power is easy (but should be tracked; as powers come back, they get stronger) but the Stunning that got used last time was power nine...and nine pages is a loooong time. So I'll add a pair of clocks to my GM sheet.

Thursday, August 4, 2022

Next Flight #1: Lair of the Wrathmaster

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Lair of the Wrathmaster

I was going to do a solo play with Uncanny Justice, but I’ve got myself into a situation with them, and until I can figure out exactly why Abe got called to the realm of Faerie, I can’t go forward with that.

Instead, here is a solo play with other new characters, based on Fainting Goat Games’ “Lair of the Wrathmaster,” and using the new characters Flip-Flop, The Incredible Reach, and Succubus. All are 45-point characters (I rolled them up but started fiddling so I said the hell with it and changed them to 45 points).

House Rule: Prone people are +2 to hit hand-to-hand, absent cover.

Scene 1: The Crepes of Wrath

Flip-Flop got to this Crepes of Wrath restaurant first but stayed up above the buildings until The Reach arrived, then swooped down. The crowd beyond the police tape cheered and someone yelled, “Get’em, Reach!” He waved casually until he found the officer in charge. At the building itself, Succubus appeared in a shadowed doorway and walked out to Flip-Flop. Both male and female police stopped and looked at her. There were cat calls from the crowd, but Succubus paid them no mind; they were a distraction.

Sunday, April 3, 2022

Uncanny Justice 8: Pirates Beyond Time!

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Uncanny Justice 8: Pirates Beyond Time!

A solo play, featuring Abe Cadabra, Honeybee, and Demiangel. The adventure is Fainting Goat Games’ “Pirates Beyond Time!”, written by Chuck Rice.

Scene 1: (New) Home At Last[1]

In the new headquarters Lauren tightened the last screw on the dresser. It wasn’t a huge dresser, but she didn’t plan to live here; she had her own place about twenty minutes away. This place just needed a change of clothes and toiletries. When you can fly as fast as a jetliner, the commutable distance is large. The whole business with Steve last fall had convinced her not to date in the same city she worked in.

Monday, February 28, 2022

Uncanny Justice 6: Family of Fear

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Family of Fear

The next holiday isn’t until Valentine’s Day, so for January they get this adventure, Fainting Goat Games’ “Festival of Fear” but without a holiday connection.

Friday, February 11, 2022

Uncanny Justice 3: Panic! At The Museum

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Panic! At The Museum

A Host of Christmas Past

Being a solo play with Abraham Cadavra, Honeybee, and Demiangel. While Devil’s Night took place on Halloween, and A Mastermind Affair happened early in the Christmas season, the events of A Host of Christmas Past take place almost at Christmas. The structure and events come from Fainting Goat Games’ Panic! At The Museum by Chuck Rice. Because I’m interpolating and changing a lot, expect more rambling than usual.

Chapter 1: The Past Is Present

“Why would a place called Plains View give us an award?” asked Bill. “The town doesn’t even have a website. Only found ones for the churches and something called the Plains View Public Museum. I can’t even believe a place called Plains View has a museum.” Bill — Demiangel — took off his sunglasses and scanned the airport crowd. “Abe, I thought you said there’d be a ride.”

Tuesday, January 25, 2022

League One 3: Vampires of Red Square

A League One solo play

I have updated the adventure’s characters to the Assembled Edition. Of course, you won't see that in this blog entry; I've outlined the changes to make in another entry. Night Hunter is renamed Dusk Hunter here; I forget why.

Wednesday, August 7, 2019

Improbable Tales Volume 1, Issue 4: Vampires of Red Square

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Obligatory Warning

If you are spoiler-wary, this entry and this series is full of spoilers for a six-year-old product. If you don't want to know what's in one of Fainting Goat's first eleven Improbable Tales adventures, well, don't read this. Okay?

Okay.

Today we'll talk about the fourth volume in the series, Vampires of Red Square, written by Mike Lafferty, Dan Houser, & Chris Groarty, with art by Adrian Smith, John Gibbons & Dan Houser.

I have not run this one.

Precis

A time-traveling Nazi commando unit arrives in Moscow, and the head Nazi decides to create four dozen vampires and take over.

Likes

Uh, what part of “time-traveling Nazi vampire commandos” did you not like?

I'm totally biased: vampires and werewolves are two of my favourite flavours. The military aspect of it initially put me off, but once I got the vibe I quite liked this.

It's goofy fun with an emphasis on fun: The bad guys are undeniably bad (there are no shades of gray in this one).

One of the optional endings has a big fakeout which I like; there's no explanation of how Mannheim knows the important detail, so you'd have to invent that, but it's a really nice fakeout, and it gives the whole thing a fine reason to actually be in Moscow.

These are pretty decent vampires, in mild and spicy flavours. Haven't tried the werewolves out.

Oh...there's another optional ending with a giant undead Lenin striding through Red Square. That's just cool.

And later you have Nazis who want presumably to get back to their home time and “fix” things.

Dislikes

None of these are big dislikes, but they did come to mind.

The bad guys have created a few dozen new vampires...that is, killed a few dozen people. If you're running a strictly G-rated campaign, then you need to think about this. Maybe it's a spell by Mannheim and the vampires get better if Mannheim is himself destroyed (hey, it worked in Batman comics when Doug Moench was writing it). Maybe the sudden appearance of light will shock them back to human because they're only pseudo-vampires at this point.

PATRIOT gets bigger and bigger: in this adventure, it operates in Russia. On a per-adventure basis, it exists to make things easier to set up, but it feels like as a whole, there's an organization that could do some harm.

Given the organization's name, I feel like it should be restricted to the USA, and it's a paragraph to introduce the Russian or the international agency. Not a big deal to fix in your game; they're actually working for MATRYOSHKA or IDES (International Directive for Espionage and Supers) or COINS (Cooperative Oversight for Investigation of Normals and Supers).

One of the villains, Dr. Night, has magic at a level of 7. The appearance of a wizard with magic 7, a vampire infestation, possible werewolves, and a couple of sorcerous totems has to get the Necromancer's attention, but he's not mentioned. I understand that the adventures are not really joined, but the existence of the PATRIOT name does indicate some kind of shared world, so it would be nice to include a line like, "Off fighting Dark Pharaoh."

Changes and Consequences

Well, you need to justify the absence of the Iron Hand and of Necromancer.

Dr. Night has Magic (well, originally Wizardry) 7. Necromancer, from last adventure, has the same power but at level 8. You'd think Necromancer would care about the appearance of Herr Doktor Nacht, but he does not show up. (In the real world, that is because John Post didn't write the adventure, and because adventures come in when they come in, but we are not concerned with such mundanities.)

Or I'd throw it all in: the Iron Hand brings a sub up the Moskva River, Necromancer appears and is immediately caught up with the Dark Pharaoh, giant ants appear...okay, strike that one. But I might consider complicating it even more, especially if it's early in the campaign. (Complicate early, prune later.)

The growth of PATRIOT is a seed you can cultivate for later: does every UN country have a version of PATRIOT? Is PATRIOT a loose association of organizations? Or is it a single “super-organization” that fights its own political battles? In these adventures, PATRIOT is used as a means to hand PCs stuff in a convenient way, but you could do a whole PATRIOT centered organization, or you could do a Captain America: Winter Soldier thing where you bring it down—“Patriot? But patriot to whom?”

Or I'd create some kind of excuse—that PATRIOT was helping unofficially—and I'd springboard the creation of some global spy/superhero agency from it. Then you could call them when you need to go to, say, Tokyo in an upcoming adventure.

Having said all of that, this is actually the last time that PATRIOT takes an active role in Improbable Tales, Volume 1. In adventure 5 (Dr. Warp) the army takes their place; they get name-checked in adventure 10 (Through the Looking Glass) but don't actually show up.

Assembled Updates

Part of the drill is that Invulnerability becomes Damage Resistance; Life Drain becomes Energy Drain; Wizardry becomes Magic (except when it becomes Gadgets).

Vampires in general

  • Invulnerability becomes Damage Resistance, with the Limit: Not vs. silver or holy weapons.
  • Immortality gets the Limit: Negated by sunlight or beheading.
  • Life Drain becomes Energy Drain.

Vampire Troopers and SS Vampires

Replace their aspects with these three Qualities:

  • Undead vampire
  • Vampire weaknesses; a stake through the heart causes a Stun result that lasts until the stake is removed
  • Must drink blood to survive (only Energy Drain recovers Stamina

Baron Mannheim

Replace his aspects with these three Qualities:

  • Time-Traveling Nazi Vampire Commando
  • Vampire weaknesses; a stake through the heart causes a Stun result that lasts until the stake is removed
  • Must drink blood to survive (only Energy Drain recovers Stamina

In the normal case, Nazi and Vampire are his prime motivations.

Doctor Night

Replace Wizardry with Magic; replace Summon with Servant. Perhaps ignore the mental attributes of the demonic minions; I discussed this in the last adventure.

His aspects become thse Qualities:

  • Undead Egyptian sorcerer
  • “For the glory of Set”
  • The true goal is ruling Egypt

Fafnir

To his Hellfire Thrower, add this Limit: Blows up for Amazing damage if ignited by called shot.

And his aspects become these Qualities:

  • Occult Nazi Stormtrooper
  • Grotesque physical appearance
  • A melding of man and magic

Blutwolf

Change the Invulnerability to Damage Resistance (Limit: Not vs. silver); the Alter-Ego should be Transformation into an animal form with a limit that each Blutwolf becomes itself as a mundane wolf...or I'd drop the power, because it's really no different than Billy Batson saying "Shazam!".

Its aspects become these Qualities:

  • Forest creature mutated by Mannheim
  • Extra vulnerable to silver (+1 degree of damage)
  • Bloodthirsty Feral Berserker

Night Hunter

I'd actually give him a level 5 in Vehicle because I'd beef up the cycle a bit. (See next section.)

His aspects become these Qualities:

  • Agent of PATRIOT
  • Brusque demeanor over a caring heart
  • Finds and kills vampires

Vehicles

This adventure presents three vehicles that have to be updated to the Icons Assembled rules: a cargo truck, a helicopter, and a personal skybike, apparently part of PATRIOT issue for some agents.

However, the vehicles really are movement devices and should be represented as vehicles.

PATRIOT Air-Cycle

HandlingGreat (6)
SpeedFair (4)
StructureFair (4)
ArmorWeak (1)
Extras
  • No protection in combat
  • Remote Control
  • Hidden bolo-gun (Good (5) Binding)

Cargo Truck

HandlingFair (4)
SpeedFair (4)
StructureGreat (6)
ArmorWeak (1)

Helicopter

HandlingGreat (6)
SpeedGood (5)
StructureAverage (3)
Armor
Extras
  • Door-mounted machine gun (Good (5) Blast)

Conclusion

A lot of moving parts to play with. I'd still say this is an A, but if you have used PATRIOT or vampires before, it may leave consequences for you to clean up.

Tuesday, August 6, 2019

Improbable Tales Volume 1: Aqua-zombies of the Kriegsmarine

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Apology

This one took a while, because there were a lot of characters to update to Icons Assembled and I made updating them part of this series. A couple of adventures in this series have a lot of NPC characters to change and think about (the third, fourth, and sixth, for instance). And I sometimes get hung up on things like, oh, the Servant power. The minions in the third, fourth, and sixth adventure should be called with the Servant power, but that power explicitly says that the summoned servants have no mental stats. I have chosen to interpret this as meaning that these are never characters who will decide not to fight, but it doesn't mean they have no mental stats. We could argue for a Minion power that does the exact same thing except the created characters have mental stats and aren't as loyal. Nertz to it.

Obligatory Warning

If you are spoiler-wary, this entry and this series is full of spoilers for a six-year-old product. If you don't want to know what's in one of Fainting Goat's first eleven Improbable Tales adventures, well, don't read this. Okay?

Okay.

Today we'll talk about the third adventure in the series, Aqua-Zombies of the Kriegsmarine, written by Mike Lafferty, John Post & Chris McGroarty, with art by Adrian Smith & Jon Gibbons.

I have run this one; I ran it on Roll20 a couple of years ago.

Another disclaimer

By the way, I just noticed something. I've re-read these adventures several times, but sometimes I need to find a specific reference and I use Adobe Acrobat's search feature. That doesn't always work: something about the early adventures means that the text isn't there to be searched. (I presume they were saved as images or something.) So I may make an assertion and be wrong because it didn't come up when I searched the PDF. Bear with me if that happens; I'll apologize and take your corrections.

Precis

A sunken Nazi U-boat from WW2 is being hauled out of the water for a museum, but it contained canisters of an alchemical serum. One of the things the serum does is raise the dead as zombies, and yes, a canister ruptured. And to make it better, a neo-Nazi group and mystics want the remaining serum.

This is the first appearance of the Dark Pharaoh (and the Necromancer), and the Dark Pharoah plays a bigger part in adventure 6, The Other Side.

It's probably worth noting that the Necromancer and Dark Pharaoh characters are specifically called out as being the property of John Post. That isn't noted elsewhere, but John Post is one of the people who provided the idea for adventure 6.

Likes

This adventure has something I don't see as often as I'd like: an optional scene at the end. Everything is complete at the end of Action Scene 2, but if you have time, you can go on to scene 3, storminng the base of the bad guys.

You get to stomp Nazi butt, which is certainly a comics thing to do, and it can be fun.

There's a robot squid. (The Improbable Tales adventures certainly bring the whacky without making it out of place, which I utterly admire...)

I haven't decided if this is a thing I like or not: Adventures 3 through 6 in this adventure all provide minions you can use lethal force on. Zombies, vampires, robots, and extradimensional monsters: great foes for the hero with a gun. They're a lesson in providing minions who are not human. But this adventure also provides minions who are human. You might not like the neo-Nazi members of the Iron Hand, but they are people, and the players are due for trouble if their characters fold, stab, spindle, or mutilate them.

And you get a map of a German U-boat and an island headquarters.

It's nice to see zombies buffed up for this adventure. Your typical superhero can just walk through a bunch of Icons Assembled zombies, and these are a bit tougher.

Dislikes

You have at least one powerful NPC floating around, so the adventure gives you advice on how to keep that character from stealing fun from the main characters. (But at least it gives you that advice, so put the fact of that in the Likes section.)

Minor historical note: this adventure calls out the German Thule society. I might be incorrect, but although a number of high-ranking German officers were mystics or inclined that way, I think that the practice of magic was banned by the Nazis before the war. However, (WW2 Nazi = Magic!) is so ingrained in comics that I doubt it's worth arguing about. Anyway, it's trivial to create a hidden magical society if one of your players talks about this.

There are a lot of NPCs in this. It's not too difficult to keep track of them, but you'd be forgiven for skipping the third scene just to keep the number of NPCs under control. (The third scene is fun, though.)

If you don't want to spread out to other countries and dimensions, well, it's possible to reign that in...but the next one explicitly takes place in Russia, and there's one in Tokyo, and one on Mars...so there will be some travel in these adventures.

Changes and Consequences

The big one in this is the explicit mention of Nyarlathotep. This gives you access to all sorts of Cthulhu cults, gods, and mischief. >The Dark Pharoah is used again in The Other Side in a much more explicitly Lovecraftian way.

Be nice if the "celebrities" table on the beach were a throwback to the All-American. I mean, he is a weatherman in the area, and there's a loose continuity. If you want to bring him in, you can.

The next Improbable Tales adventure is Vampires of Red Square and I would think that elements from this one could well appear in that one. Perhaps the Iron Hand tries to recruit the bad guy from that (the Iron Squid sub can go up the Moskva River). Or perhaps the Iron Hand is using materials that were created by the Nazi magical society here, and there's future conflicts as the Red Square bad guys try to get them. Or the Iron Hand succeeds in recruiting that bad guy, but they offend his Aryan ideals with Cthulhoid apocalypses. Several possibilities.

The Lazarus Serum is also a useful MacGuffin. You can use it (with suitable changes) to bring some character back from the dead (“I see! They misinterpreted this code phrase in the works of Nicolas Flamel as this other code phrase, so they used Egyptian mummy dust instead of bitumen! Of course!”) By definition some of the ingredients in Lazarus Serum are so rare that the Iron Hand had to steal them, so when it's gone, it's gone.

One of the nice things here is the extra scene: if you don't attack the island base, some other evil organization might well have an island base you can attack.

Assembled Updates

In general:

  • Invulnerability becomes Damage Resistance
  • Wizardry becomes Magic
  • Fast Attack gets increased because it operates in a different way; upping it to the level of the most common attack attribute (Prowess, Coordination, or Willpower) seems the best way to go


The Dark Pharaoh

He has the power Minions, which was created by Fainting Goat Games. The best fit is the Servant power, with this caveat: the servants in the power are explicitly said to have no mental attributes, and these minions clearly do. So you have a couple of options:

  • Ignore it. You're going to create the Minions using the "Avatar of Nyalathotep" quality anyway.
  • Ignore the mental attributes of the minions listed. Some of them are other-worldly creations, and can't be expected to think like earthly creatures.
  • Create the extra "Sapient" for Servant, which costs like all extras, but adds an additional four points per rank. You do have to buy mental attributes now, but you have extra points to do so. For some kinds of servants (a summoned demon, for instance) you might want to include the concept that it works against its master but obeys the letter of the command. I don't think that's worth an actual Limit, though I would throw the player a point of determination if it happened.

In practice, I'd probably just ignore it and use the Quality, but if you will be handing this power out to a PC, well, the extra is probably the way to go. I haven't tried it, so I don't know if it's overpowered.

Demonic Minions, Minions of Nyarlathotep, Elite Commandos

Just change Invulnerability to Damage Resistance.

Mystically Enhanced Zombies and Commandos

No changes needed.

Commander Draco

  • Invulnerability becomes Damage Resistance.
  • His Qualities might be: Criminal leader of fascist terrorist group Iron Hand; Prone to rage; “Iron Hand—attack!”

Iron Hand Giant Squid Sub

This gets altered a fair bit to meet the rules for vehicles in Icons Assembled, and even this version doesn't meet them; it's a 41-point vehicle, which according should be a Speed 10 vehicle. It ain't; it might be better to go back to the original design and just have it as a full character...in which case, you can use the writeup in the adventure. (I suppose you could grant an Extra that just doubles the number of points, in which case this is the Vehicles power with that extra twice or three times, depending on whether the extra is geometric if applied multiple times or just additive.) Vehicles 3, Extras: Double pool points, double pool points, double pool points

Handling2 Speed3
Structure8 Armor3
Extras
  • Prowess 5
  • Tentacles (Extra Body Parts: grants Strength 7) 7
  • Aquatic 3 (speed only 2 out of water)
  • Fast Attack 5
  • Beak or tentacles (Slashing 5)
  • Damage Resistance (included above) 3

Conclusion

This one is fun. There are some nice pieces you can use; it's reasonably self-contained. Grade: A.

Monday, July 29, 2019

Improbable Tales Volume 1: Primal Power

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Obligatory Warning

If you are spoiler-wary, be aware that this entry (and this series) is full of spoilers. (On the other hand, the first adventure is from 2013. So, y'know, if you thought you might like to read it, you've had six years.)

Today we'll talk about Primal Power, an adventure by Mike Lafferty & Dan Taylor, with art by Adrian Smith, Darren Calvert & Jacob Blackmon.

And I did run this one, long ago. Here's the write-up by one of the players, Hugo-nominated James Nicoll. (I figure I can keep using the adjective until we've seen the results. Then I either don't mention it any more or I get to say “Hugo-awarded”.) He played Scamp.

Precis

A psychic supervillain gorilla sends intelligent gorillas to raise havoc at the zoo to cover an attempt to rob a nearby weapons lab.

Likes

Well, it's got gorillas. Who doesn't like gorillas? (And it has what is essentially Gorilla City, complete with advanced tech.)

Besides Gorilla City under another name, this also gives us a scientifically and technologically advanced research organization, something you can use again and again.

The whole point of the first action scene is to use the zoo, which is an environment that doesn't get enough time in superhero RPGs.

I really like the random table of superscientific weapons.

It's a small adventure. It might be slight—it doesn't spread its tendrils all over, slopping consequences all over. There's a mind-control ape out there; he's got a plan. Throw the players in.

I also like that there is mention of the various squads of agents that PATRIOT controls. Even though the heroes end up doing the important stuff (they're the heroes, after all), you don't wonder if the entire agency could be replaced by one guy with a web browser and Skype.

You're going to see this under Dislikes as well: portable psionic shields that mean it's not an adventure about being mind-controlled. Because, as the adventure rightly points out, having your player mind-controlled is not fun. I applaud that; it just short-circuits the make this adventure about that.

Dislikes

On the other hand, it is a slight adventure.

The supervillain can be taunted into a mindless rage, but I feel like there must be better ways to tell the players about it than to include it in the scene 2 briefing.

(Actually, it would be even nicer, he said with his trying-to-be-a-writer hat on, if the second briefing wasn't necessary: if there were something at the scene that would tell the heroes what Lord Virunga was up to. Maybe a clue or something. I see the difficulty: it's not like the lieutenant gorillas have pockets for the PCs to rifle. Still, some kind of option might have been available, with the briefing information as a fallback.)

In some ways, Lord Virunga is Confederape with additional flame control powers, so you have to work hard to make them distinct (if both exist in your game.)

While I applaud the idea of the portable mind shield projector, I have to admit that it blocks off a couple of options for future games.

The two hero NPCs are...well, one is mentioned as being there for mind-control if you want them to fight an enthralled hero, and the other does nothing from an adventure point of view, but she provides verisimilitude for PATRIOT and she is a potential PC. If you don't need her as a PC, I might replace her with a “normal” agent, simply saying that PATRIOT is stretched tight, and then use mind-control whichever hero will provide your gaming group with the biggest challenge...if, in fact, you want to have a fight against a mind-controlled hero.

Changes and Consequences

This adventure doesn't itself have a lot in the way of consequences, but it puts two new pieces in the playbox: the scientific lab (ARES) and the portable mind shields.

I'd probably limit the mind shields to some mind-control and illusions: then you can still have options (mental blast and telepathy are the big ones) but you don't get mind-controlled. Your Mysterio or Scarecrow villains can still use drugs to make you hallucinate, so that's not off the table. Or maybe the devices exist, but they were rescued from the wreckage of an alien spacecraft (a wrecked alien spacecraft is explicitly mentioned in the ARES backstory): we don't know exactly what these mind-shields actually do, but one of the side effects is protecting you from other people's mind control. “We'll need them back after the adventure. Sure, you can borrow them if you fill out these questionnaires and let us put these sensors on you.”

Man, I'd like to see more about Virunga. I'd spin out his and the city's backstory significantly.

I'd also do more with a rivalry or alliance between Lord Virunga and ConfederApe. Does one try to recruit the other? Is there bad blood because one refused the other (Virunga thinks that ConfederApe is not a “real” supergorilla, perhaps)?

Assembled Updates

Lord Virunga gets a makeover because Elemental Controls have changed and because Animal Control is now just Mind Control with a limit. Essentially, two of his powers get combined into one power. Specialties become Athletics, Wrestling, Science, and Technology. Powers become Growth 1 (Limit: Constant or permanent, whichever word you want). The Elemental Control Fire is just Fire Control 6, defaulting to Blast. Mind Control is plain old Mind Control with the limitation that he needs the helmet if he is to control anything other than apes, monkeys, and some lower primates.

His Qualities become:

  • Psychic Simian Mastermind
  • Hates humanity with a fervor
  • Longs for but outcast from Gorilla Nation

The Qualities for his lieutenants remain the same, because there are only three. Instead of calling them Qualities and Challenges, they're just Qualities.

Memphis Bell uses just Science Expert as a specialty instead of Science (Biology). Invulnerability 3 becomes Damage Resistance 3. Her Qualities become:

  • High ranking PATRIOT scientist turned superhero
  • To Serve and Protect
  • Bad luck socially

Lone Star trades one elemental control for another, but his Electricity Control is simple, defaulting to Blast. His Qualities might be:

  • Mid-level PATRIOT agent
  • Looking to cash in on his celebrity
  • Supremely overconfident

Conclusion

Despite the fact that I found things to pick on, this is a really solid adventure. It's very good for what it is. I'd give it a B+ or A-, depending on my mood that day.

This adventure is very good at what it does. Still, that's okay.

Sunday, July 28, 2019

Improbable Tales Volume 1: Day of the Swarm

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One of the things in my head in my head is a narrative campaign made of as many of the Improbable Tales adventures as I can fit together, so I thought I'd do a look at the various adventures there and see what they're made of and how you might update them, along with notes on updating the characters to Icons Assembled.

Obligatory Warning

If you are spoiler-wary, be aware that this entry (and this series) is full of spoilers. (On the other hand, the first adventure is from 2013. So, y'know, if you thought you might like to read it, you've had six years.)

And we'll start at the very beginning and work out a format as we go.

Precis

Giant ants are attacking the city, and it turns out they are sent by a nobleman of an underground empire to stop a new jet engine.

Likes

The structure is very streamlined; at a guess, it's informed by Ben Robbins' blogs and his Lame Mage stuff (most notably the Dr. Null stuff). For more Ben Robbins stuff on superheroes, you have to troll through his old Ars Ludi blog for things like Revelations, Damage Rolls, The Four Types of Supervillains, Action Schticks (Part 2). (Actually, you should go read the blog.)

That very leanness works against them, too: it looks like there ain't much there.

And there isn't. But, as Spencer Tracy is reputed to have said, "What there is, is choice."

Dislikes

They aren't tricky little plot modules. They're encounters: two to four action encounters that present a situation for the characters.

Sometimes that's not enough to distinguish it. Some of them make a point of telling you what feeling they're trying to evoke, which is nice.

And for all that they're streamlined, sometimes the choices can get buried in words. If you're just skimming, you might miss something. I might have pulled them out into lists so there's an idea on each line. And for all that they're short, if you try to run them on the fly (as I have done several times) they feel flat. You have to give them time to soak in your brain-brine so they fit with your style.

A Digression On Layout

Speaking of presenting items as lists...I'm increasingly dissatisfied with the layout choice to present in two columns on a letter-size page. I realize that works very well for a printed document, but a lot of stuff isn't printed any more: we look at it on phones and tablets and computers, and maybe print it when it's time to run...but we might not if it was in an electronic-friendly format to begin with. None of this is Fainting Goats' fault (they did release it in 2013), but I'd consider a 6x9 PDF with text large enough that it's a single column but still under 40 characters a line. I actually had to learn how to produce an e-book at the same time as I was going to run Sugar Hill Invasion, so I used it as an example and produced an ePub version of Sugar Hill. I didn't run from it, but I could have. I'd worry more about navigation issues if I were going to, though.

The Adventure Itself

I have not run this one. (I have run four or five of the Improbable Tales adventures.) There are three action scenes really:

  1. Rescue some kids
  2. Fight the ants at the barricade
  3. Go into the surrounded plant and find out what's really going on

The first two scenes are simple but nice, with an optional bit that I would probably fill out (the guy's wife just died, he doesn't want to go on, whatever). And it falls apart in the third.

Look, there are a couple of ways for the last scene to go, at least that I can see. You get into the plant and:

  • The bad guy makes a speech, and the engine is destroyed
  • The bad guy doesn't manage to destroy the engine, gets captured, and makes the speech
  • The bad guy does or doesn't destroy the engine (maybe he steals it) and escapes, and when the PCs follow him deep underground, he makes the speech. Maybe a big fight follows.

He's going to have to make the speech; otherwise the players have no idea what triggered this.

Plus, the first two options are buried in a discussion of the third one. The change of a stand-off in the plant is barely touched on, but he's got to be in there for his mental blast to work.

It would be nice if there were another way to get the information. Off-hand, I can't think of one: you can mind-read ants but they tend to be thinking ant-things, though use of a Determination Point might let the PCs read the psychic residue of the bad guy's mind, if your PCs have those kinds of powers.

The adventure pretty much depends on the Coopersville police department to get you into trouble. (Most of the adventures use PATRIOT, a SHIELD equivalent, to come and say, "Hey, there's trouble over here." It would be interesting to design something exists to get them into trouble, but an agency is a time-honoured mechanism: it's a reason for Delta Green, after all.

Changes and Consequences

I'd consider making the cause fracking instead of a jet engine. That makes it more of an ongoing thing than a one-off: they break the equipment, new equipment shows up, they show up again, and then the PCs discover the reason behind it all.

I might use a different location: by default it's set in Coopersville, a bedroom community for the city the PCs are in, but it might be interesting to put it in a place so remote that there are no superheroes, and our heroes are brought in. Or this is the second attack, and the first one was picked clean: the survivors talked about giant ants but there was little evidence: what there was might have pointed to the latest scheme by some supervillain instead of giant ants.

Actually, a really different location might stir things up, too: maybe they're effectively fire ants writ large, with a toxic bite. Or maybe it's a resort town up north, where it only thaws for three months and the appearance of giant ants is going to have serious repercussions on their local economy.

I'm sorry that other adventures or notes don't do more with Lyrax the underground empire (it might show up again in Stark City; I don't recall) because I think there's something interesting there...though of course, my mind drifts to the Freedom Force computer game and it's giant ant invasion. Presumably all nobles have some kind of mental powers; that's how they got to be nobles in the first place. Or, like ants, eating a particular food turns them into nobles (wait, that's bees...perhaps there's an ant equivalent to royal jelly) with mental powers. I do wonder what a society derived from Rome might look like after millennia of isolation.

Both this adventure and The Other Side use an aeronautics/astronautics company; it might be nice if they were tied together--maybe one is a contractor to the other.

Assembled Updates

The ants are easy to update...Invulnerability gets renamed to Damage Resistance, but everything else is the same. There are only two aspects, so they can be rolled together and create two Qualities.

Insector needs to have his Fast Attack changed because the way that Fast Attack works changed, but Fast Attack 5 should be sufficient: he's slightly less likely to hit with a second Mental Blast, but it's perfect for Bashing. Invulnerability becomes Damage Resistance. His Aspects really need to be whittled down, though. As Qualities, I'd suggest:

  • To rule is to be responsible to your subjects
  • Lives in darkness (can stunt for Super-Senses but takes extra degree of effect for Dazzle attacks that affect his sight)
  • “Fear me, surface dwellers! Fear the wrath of the Underground Empire!”

Okay, one more quibble: the text suggests that you play him as a subterranean equivalent of Prince Namor “rather than a cliched, hunch-backed, squint-eyed mole-man”...but the picture of him is of a cliched, hunch-backed, squint-eyed mole-man.

The All-American is presented here as an NPC or possible PC. You do have to change the Wizardry to Gadgets, and he has two devices with him as extras. Instead of making the Blinding into Dazzle (the first inclination) I would make them Sensory Resistance 4 (Extra: Burst, Limit: Only normal sight and maybe sound and the limit makes it Resistance 4 instead of 2). He throws them down, they create an area of smoke that is -4 to sight Awareness rolls, maybe -2 to sound during the first couple of panels while they're spewing out smoke. I'd trim his Qualities to become:

  • Secret ID of Patrick Bay, TV Weatherman
  • Brash and arrogant
  • Addicted to danger

Unless the character is a PC, I wouldn't worry about the Police-Superhuman Liaison aspect at all.

Conclusion

If I had picked this up as a solo adventure instead of as part of an omnibus, I might have passed on the following ones...but I didn't, and I didn't.

This one is kind of uninspiring, I'm sorry to say. It's not bad (none of the Improbable Tales adventures are bad) but it is sort of...well, average. It's elevated a bit by structure (though it took me quite a while to understand that the leanness was a benefit). I'd grade this one a C+: it's okay, but Mike Lafferty can do better. And later, he does.

(Now, I might have missed something obvious in this. Feel free to tell me so. Heck, feel free to correct my spelling.)