RPG Fridays: Top 3 Systems

I am currently working on a DHS-exclusive RPG and have been creating a new system mechanic. This is the toughest part so far. I have a great idea, and the words are kind of flowing out of me to create the setting and the three scenarios that will be included. I have even given Nino (our Chief Artist Officer) some basics about the general concept, but the system mechanic is taking some serious time and effort.

Last weekend, I pulled nearly every RPG I own off of the shelf and surrounded myself (thank you to my wife for not disturbing this epic fort of books in our living room).

I only wish my living room looked this cool.

I only wish my living room looked this cool.

For inspiration through osmosis, I flipped through each one to refresh myself on things I liked in other systems and was reminded about the joy of reading an RPG. Some of my friends and fellow gamer even got an email asking about their top 3 systems.   

So I asked myself the same question, and here's what I came up with:

#3: Vampire (White Wolf)

One word: AWESOME! The game of my youth, the system that I ran my epic six-year World of Darkness campaign (using all of the White Wolf supplements), and simultaneously ran a three-year Vampire: Dark Ages campaign.  The system is easy to learn for players; just add your stats and skills together to generate a die pool of d10s. Then roll against a set difficulty. Beautiful. Each additional setting book (Werewolf, Mage, etc.) added additional depth. Power sets built on that mechanic and they were mostly compatible with things like Rage for Werewolves and Blood Pool for Vampires

Yes, it was easy to break, but it really supported actual roleplaying. 

#2: Shadowrun

This will not come as a surprise for anyone that has been reading my blog, talked to me, or seen my gaming shelf.  I love sci-fi over fantasy--dark gritty futures and people operating on their own moral codes. So the setting instantly won me over. I played 2nd edition when it first came out and loved it.

That visceral thrill of rolling a hand full of d6s, and when you roll a 6, you get to reroll! It's much like the D6 (West End) Star Wars from back in the day, but Shadowrun wins for me due to a better health system, a more inclusive world, more character balance, and the skill matrix.  I am currently reading 5th edition and loving it. 

#1: Marvel Superheroes

My number one is more about nostalgia than anything else, but I would still run it today if I had the time and a group. But it would have to be the old school Marvel Superheroes (TSR).  Let's put the one less-than-stellar aspect of the game up front: character creation! Randomly rolling everything leads to superheroes like Spam (Resistance to Acid, Super Digging and Speed Reading!) with typical stats in everything else. So, in many cases we house ruled character creation. The general house rule was each person has four rerolls for character creation, a set number of points to build a character (like 300 - 400), and two free contacts. For instance, one of my favorite characters today:

Shadowstorm (Alec Winters) was a brilliant (near-Black Panther-level intellect) mutant whose main powers were weather control, regeneration and limited phasing. He was the son of Marcus Winters, the CEO of a multinational weapons manufacturing corporation. After the school for the gifted, and following graduation from college, Alec was placed as head of the special division to "toughen" him up. His father did not know he was a mutant. If he did, he would have turned him over to the government. This leads to a number of interesting stories with tough moral choices. 

The system itself was sooooo simple. All you need are percentile dice and the colorful chart that has all the info required. It is still the greatest superhero RPG to date and my favorite system. Even with my love of crunch, dice and skill trees.

Bonus Systems-of-Interest

Delta Green (there's still time to jump on the Kickstarter for the new edition) and Call of Cthulhu. Both of these are amazing systems with great settings. The new editions will soon be readily available and include incredible advancements that have streamlined a number of issues. I am proud to have been a Delta Green playtester. 

The Fate system is another great system. The use of aspects is empowering for the players and adds incredible roleplaying value. Why it did not make my top three? Character advancement is a real issue for the system. Heroes start strong but they don't really seem to get better. This can be great for short-term gaming but I am a campaign man, and I have to consider if my players want to be doing this in 6 months, 16 months or even 60 months. The first game I ever ran to introduce my wife into the wonderful world of gaming was a Fate game, Dresden Files DC. The character and city creation was intense and fun. 

Our System

For the moment, I am sitting in front of the proverbial drawing board. Does DHS make 1d13 (trademarked) its core die for the system? What about it stands out from all of the other amazing systems? So many choices and they are all good. Stay tuned and keep an eye out for our Kickstarter hopefully to launch in late 2015 or early 2016!

Have a favorite RPG system? Send me ideas!

My Perfect Justice League

It is a well-known fact (and when I say "well known," I mean well known to the entire world, clearly) that I am a Marvel and not a DC. But there's no reason not to give DC a little love. This one will be a bit harder with my relatively-limited knowledge of DC of compared to Marvel.  The Justice League of America is the premiere DC team and should reflect that status. The Marvel equivalent is, of course, the Avengers but they are more of a global team that deals with extraterrestrial threats, while the JLA is more of galactic-level force that deals with global and universal issues. A lot of these ideas demonstrate how DC and Marvel are different. 

DC characters, for the longest time, lacked the level of humanity and vulnerability that Marvel characters had. This is definitely what appealed to me more about Marvel. But DC characters have their charms too. 

The Team

Batman (Dick Grayson): The Leader
Why Dick? Dick takes all of the best parts of Batman (his detective skills, fighting and genius) and adds a layer of comradeship and humanity that Bruce never has. Dick may not be feared how Bruce is, but he would have the members of the team wanting to help him and listen because they are friends. Dick is the leader of my JLA because he has lead multiple teams, lived his life as a hero and grown into the mantel. The fact that he is not Bruce would also add a level of drama, as he would have to live up the man who came before him. 

Green Lantern (John Steward): The Projector
Part of the Green Lantern Corps . . . 'Nuff said.

Powergirl (Kara Zor-L): Powerhouse
Powergirl is Superman's equal, owns a massive corporation bringing in billions, is dating Mr. Terrific for some great subplots, and does not have a boy scout complex that frequently rubs teammates the wrong way. Not only is she the team powerhouse, but she could also be the face of the team based on her corporate experience. 

Mr. Terrific (Michael Holt): The Brains
Third smartest person on Earth and billionaire, with super science, medical training, and a master of Kung Fu. He is also dating Powergirl, which would add a nice romance subplot for the book. Michael's genius will be key for the a number of "issues" that would occur in the comic. 

Zatanna (Zatanna Zatara): Mystic
Zatanna is a mystic powerhouse. She is the premiere go-to mystic for any issue. 

Martian Manhunter (J'onn J'onzz): Backbone
Simply put, J'onn is the backbone of the JLA. He has been on most incarnations of the team, with near-Superman-level-strength, a master shapeshifter with an array of psychic powers. O . . . did I forget to  mention he can also phase? Pretty much a one-martian team. 

BONUS MEMBER:
Starman (Jack Knight): Fan Favorite
I love Jack and read the Starman comics when they came out, and would love to write the character. It would be interesting to write an older Jack Knight that has a kid back on Earth that is concerned that he is falling into his father's footsteps by disappearing for an extended period of time and no one knowing why. His story would be heartbreaking as he constantly tries to do anything to get home.

The Story (Short Version)

My vision for the recently-formed JLA? They are Zeta-beamed (teleported) without consent to Rann by Adam Strange. He believes that his world is about to have another Rann-Thanagar Holy War but there may still be time to stop it. He put out a call but no one responded and he needs to act quickly. The end of the first issue would involve the Zeta beam being destroyed and the heroes coming to the conclusion that they are stranded.

Over the course of the first story arc (roughly seven issues), they become embroiled in a political battle for leadership of a now-unstable Rann and piece the clues together that it is not the Thanagar, but an ancient evil race of aliens masquerading as them to cause the Rann people to start a war and fight on two fronts. The end of the first arc would detail that section of space being sealed off somehow by the ancient evil aliens.

The comic would run for three years in "real" time, meaning none of those characters could have crossovers or be on Earth until the end of the comic. This would give other DC comics a chance to take advantage of the absence of those heroes; the All-Star JLA would have to deal with the aftermath if and when they return to Earth. 

And then the question for the follow up series becomes: 
What happens to your life, loved ones and identity after you've vanished for three years? 

RPG Fridays: Time Is Not on My Side

For gamers, the love of gaming is in our blood, our hearts and resides in the fibers of atoms that make up who we are. You can’t have a happy gamer in your life without the game, occasionally much to non-gamer-significant-others' chagrin. Gaming is so much a part of my being that when my wife and I were discussing our future, she said, "our child will be raised Jewish" and I said, "our child will be raised to be a gamer." It's a family deal. I have even convinced my wife's parents (they may say "tricked" but tomato, tomahto...) to play in a one-shot.

So what do you do when real life puts the crunch on you with too many commitments--your kid's karate class, new job with crazy hours, traveling, writing (or thinking about writing), etc.? This is where I am right now and it SUCKS.  What is a gamer to do?

Take a break. It is the only option; all of that stress, those responsibilities, circling around in your brain weigh on you and affect you, and also affect the vibe you bring to the table and to your fellow gamer. How and when do you do it? That becomes the next issue spiral. You don’t want to upset the GM, the players or leave the game in a lurch.

How To Bow Out (Temporarily)

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1.      In the immortal words of Winnie the Pooh, "Think, think, think." 

First, I thought long and hard about the things pulling me in different directions. Was there anything I could move around or triple down on? In previous years, my gaming went on hiatus following the birth of my daughter but slowly increased to a frequency close to its old standards. At the time, I had to sacrifice my bi-weekly Star Wars game that ran from 12pm – 6pm on Saturdays, and my fortnightly Rise of the Runelords game on Mondays). That still left me playing in a bi-weekly Pathfinder game, running a bi-weekly Horror on the Orient Express game, and becoming the One-Shot King for random games and playtests. But my schedule changed again recently and dramatically, so I have to pause all of my actual gaming for a while. It was a hard decision and one that I think about every day.

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2.      Figure out how long you need and add a month.

This is a hard one but vital for reintegration and GM planning. If your kid starts taking a swimming class that conflicts with your gaming and it is set to run for three months, let your GM know that you need to step away for four months. Why the extra month? That is to allow you time to reintegrate yourself without disturbing the group. Say you got in the habit of taking the family out to dinner after the swim meet? That is something you can't just stop with a young kid but is something you can transition out of over a couple of weeks. 

3.       If you are a player, tell the GM first.

Give the GM as much time as you can. If you know the GM needs a couple of days to process the info, give it to them and let them know in detail when you hope to return. Be prepared that the GM may find another player for your slot, or the campaign may be at a point where you can't jump in right away. But by giving a solid idea of your return, it allows the GM to plan accordingly and likely keep your seat warm. My move is to have my character do a couple of key things he is known for. In our game, I am playing Porthos basically (or for my Pathfinder peeps, Inspired Blade with a little Mysterious Stranger).  He has a rapier or pistol in one hand and a flask of whiskey in the other and sings a song while exploring. (Due to to watching a lot of Sesame Street lately, the song I have been singing is a little diddy by Sirs Bert & Ernie . . . he he he). In our game, my sister went missing during a raid on the city and my character has left the group to go find her. It is a great in-game reason for Jabari, my character, to step away from the party but still be in the area. 

4.       Spread the word.

Let your fellow players know after you have given the GM a little time to process your temporary departure. It is your responsibly to let the other players know that you need to step away and to relay your intention to return. Also, if  your character has any gear the team needs, you'll want to allow them to access it. 

5.       "Throw me the rope."

Ask to be kept on email chains and communications. By keeping in the loop, you will have a smaller time frame needed for reentry. Plus, if there are any major decisions to be made by the group, you still have a voice and may have an insight the other players have overlooked. After all, you're still a team. 

6.        ^ If this is the type of reception you get, move on. (Quickly.)

If the GM or players, can’t handle it or give you (non-good-natured) grief, you are better off without them. There are plenty of awesome gamers in the world; you can find a new group that is understanding of your time constraints. Luckily, my fellow players and my GMs tend to be some of these awesome gamers.

7.        Lead, guide, and get out of the way.

If you're the GM, let your players know that you have some things to take care of but plan to restart the game on X date. Have a solid date in mind and stick to it. Give them the opportunity to step away either temporarily or permanently. Hopefully you will be able to resume with everyone on board.

Gaming is our life blood but reality doesn't wait for gaming.