Hey, look at that. A new blog post. But I gamed about something I wanted to talk about, so here we are.
Started the Starter Kit tonight (6 adventures, of which we
played 2).
Running for three players, who took the following:
Absolute Zero - Kind of a heroic Mr. Freeze.
Legacy - A Superman/Captain America hybrid
Unity - A geek girl who slaps together robots super fast
We played through two of the 6 adventures, which are meant
to be strung together into a mini campaign.
I own all the Sentinels of the Multiverse sets, but I don't listen to
the podcasts or anything, so I knew most of the necessary backstory, but not all
of it. My players were complete neophytes, but they were able to use the info
on the character booklets to get the hang of their characters.
Gameplay is kind of a Fate Core/Marvel Heroic hybrid.
Everything you do is one of the following actions: Overcome, Attack, Defend,
Boost/Hinder. You roll dice by making a dice pool by picking a Power, a Quality
and your Status die (determined by either your remaining HP or the status of
the Environment, on a scale of Green/Yellow/Red. In most basic actions, you take
the Mid die of the three you roll as your effect, but each hero has abilities
that let them break those rules, whether it's getting to use the Max die,
attacking multiple enemies with the Min die, or adding two dice together, and
other effects.
Generally, the idea is that the more damage you take (or the
more desperate the situation gets), the stronger your attacks get. This worked
great in play in our first combat, as our heroes were fighting creepy
spider-robots, and Legacy had sustained just enough damage to hit Yellow, so he
used an attack that let him hit multiple foes (wiping the field). Felt heroic.
Enemies come in three flavors: Minions - they are
represented with a die type. When you hit them, they roll that die and if they
get lower than your damage roll, they're dead. Otherwise, they drop in die
type. Lieutenants - Also represented with a die type, but successful hits only
lower their die type by 1. They stay in it until they are reduced to nothing.
Finally, Villains have nearly the same stat block as heroes and function mostly
the same way.
In our two adventures last night, we only used Minions and
Lieutenants. We'll encounter Villains soon enough.
Key Things:
- It's a very loose system. That is, no hard tracking of
space/distance, that kind of thing. We just kind of went with common sense. I
have one player who usually need a battle map, but he did fine here. I was
comfortable with it, though.
- (Most) Missions are on timers. That is, there is a track
with X amount of Green slots, X amount of Yellow slots, X amount of Red slots
that tick down as you play. When the mission moves from Green to Yellow,
everyone gets access to their Yellow abilities, regardless of Health. Same when
it moves to Red (which means everything is unlocked). I really like the timer.
It puts a sense of urgency on things, but even one of the adventures I ran had
an Overcome action in it that heroes could take to essentially roll back the
clock, meaning there's always ways for someone to contribute. That's pretty
cool.
- The power curve on the heroes is kind of flat, and not in
a bad way. Legacy is way beyond Absolute Zero and Unity by most measures, but
he never dominated the field when we played. The first mission with the
Spider-Bots would have failed without Unity using her Tech powers to figure out
how to stop the Spiders, of which there were too many to just smash. In two
occasions, Absolute Zero blanketed the area in a cold field that applied a
whopping -4 modifier to all his enemies' next rolls, essentially giving the
heroes a free turn. Legacy can't do much damage at the start, but as the
situation grows more dire, he becomes an absolute tank who can wreck bad guys
and jump in front of his friends to protect them from damage. And even if you
get knocked out, you have an "Out" action specific to your character
that lets them still help their friends in some way (this was lifted directly
from the card game). One of the better "mixing Hawkeye with Hulk"
systems I've seen, especially when missions have more going on than just
"punch this bad guy" (and our first mission was FULL of "things
going on").
- Initiative is what they have termed "Popcorn
Initiative". This means that you just decide who goes first, based off the
situation, and they hand the initiative off to whoever they choose, on either
side. I was okay with this, but my players absolutely HATED it. They are much
more comfortable with rolling dice or drawing cards and knowing up front what
the entire initiative order is going to be.
- Dice don't explode, and there are not Critical Hits or
Critical Failures. This was another HUGE sticking point for my players. We love
the completely balls out randomness of Savage Worlds die rolls. The plus side
to this is there's no One Hit Kills on boss fights. The downside to this is, a
MASSIVE hit only knocks a Lieutenant down one die type and doesn't knock them
out of the fight (this was most notable when fighting a d12 Lieutenant in the
second adventure...it took a ton of effort to finally knock it to a d10, and it
crumbled under the onslaught of attacks after that, but they felt a bit cheated
that the massive effort was only rewarded with knocking it down one die type).
- Every die roll for the heroes is combining a Power, a
Quality and their Status die (which is determined by the HP or Environment). So
this works great sometimes...and other times we were left reaching, trying to
figure out which Power or Quality fit a situation, and basically going
"screw it" and picking something that was kind of close. Hardly a
deal breaker for us, but definitely slowed us down a few times. (Absolute Zero
had it easy most of the time, but Legacy struggled a bit with his Qualities
fitting his situation sometimes).
- Teamwork moves (like Fastball Specials) felt a bit hollow.
We get how they work (one play Boosts an ally, then gives them initiative to
attack), but it just didn't "gel" with my players. I don't get that, exactly, because
it feels easier to plan out to me than the same would when you know one person
is going first in the initiative and their ally is going fifth, but it might
also just be the learning curve of a new system.
- I'm curious to see full character creation rules, as there
is a LOT of interconnected stuff on these sheets (as a guy who plays the card
game, the three heroes my players used felt a LOT like their counterparts in
the card game), and I have no idea how the character creation is going to make
all of that work coherently.
- Bad guys, on the other hand, seem like they will be easy
as Hell to hack into the game. Especially Minions and Lieutenants.
- Rules are very clear - you do not roll dice unless there
is consequences. Period.
- Combat was unusual in that you don't miss. If someone
takes a Defend action, it gives them a defense that reduces damage (narrate it
however it makes sense...like Absolute Zero is dodging and rolling to avoid
being shot, and gets 4 pts of Defense, and the Spider Robot shoots him for 5,
it drops to 1 and he was just slightly grazed)...but otherwise, you roll an
attack and it hits, and the person hit either takes damage or rolls a damage
save (for Minions and Lieutenants). I had no issue with this, and my players
were fine with it after a bit, once they got used to the idea.
- There are exceptions to the rules, like taking a Minor
Twist in order to roll Defend out of turn (there are a list of basic Minor and
Major Twists for the GM to use, as well as each Environment having a list of
Twists based on the color of the tracker). You can similarly invoke Risky
Actions to take a Minor Twist and change up your actions (like hitting more
than one enemy with an attack meant for one, creating a persistent Boost
instead of a one-use Boost, or your Attack using the Max die instead of the Mid
die). You can also use "Collections" to recall back to your past to
change a die to whatever side you want, introduce an element to the setting,
that sort of thing. This is a "one use per session" thing.
Ultimately, it felt easier for me to understand than either
Fate Core or Marvel Heroic (and that DNA was intentional in this game). I liked
a LOT more than I disliked. My players are down for seeing the rest of the
scenario through (four more adventures...probably 1-2 more sessions). I felt
like it occupied a great space between narrative and crunchy...but I have a
feeling I'm going to be in the minority here and the hardcore crunchy folks are
going to wince at the loose Powers and Qualities, and the hardcore narrative
folks are going to wince at the sheer number of Abilities each hero has in
their arsenal.
There is a Kickstarter going on now, for those interested.
I'm probably waiting for retail, because I'm broke right now. It happens.
Great post, Tommy! I've been curious about this game. I tried to talk the creators into a Q&A, but they said that they were too busy. Ah, well...
ReplyDeleteThanks! That sucks that they didn't have time. They have a fun game here, in my opinion.
DeleteThanks for sharing your impressions!
ReplyDeleteHope you found them useful!
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