4: First Sample PC, part 2
Back to Captain Nostalgia, and today we’re going to be
looking at some conceptual mechanics and work out the supporting cast in his
movie.
Frequency
When people design powers for RPGs they do so on axes I’ll
call Potency and Versatility. The most potent a power is the more impressive
its effects: how much can you lift, how much does the power blast go kaboom,
how fast can you fly and so on. The more
versatile the power is the more different ways the hero can use it: can his
gravity control just let him pin people to the floor or does it double as
telekinesis, clinging, flight, force field, life support and heavens know what
else? A power with a low potency but a high versatility can have a lot of
impact on play but it will never let the hero penetrate the villain’s
mega-armor, while a power with a high potency but low versatility is a one
trick pony with a very impressive trick. Various game engines formalize this in
different ways, but it’s the standard template.
Unfortunately it’s not quite enough for what we’re
attempting here – we need a third axis to describe not just how the character
may change over time but also how they change when working with other powerful
heroes. That axis is Frequency, and
it is used to track how often the hero meaningfully uses the power and how close it is to the top of their metaphorical tool
box. I rate these as follows:
·
Primary: this is the character’s go-to ability,
the one they use as a first response to most situations.
·
Secondary: this is the back up ability, which
characters use either after the prmary ability has failed or it has exhausted
its immediate usefulness.
·
Tertiary: These abilities are the ones the hero
falls back on either after the secondary abilities have failed or exhausted its
usefulness or when the character is in situations outside if their norm. tertiary
abilities are probably tapped only once a session, and since the character
likely has more than one it might be several sessions before they are
meaningfully used.
·
Rare: these abilities are the ones that the
character has, everyone knows it, but they seldom are used in a meaningful
fashion. Rare abilities are tapped about once every three sessions.
There are no game mechanics around this. Frequency is not
the equivalent of an activation roll or a limited number of charges. It’s a
social contract between one player and the rest of the table.
So why does this matter? At this stage it is mostly a
mechanic for showing how the core hero changed over the course of his career,
but it also signals to the other players, who will be the supporting cast in the
core hero’s movie, what niches the core heroes’ player most wants to protect.
Let’s look at Captain Nostalgia over time.
In his initial comic strip appearances he is portrayed as a
detective assisted by Scientifiction fans. His superior physical traits,
jetpack and raygun confirm an advantage in the occasional fisticuffs, and his
time travel device and historian skills exist as framing devices. He looks like
·
Uberjager Detective - Primary
·
Ad Astra Society - Secondary
·
Eugenically Bred Human – Tertiary
·
Gravity Gear – Tertiary
·
Historian – Rare
·
Time Travel Device – Rare
The radio show follows a similar structure, but Nostalgia’s
history knowledge is given much more play over his Gravity Gear, which sounded
silly on the radio.
·
Uberjager Detective - Primary
·
Ad Astra Society - Secondary
·
Eugenically Bred Human – Tertiary
·
Historian – Tertiary
·
Gravity Gear – Rare
·
Time Travel Device – Rare
In any even in both of these cases you can’t imagine a
Captain Nostalgia story in which he doesn’t resolve a mystery with the aid of
the Ad Astrans. In the comic book that ran parallel to these, however, Captain
Nostalgia’s flashier aspects and his Nazi enemies took precedence
·
Gravity Gear – Primary
·
Eugenically Bred Human – Secondary
·
Ad Astra Society – Tertiary
·
Uberjager Detective - Tertiary
·
Historian – Rare
·
Time Travel Device – Rare
In this version we could have issues in which no detective
work was done, or if it was done it was quick with an obvious clue or Ad Astra
tip leading to the bad guy.
By the time he reaches the second season of his TV show
Nostalgia looks like
·
Ad Astra Society – Primary
·
Uberjager Detective - Secondary
·
Eugenically Bred Human – Tertiary
·
Gravity Gear – Tertiary
·
Historian – Rare
·
Time Travel Device – Rare
With 6E being considered a member of the Ad Astras
His 1980’s comic book, on the other hand, focused almost
entirely on his time travel capabilities and his sprawling supporting cast.
·
Time Travel Device – Primary
·
Ad Astra Society – Secondary
·
Gravity Gear – Tertiary
·
Eugenically Bred Human – Tertiary
·
Uberjager Detective - Rare
·
Historian – Rare
In all of these versions the character is identical vis a
vis his abilities, but each carries a different feel and would necessitate a
different supporting cast. When it comes to the film version captain Nostalgia
presents a problem as he has 3 different modes: A 1930’s Nazi-fighting
detective, a 1980’s scientific problem solver and an 1990’s agency-leading time
traveler. Here’s where we take a step away and look at the supporting cast: Captain
Nostalgia’s Player should be interested in any of these settings as their
creator so now the other players weigh in on what they’d like to see and do.
Designing the Supporting Cast
Before we go any further we have to talk about how this will
play out around the game table. The idea is to borrow the Ars Magica concept of
troupe play. In Ars Magica the PCs are a wizards college where each player
builds not just a highly powerful wizard but a slightly less powerful
non-wizard companion and several men at arms, or Grogs. In any particular
adventure one or more players might send their Wizards, others would send
companions and the remainder would play several Grogs, who were much more
likely to suffer the horrid fates normally reserved for NPCs. Once that adventure
concludes a different set of college members would deal with the next issue,
giving each player a chance to play really powerful, heroic and average PCs
over the campaign. Our structure is similar, with each player having a Core
Hero for their own movies and supporting cast in the other player’s movies. In
the sequels a supporting cast member upgrades to secondary hero, who joins the
inevitable team. Spotlight time is equalized over the course of the campaign.
This of course means there has to be enough for the
supporting cast to do in the movie – it can be fun to ham it up in a supporting
role, chew the scenery, or plot for your own PCs ironic/horrific/motivating
death, but it’s not fun to sit around and watch someone be a spotlight hog.
While the supporting cast helps the hero in his through line they need to have
through lines as well: otherwise you end up with a posse of Magical Negros
& Manic Pixie Dream Girls who exist solely to help the white guy grow into
his new responsibilities and I don’t know many players whose boat those would
float.
TV shows are a little more fertile in useful sporting cat
options than movies as their support team has to be viable week after week
while the movies it’s just 90-130 minutes. The exact mix varies based on the
core hero’s attributes and their frequency – Tertiary or rare attributes might
be places where supporting characters could excel without overshadowing the
hero. Some ideas are:
·
Mentor: the cast member has many of the same
abilities as the hero with the frequencies reversed – the hero might have a
primary combat or magical ability that their mentor has mastered but now no
longer uses for physical or philosophical reasons. Mentors often die at the end
of the first movie.
·
Love interest/best friend: they provide the hero
with something to strive for, defend and someone from whom they can draw moral
support, and someone to play off of for screwball comedy or witty banter.
·
Tech Support: keeps the gear operational, builds
the new specialized weapon and keeps the car running, metaphorically or
literally as the driver/chauffer.
·
Researcher: hitting the books, be they tomes of
magic or pixels on the screen this person digs up the critical data and assists
with the deductions that find the bad guy.
·
Bruiser: provides key additional combat oomph to
deal with henchmen, train the hero in combat and to prove what things don’t
work against the big bad.
·
Connected: the person who knows people
everywhere, greases wheels and gets the hero either key tech parts or entre into
the places he needs to be.
·
Law: a member of the legitimate law enforcement
he provides the hero with legal cover and police powers.
·
Military: similar to law enforcement and
Bruiser, but the supporting cast member has more fire power and less police power
to call on.
·
Sneak: core heroes are often bad at stealth
while this supporting cast member excels at it, securing some spotlight time
skulking about and shutting off defenses.
·
Driver: if the tech guy isn’t the chauffer then
a wheel man or pilot can be a big help; the inside of a tricked out vehicle is
one of the few places to be tactically relevant in a fight between super
humans.
·
Villain: the supporting cast member can be a
wolf in the fold, either the mastermind a lesser bad guy looking for the right
time to betray everyone.
Much of this design requires that everyone at the table be
comfortable with having time out of the action during the movies that aren’t
there – it is the structure of these movies that the hero often has to go it
alone, with at most one of their supporting cast as ‘flip the switch now!’
level backup. This doesn’t mean everyone has to be removed from the big action
scenes (and let me state now something I’ll stress later: the big action scenes
have to be SHORT. Way shorter than they are in your average RPG), or worse only
involved in their one scene and then gone. Here are ways to get people more
ways to be in more scenes.
·
Advice only: the cast member could be on the
radio or be intangibly present (maybe only heard by the hero) so they can
chatter, bicker or otherwise communicate even in a fight scene without being in
danger.
·
Local Support: the player controls several
supporting cast members that are separated by distance and so only show up one
at a time. This lets the a player who likes designing different characters fill
different niches and always have someone relevant on the spot.
·
Multiple hats: the supporting cast member might
provide both emotional and technical support.
·
Sacrifice: No problem with being there in the
big fight scene if you’re not expected to love through it. You might ask ‘why
would you choose to do this’ but to a player interested in dramatic moments
it’s a no brainer.
·
Villain: as above, a member of the supporting
cast could be the twist bad guy, meaning you will doubtlessly be on the scene
during the big final fight.
One of my favorite odd ideas is that if the player wants his
core hero to be an iron man type but doesn’t like the game mechanics needed for
that complexity one supporting cast member could be the armor’s AI played by
someone who likes system crunch In addition to being able to make snarky
comments all game the armor’s configured on the fly weapon systems come on line
as soon as the AI’s player finished the math on the variable Power Pool! That
might just be me, however.
More on this and other things next time.
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