Tuesday, September 30, 2014

A brief apology

So this blog obviously feel into torpor some time ago. My hope is to revive it with a few modifications.

First, several of the comments were that my posts were too long, making them difficult to read in the usual blog post rotation. Fair enough. I’ll strive for concision this time, and also breaking the big ideas up into smaller ideas.

Second rather than trying to fit a whole game into a month I’m going to focus on some things I’m doing right now over the next several months. These will be my entirely unauthorized Girl Genius rules set, my entirely unauthorized and started before the 2E playtest revisions to Feng Shui for a Western with the kitchen sink environment and my experiences with D&D 5E as I run it for my parent and child D&D group. I’ll be alternating between these three.

Hopefully I will be able to work enough in so that I can keep up momentum and not have things peter out again. Switching things up might help.


As always the comment boxes are open. 

Sunday, August 17, 2014

Card Stack Supers

I raised the idea in A&E of doing a supers themed game for my Card Stack system and there was considerable interest, with the idea that A&Ers might be able to help with ideas. This blog post is the place for them to do that. 

The idea behind the card stack games, for those who just came in, is that the key elements of character creation are written on cards keyed to certain game elements – in d20 fantasy those are Classes (holding a couple of class levels), Races and Gifts (since I limit the classes to the 4 key ones these let you customize your PC with things like Turning ability and a Warhorse to make a Paladin out of 3 fighter cards). Each player (or as many as possible) starts with a card stack in front of them from which they select a single card, then hand the stack to the player on their right. Once everyone has one card from each stack they will have all the elements they need to build a character. I aim to have 6 stacks of 12 cards each since I have to accommodate groups of 6 or more players and it works best if as many people as possible have a card stack, and there have to be more cards than there are players so everyone has legitimate choices even in the last pile. I’ve done this a few times to general approval.

This time, however, I’m moving away from d20 fantasy and into Super-Heroes. The idea here is to use this to build a Justice League/Avengers style game where the majority of the heroes have adventures outside the team as well as with the team. This means that most have an extensive supporting cast and rogues gallery that don’t show up in team play often but are meaningful when they do. The 6 card stacks are:
1)       Identity/Emotional Hooks: what problems arise in the hero’s life due to their social connections, and what advantages do they get from it?
2)       Rogues Gallery: What types of villains does your hero face in their own title?
3)       Secret ID Skills: What skills does your hero fall back on that usually are separate from super-heroing?
4)       Powers: There are three stacks of powers – each stack should have about 1/4th of their contents be device/item based (rather than one stack of all devices, which would mean everyone has a device, rather than everyone having 3 choices to pick devices or not) and 1/4th be things that could be equated as super-skills.
Once everyone is done they then rank their powers cards in order of potency – most, moderate and least – to give a sense of how the character is balanced. They can also opt to make their Secret ID skills, which are normally on part with their Least powerful ability, more powerful if they really want to have a super-skills character.

What follows are some ideas for each stack, and where I really need help is with the 36 Power Cards. My idea is that each will list a broad power with a handful of suggestions on how it can be used (power facets) that the player can quickly pick 2-6 from (or stack, taking the same facet multiple times) to make the power their own and keep things from feeling too rigid. I worry that this might be too complex, which does away with the idea that this is a high speed campaign creation tool. We’ll see.

Identity/Emotional Hooks:
1)       Professional: Your hero works in some sort of office job where she’s expected to be on site and on time for regular events. This can be a respected professional (surgeon or tenured professor) needs some flexibility for heroics, but it forces awkward situations with the boss; her supporting cast are her co-workers.
2)       Business Owner: Your hero owns her own business, which gives her flexibility but responsibility in terms of keeping the money coming in and meeting payroll. Her supporting cast are her employees and clients.
3)       Scraping By: Your hero has a family situation that leaves her on the edge of solvency (but she won’t, or can’t, take money for her heroics). She works a number of small jobs (say, freelance photographer and grad student) that barely make ends meet but give her enough flexibility for heroing. Her supporting cast are primarily her family, but possibly also old friends and would-be lovers.

Rogues Gallery:
1)       Totemic: Your rogues have an animal theme, some just the names, some with devices that mimic animal abilities, and some with real animal powers.
2)       Energy Obsessives: Your rogues are obsessed with specific energies – heat, cold, sound, centrifugal force, etc. – that they use to perform robberies that then fuel their obsessive power sets.
3)       Theme Villains: Your rogues are obsessed with certain animals or forms of entertainment – cats, jokes, riddles, etc. – that determine the targets & tactics of their crimes.

Secret ID Skills:
1)       Journalist: You hero works on getting the news out as a reporter, photographer, blogger, what have you and as such she is skilled at investigation and has news contacts.
2)       Philanthropist: Your hero’s heroism doesn’t end when she takes her mask off, and as such she is connected with charities and knowledgeable about causes.
3)       Scientist: Your hero is a skilled scientist working to solve mysteries, be they major issues of the day, forensic work for the police or how to profit with new inventions.

Powers:
1)       Odd Physiognomy: Parts of your body aren’t normal. Place facets in Wings, Tail, Spikey Bits, Extra Flexibility, Chameleon Skin, or something of your choice.
2)       Temperature Powers: You can manipulate temperature. Place facets in heat, cold, flame aura, ice armor, flight, sliding, enervating attack, or something of your choice.
3)       Weapons Platform: you have a tool – be it an armor suit, a utility belt, quiver of super-arrows, etc., that gives you access to various attacks and defenses. Place facets in armor, flight, energy attack, melee attack, strength, esoteric defenses, or something of your own design.
4)       Super-Strength: Pretty self-explanatory. Place facets in Strength, jumping, armor, swimming, tunneling, or something of your choice.

5)       Martial Arts Mastery: You are nigh-inhumanly skilled at some forms of combat. Place facets in unarmed, bows, guns, medieval weapons, or something of your choice. 

In the comments please add any ideas to ny of the stacks that you think might be useful. Thanks!

Friday, June 28, 2013

USS Carter 12

12: Battle for the Burning Nebula

Synopsis: The joint Federation-Betazed fleet moves in to engage the Klingon stations in the Burning Nebula. To their surprise, the conflict is shortened by the appearance of the Tholian Assembly, who have claimed the center of the Nebula as a territorial annex. The Tholains yank the Klingon ships, along with the USS Petrov, into the interphase. Only the Carter has a chance to get the Petrov back by following them through an interphase rift and negotiating with the enigmatic silicon life forms.

Wednesday, June 26, 2013

USS Carter 11

11: Passion

Synopsis: While mapping the Burning Nebula the Carter rescues an Andorian merchant and his passengers - Deltans, whose pheromones, empathy & open sexual mores play hob on the bridge crew's interpersonal relationships. In the midst of this The Deltans racial aptitude with navigation helps the Carter locate the hidden Klingon base in the nebula.

Monday, June 24, 2013

USS Carter 10

10: Maris Ue

Synopsis: The Carter is hit with a blast of energy inside the nebula, knocking Bernie into a coma. He is replaced at helm by a new Lt. - Maris Ue - as the Carter is sent by Star Fleet to a diplomatic mission of vital import: convincing a race inside the nebula to turn from the Klingons - before the Klingons attack! The mission goes badly, but Lt. Maris saves the day at every major juncture. Actually, she's an energy being feeding on the skills and emotional highs & lows, and can best be defeated by convincing her she is just a voyeur & parasite.  Some signaling needs to be done that players can expect one of their PCs to be sidelined relatively early in the scenario.