Showing posts with label Marvel Saga. Show all posts
Showing posts with label Marvel Saga. Show all posts

Friday, August 28, 2015

#RPGaDay Day 28: Favorite RPG I No Longer Play

Cheating again on this one and adding two:


I don't think I have ran this since my friend Kenny moved to Boston. Sad, really, given how much I love it.

The next one is...


I thoroughly enjoy the Cinematic Unisystem, and my favorite incarnation is the Angel RPG with the Buffy Magic Box supplement. Anytime I run this game, people tend to enjoy it, but it never lasts for more than a couple of episodes. I'm so frustrated I no longer even try. =/

Tuesday, August 25, 2015

#RPGaDay Day 25: Favorite Revolutionary Game Mechanic

So for Favorite Revolutionary Game Mechanic, I'm going to go with the Fate Deck from Marvel SAGA, with a list of reasons why.

  • It provides a nice mix of randomization, combined with resource management and decision making. Each character has a variable hand of cards, based off of their experience level, and uses that to decide what to do and when to do it, generally attempting to match up their actions with the cards in their hand. Why?
  • Trump. If the card you play matches your active ability, you Trump, which means you get to flip over the top card of the Fate Deck and add it to your total. If you Trump again, you keep adding. It can make for some truly explosive moments in-game.
  • Pushing. As part of that resource management, if you need just a little something extra to put you over the top on an action, you can Push. You Push by spending a card and adding it to your action total, but not redrawing it, to simulate the exertion of the effort...because sometimes you need to hold that gate just a little longer so the last civilian can slip through...
  • Edge. Probably my favorite mechanic of all. The great equalizer. Every character has an Edge score. They can play any number of cards equal to, or less than, their Edge score before playing their action card. What does that mean in play? Say She-Hulk has an Edge of 2 and a Hand Size of 4. She's holding the 2 of Intellect, 8 of Doom, 6 of Agility and 4 of Agility. If she wants to punch someone (Strength), she knuckles down and uses the 8 of Doom (giving that card to the Narrator to use against her later), but she can also add that 2 of Intellect, giving her a 10 to go with her Strength of 17 (for an action total of 27 - Impressive).  Now Captain America, who has a Will of 12, wants to calm a rioting crowd. His hand includes the 3, 4 and 7 of Doom, the 6 of Will and the 4 and 6 of Strength. He can dump the 3 and 4 of Doom, plus the 4 of Will to set his score of 23...before playing the 6 of Will to push it to 29, which also Trumps! Captain America is very resourceful in SAGA, and Edge can be more important than cool powers and high scores.

    See kinda why I love Marvel SAGA?


Monday, August 24, 2015

#RPGaDay Day 24: Favorite House Rule


Probably my favorite house rule was  one that I did not invent, and that's the Master Class rules for Marvel SAGA. See, skills in Marvel SAGA have three levels: Unskilled (default), Skilled (Reduces the difficulty by four) and World Class (reduces the difficulty by four and makes any non-Doom card a Trump). The Master Class rules added another step in there, between Skilled and World Class, granting an additional Trump suit (physical or mental, depending on the base attribute for the skill) to allow for guys who were better than skilled, but not World Class. Really, that's about all the variance I really need in a skill system.

Wednesday, August 19, 2015

#RPGaDay Day 19: Favorite Supers RPG

To the surprise of absolutely no one who has been paying attention to me:


I'm not saying this game is perfect. God knows it isn't. Despite all the flaws, though, it has provided the most amazing superhero action I have ever experienced in an RPG, bar none. I would dearly love to get some version of this back in print because, aside from Savage Worlds, it's my favorite RPG of all time, and the lack of a digital edition, combined with the lack of in-print Fate Deck means this game is largely dead.

Friday, August 14, 2015

#RPGaDay Day 14: Favorite RPG Accessory

It's almost too essential to the game to call it an accessory, but I've seen people even calling dice accessories, so I will say it counts: The Fate Deck for the Marvel SAGA roleplaying game. I love this resolution mechanic so much, with all the neat tricks it provides (especially Edge and Trump). So, so, so good.

My second choice, which is definitely more optional, would be the Savage Worlds Adventure Deck, which has flipped many a game on its ear in the best possible way.

Tuesday, August 4, 2015

#RPGaDay Day 4: Most Surprising Game

Of all time? Or the past year?

Honestly, I never expected to play D&D again, much less fall in love with it again, so I could give a nod to Dungeons & Dragons 5th Edition.

I could also mention Wu Xing, which combined some of my least favorite things in a deliciously over the top, playable package.


Ultimately, I probably have to go with Marvel SAGA. Having ran Dragonlance SAGA, I thought it sounded neat...I didn't know it would become my favorite superhero RPG in existence (and still is to this day!).



Tuesday, January 13, 2015

Tommy's Thoughts: In Defense of GMPCs

First off, let me preface by saying that I'm pretty sure there's nobody out there that actually hates the idea of using NPCs, but its all in HOW they get used.
Tanjlock Sarlon - but you can call him Marty.

Saturday, August 30, 2014

#RPGaDay Day 30: Rarest RPG I Own


I'm going with Marvel SAGA, in part because I own the entire line, including the four promo cards.

The only thing that would compete, as far as I'm aware, is the complete Star Wars Saga Edition set, including Starships of the Galaxy and the Knights of the Old Republic Campaign Guide.


Friday, August 29, 2014

#RPGaDay Day 29: Most Memorable Encounter


So it was Marvel SAGA, right? The Sideliners had made their way to Castle Doom to confront Stryfe, who had deposed Doom and imprisoned him in Limbo, where he was battling waves of demons sent by Sym and N'astirh. Stryfe deployed his new henchmen, the Mojoverse Death Sponsors (Cancellator, Deadair, Sweepzweak, Timeslot and Lead-In), who were soundly thrashing the Sideliners.

As the team got beaten down, one of the PCs (an angel, Sophitia, who had been infected with a technorganic virus) was mystically contacted by Doom, who had been imprisoned in Limbo via the Space Gem, which Stryfe was using in the catacombs of Doom's castle. The angel used her infection to send a tendril under the castle to meddle with the Space Gem fueled portal holding Doom. Meanwhile, the physically weakest member of the team, Mindstorm, was the only one left standing against the Death Sponsors and he pushed, blowing out his Electrical Control powers, trumping repeatedly until he hit an insane action score that LEVELED Doom's castle and wiped out the Death Sponsors.

As he slumped to the ground, the rubble of the castle parted and Stryfe emerged...suddenly, the robotic BOTS recovered and charged Stryfe while flying, knocking him backwards...and into the waiting sword of the now-freed Doom.

And no, I was not on drugs when I put all those villains together, it was all part of a huge, multivillain conspiracy involving Mojo, Stryfe, The Hellfire Club, Sym and N'astirh.

Wednesday, August 27, 2014

#RPGaDay Day 27: Game I'd Like To See A New/Improved Edition Of...


Me and one of my buddies even have a draft we've been working on, on and off, and I have loose commitments from artist friends that make this financially doable for me...I even had a name for it, once, but I found out there was another RPG by that name....but I have just launched my own creative imprint (Empyreal Creative), through which I have a series of comics lined up that I could release alongside this...so never say never...

Thursday, August 21, 2014

#RPGaDay Day 21: Favorite Licensed RPG


My favorite licensed RPG and the greatest superhero RPG I have ever seen, read or played. I wish to heck this game was still in circulation today, but I own the full line, as well as a lot of fan material. I have never seen an RPG capture the four colored feel on the same level as Marvel SAGA, whose mechanics sing in spite of some troubling writing and editing flaws.

If the last couple of years of Savage Worlds hadn't been so awesome, this would have also been my #1 favorite RPG...and even then, choosing from this or Savage Worlds would be difficult in a pinch (but I'm sure that I would ultimately go Savage).

Just an under appreciated, and awesome, RPG.

Tuesday, August 19, 2014

#RPGaDay Day 19: Favorite Published Adventure


The second module for Marvel SAGA, and only slightly edging out the Fantastic Four module, Masters of Evil is something that I would love to replicate someday for an RPG (BASH, ICONS, Savage Worlds...something).

This little booklet is a series of adventures that can be ran completely standalone, or they can be linked together in a mini-campaign. If you link them together, there are little bits that tie into the final adventure. If you don't, then you just play the adventures you wanna play. This was released during the height of the Thunderbolts' original run and opens with a nice adaptation of Thunderbolts #12, with the option of playing through the adventures as The Thunderbolts. Worked just fine for me, running it for our PC team, though. But yeah, an interconnected module series like this is on my "Things To Do Someday" list, because of how awesome and well-done this was.

(The Fantastic Four book was done in a similar manner and put together excellently as well, complete with a surprisingly fun side-trek in which the PCs play Skrulls relaying a story in flashback, I just preferred this one to that one a bit. The X-Men book was just a mishmash of adventures and nowhere near on the level of the other two).

Sunday, March 11, 2012

Mythic GM Emulator, Marvel SAGA and Captain America


Tonight I decided to try out the Mythic GM Emulator (with a swell web version here, though you need a copy of the book still to really use it) and I figured the best way to do that would be with a system I knew like the back of my hand: Marvel SAGA. Soooo...I grabbed my cards and books, decided I would play as Captain America, set the opening scene as Cap holding court over The Avengers and went to work:

Standard game. Regular fate chart rules.


--------------------------------------------------------------------------------

New scene

 

Chaos roll: 2

INTERRUPT SCENE: Ambiguous event -- NPC negative -- Attract/Dispute


Captain America is PLANNING on taking care of Official Avengers Business when a huge dispute breaks out regarding the increased presence of Baron Zemo on the world stage. The Avengers and their affiliates are growing increasingly split over whether Zemo is too dangerous to leave on the loose or whether he is ultimately a well-meaning anti-hero.

 

Is Hawkeye for taking down Zemo?

 

Odds: 16/80/97

Result: 44 -- Yes

RANDOM EVENT: NPC negative -- Proceedings/Masses

Not only is Hawkeye ready to lead the charge against the former member of the Thunderbolts, he has already released another grand-standing statement "outing" Zemo, urging people to pressure Captain America into calling The Avengers, The New Avengers, The Thunderbolts and whoever into action, bringing Zemo down.

Captain America is apprehensive about this, remembering Zemo's actions in Civil War and how convincing he was, trying to prove that he was a changed man.

Is Hawkeye winning the argument with the Avengers?

Odds: 17/85/98

Result: 38 -- Yes

Cap, thanks to an astonishing amount of Willpower (combined with a big Trump and some Edge cards), convinces The Avengers to stand down on his word...but quickly decides that he needs to find Zemo for himself and determine for sure if Zemo needs to be taken down or if his new leaf is sincere.

Is Hawkeye going to hunt Baron Zemo on his own?

Odds: 17/85/98

Result: 44 -- Yes

RANDOM EVENT: PC negative -- Proceedings/Attention

Hawkeye, disgruntled at Captain America's reaction, storms out of the Avengers mansion and addresses the growing audience of reporters, pointing out that he believes it is in the world's best interests that Baron Zemo be dealt with...but that The Avengers are refusing to aid him at the order of Captain America...and that if Zemo strikes again, all eyes should be on Cap and Cap alone.

He completes the speech with a hidden camera recording from the Avengers meeting of Captain America pleading with The Avengers to stand down as he vouches for Zemo.

 

--------------------------------------------------------------------------------

New scene

Chaos roll: 4

INTERRUPT SCENE: NPC positive -- NPC action -- Stop/undefined


-- Chaos increased --

 

A VERY public assault on the Congressional building in Washington DC by Flag-Smasher and a group of hired minions is interrupted by the first arrival on the scene: Baron Zemo!

 Is Flag-Smasher actually working for Zemo?

Odds: 18/90/99

Result: 25 -- Yes

 Does Captain America beat Hawkeye to the scene?

Odds: 11/55/92

Result: 59 -- No

 Hawkeye arrives on the scene in mid-fight, shooting a smoke arrow into the middle of the combat, disrupting Zemo and Flag-Smasher's battle.

 Hawkeye draws down on Zemo...does Zemo surrender?

Odds: 11/55/92

Result: 55 -- EXCEPTIONAL NO

RANDOM EVENT: Remote event -- Spy/Legal matters

 Zemo retaliates, firing a ray gun at Hawkeye, sending him scattering as Captain America arrives on the scene. Cap immediately receives a call from Black Widow, informing him that a SHIELD raid on an AIM installation in upstate New York has gone smoother than planned: Because Zemo had apparently disabled their security and sabotaged their operations, leaving them sitting ducks for SHIELD.

 Captain America's shield takes Flag-Smasher out of the equation immediately.

 Meanwhile, Zemo and Hawkeye trade barbs and shots at one another, neither one getting ahead.

 Captain America is yelling at Hawkeye to stand down while bouncing his shield off of two of Flag-Smasher's thugs, telling Hawkeye that Zemo has been cutting a swath across the countryside, taking down bad guys. Hawkeye grimaces as he sees a thug sneaking up behind Zemo...and unleashes an arrow, trapping the thug (due to the Change of Heart Event on the Narrator's Card).

 Zemo makes an impassioned plea to Hawkeye to listen to Captain America, telling him how he used the Moonstones to restore Captain America's destroyed WWII footlocker during Civil War, agreeing to turn himself over to the proper authorities, only if Captain America and Hawkeye will speak up for the good that he has done in recent months. Almost to Zemo's surprise...both men agreed! (Narrator Draw to determine Hawkeye's reaction and Captain America making a Willpower vs Manipulation test...which Zemo actually won).

 

-- Chaos decreased --

 --------------------------------------------------------------------------------

New scene

 Chaos roll: 8

 Cut ahead to the Grand Jury testimony, in which Captain America recounts Zemo's actions during Civil War, and times in the past in which he doubted Zemo's redemption, but Zemo is seemingly standing firm. Hawkeye reluctantly admits that maybe he has been wrong, noting that Zemo wouldn't be the first villain to redeem himself, with Hawkeye himself on that list. Zemo publicly disowns his family and their history of petty cruelty, noting that he has been inspired not only by the likes of Hawkeye, but of his other former Thunderbolts, like Songbird, who have redeemed themselves.

 Even Tony Stark testifies on Zemo's behalf, noted a time in which he went undercover and infiltrated the Thunderbolts, finding them to be legitimately working to save the world, and how he was able to entrust certain operations to Zemo in the Civil War. The arguments of Captain America, Hawkeye, Tony Stark and Zemo prove persuasive to the grand jury, and when the transcripts are released, the public is moved to give Zemo another opportunity to prove himself now that a spotlight has been shown on all of his actions. (Difficulty reduced in this matter due to the Public Accolades Event Card).

 Zemo accepts a probationary role under the watchful eye of The Avengers. Yes...Baron Zemo is one of Earth's Mightiest Heroes...but is he legitimately reformed?

 Odds: 13/65/94

Result: 71 -- No


Nice cliffhanger, huh?


So...impressions: The Mythic GM Emulator is an odd duck, but not BAD. Unlike a normal RPG, it felt less like I was roleplaying and more like I was telling a story...Hawkeye, Zemo or Cap could have each been my character easily enough.


That said, the twists and turns were easy enough to navigate, and there were a few points where I pushed past the "rules" of the emulator and just went with things that sounded interesting and made sense.

Obviously, especially with that cliffhanger, this whole thing is shaping up to look HORRIBLE for Captain America...I mean, Hawkeye questions his authority, makes him look soft (at BEST) and then reluctantly goes along with him...only for us to find out that Zemo (who was bankrolling Flag-Smasher into taking a fall in order to make him look good) is really just pulling another dirty trick.



This was the least action-packed SAGA adventure I have ever "ran"...but part of that is because Captain America is a BEAST with his Edge of 4, Hand Size of 6 and +15 Shield. I may well have to give it another go, with this system or another one, just to see how it shakes out. So far, I definitely wouldn't replace a regular gaming group with it, but it has potential to be a fun diversion.

Tuesday, February 7, 2012

The SAGA of Spider-Man Episode 2: Tag Team Part 2

Tag Team Part 1 - Spider-Man runs into trouble with Slyde and his partners, and makes friends with superhuman wrestler D-Man. Things take a turn for the worse when Peter falls asleep in class, Slyde repeatedly escapes and D-Man is horribly injured when Spider-Man fails to appear as his tag team partner.
Spider-Man sat clinging to the side of a building, pondering his recent troubles - and avoiding Aunt May - when he decided to head off to see D-Man in the hospital. His Spider-Sense gave him warning that something wasn't quite right...and he clung to the side of the building, listening in as Bonesaw McGraw, Crusher Hogan and a third man were in D-Man's room, telling him that next time he promises the Spider-Man, he better produce Spider-Man, or the next time Crusher and Bonesaw wouldn't stop their beatings.

As they departed, Spider-Man debated entering the building and talking to D-Man...before changing his mind and heading to the wrestling arena. Crusher Hogan and Bonesaw McGraw were scheduled to face a pair of jobbers, but as the lights went out for their entrance, Spider-Man zipped in and replaced their opponents. McGraw and Hogan were stunned to see the black-garbed Spider-Man in the middle of their ring! Spider-Man went after both men but were shocked to find that they were both a bit stronger than he remembered, and Crusher Hogan clamped him down in a bearhug! Spider-Man twisted free and used his Spider-Sense and agility to keep his stronger-than-expected opponents off-guard. When sheer brute force wasn't working, Spider-Man started using trickery to get the upperhand, sending Hogan tumbling over the top rope after dodging a charge, and hurling McGraw into the cheap seats.

The mysterious third man ordered Hogan and McGraw to stand down, and the crowd ooohed at his arrival in full armor, wielding a large chain...for the third man was Ares, God of War! Spider-Man webbed him, but Ares ripped free and smashed him with the chain, knocking him completely unconscious!

Peter Parker snapped his head up at his desk, staring at a math test, when a voice from under the desk kept calling to him: "Parker...Parker..." Peter looked under the desk and saw his black mask with a large, snarling mouth on it! The Spider-Mask was telling him to let go, join him and that Peter only needed the costume, not his friends and aunt...the mask kept saying that, together they could be the Spider-Man...

...when Spider-Man came to, chain wrapped around him, as Ares - McGraw and Hogan flanking him - was announcing to the crowd that tonight, he would unmask the Spider-Man! A loud voice demanded that Ares back off, and Spider-Man looked up to see D-Man standing in the entranceway of the arena! He told Ares that they would only unmask Spider-Man over D-Man's dead body! D-Man stormed the ring and Ares braced himself...as Spider-Man broke free from the chains, drawing a huge chant from the crowd! The brawl was on, three on two, and Spider-Man used some trickery to wear Ares down. D-Man took a beating, but Hogan and McGraw couldn't hold up to the onslaught of the heroes, leaving it two on one. As Ares had Spider-Man on the defensive, Spidey began to grow...and a snarling tongue erupted from his mask! D-Man smashed Ares' head, crushing his helmet and staggering the War God! Ares, enraged, batted D-Man down attacked Spider-Man...and Spidey sent him hurling end over end into the back of the arena!

Ares told Spider-Man and D-Man that they won this day...but that Ares would be back, and back for BLOOD. Ares disappeared in a flash of light...and Hogan and McGraw were covered in a light of their own for a moment...then looked at D-Man and Spider-Man in horror as they lost their enhanced power! D-Man tried to celebrate with Spider-Man, who was reverting back to normal, but Spidey zipped off out of the arena.

Spidey, adrenaline fueled, spotted Slyde and new partner Stilt-Man hard at work on yet another robbery...but slapped past Stilt-Man. Slyde never saw Spider-Man coming and Spider-Man tapped him on the shoulder, then knocked him across the building! Outside, as Stilt-Man began to react, he came crashing to the ground...with D-Man holding one of the mechanical legs! D-Man gave Spider-Man a wink and a thumbs up! Spidey dumped Slyde in the bank vault until the police could show, and D-Man told Spidey that maybe they could do that tag team partner thing for real someday.

Late that night, Spidey slipped into his bedroom window and Peter Parker collapsed in the bed, fast asleep. Late in the night, through the open window, screams of help drifted in...and the black suit slithered up on Peter's body...and Spider-Man burst out into the night once more...

Notes: This session didn't go nearly as well as the last one, presumably due to how sick I had been during the week between. I also grossly misjudged just what a rookie Spider-Man could handle, as McGraw and Hogan were each very much a match for him (though he was the one that opted to go after them two on one). I was actually going to milk the Slyde thing for a while, but my son got the idea to hunt him down and just try to knock him out, and when the cardplay went his way at the end, that seemed like a nice way to wrap things up (complete with the surprise D-Man assistance at the end). Not sure what'll be next on the docket...other than a face to face with Aunt May over his grades...but we're clearly building to a Peter-Symbiote stand-off.

Sunday, January 29, 2012

The SAGA of Spider-Man Episode 1: Tag-Team Part 1

This is session 1 of the new Marvel SAGA game I'm running for my son, featuring a teenaged Spider-Man (in the black, alien suit). This is his first go with Marvel SAGA (and our first game in a long time), but it's all good, because I practically know the system inside and out. The Spider-Man we're using is a slightly modified "rookie" version. We're playing fast and loose with continuity, building it as we go.

Our tale opens with a restless Peter Parker studying for a Math test before deciding (at the urging of the symbiote), to head out into the night for a patrol. While looking for trouble, Spider-Man overhears police sirens and swings down to get close enough to listen in to the chatter on the police radio, overhearing that Shocker and another unidentified villain were in the midst of robbing a bank and became embroiled in an encounter with another superhuman. Spider-Man thinks it over and calculates a quicker route to the bank, beating the police by a good five minutes.

As he slips into the bank, he overhears Shocker and his partner talking about "never seein' a hero have a heart attack before". Spider-Man causes a diversion, drawing Shocker nearby, then rips a brick out of a wall with his webs and knocks Shocker out cold. Spider-Man is spotted sneaking up on Slyde, Shocker's partner, and immediately cracks "Why do they call you Slyde? Because you like to slide on the playground?" which was pretty groan-worthy and right up Spider-Man's alley. Slyde was unshaken and bolted for the door, Spider-Man's webs slipping right off of him and his Lightning Speed allowing him to get away. As Spider-Man started to give chase, the hero having a heart attack - pro wrestler/superhero D-Man - asked him to stay. Spider-Man stayed with him a few moments and D-Man - remembering Spider-Man did some wrestling a while back - asked him if we wanted to be tag team partners in Unlimited Class Wrestling Federation. Spider-Man agreed, then slipped out of the bank as the police arrived.

Returning home, Peter tried to cram for his test, despite the urging of the symbiote. The next day, he struggled to stay awake in the classroom, spacing out and then coming to only to see Mary Jane tapping her foot in front of him. MJ asked him if he wanted the good news or the bad news, to which he replied "Uh...both?" The Good News? Flash Thompson didn't get the lowest grade on the test. The Bad News? Peter Parker FELL ASLEEP in class! Mr. Simmons, Parker's teacher, was quite ticked. Peter, annoyed, bolted out of the building and left the school grounds, looking for Slyde.

Spider-Man had luck tracking Slyde down, finding out that he was working with a new partner - Spot. Spidey went looking for D-Man, asking him to help him take the villainous duo down but D-Man - fearing another episode like against Slyde and Shocker - said no, and asked Spider-Man if he would be back in time for their wrestling show that night. Spider-Man reassured him that he would be, then went after Spot and Slyde. Not playing around this time, Spidey went right after Slyde, trying to KO him, but Slyde managed to dodge. Spot attempted a sneak attack by punching through a portal, but Spider-Man knew it was coming. He tried to tackle Slyde - who was making a break for it - but Slyde slipped free and bolted out the door. Spider-Man, enraged, lashed out with the symbiote suit and knocked Spot through a wall...and realized he had hurt bystanders as well. Spider-Man, shaken, tore away from the building and the city...finally coming to later that evening as the symbiote was bringing him home. Exhausted and upset, he collapsed on his bed and flicked on the TV...hearing the news that Slyde was still at large, and the D-Man had been beaten into a coma on live TV by Crusher Hogan and Bonesaw McGraw after his supposed partner Spider-Man failed to attend. Spider-Man, saddened and angry, flicked off the TV.

Next Time: Slyde is still on the loose! D-Man is hurt, and Crusher Hogan and Bonesaw McGraw are bragging about it! Peter has to tell Aunt May that he got an F because he fell asleep in class!

NOTES: We used a lot of "Do you want to do this, or do you want to do this?" when approaching what Spider-Man could do at a given time. SAGA is also NOT a heavily structured system, so it was real easy to wing it if he wanted to do something out of the ordinary (which he did a time or two). He also seems to have a real interest in playing Peter Parker as well as Spider-Man, which is encouraging. I should also note that this is his first time playing with a character sheet in hand (I color coded it before we played), and he did a nice job of keeping track of all his skills and abilities and using them in play (being a Spider-Man fan helps). I have a thing for using really odd characters in Marvel SAGA games, so D-Man, Slyde and Spot showing up is about par for the course for me. Incidentally, the D-Man/wrestling hook was SUPPOSED to be the main story in this "episode", but the Slyde thing is quickly taking on a life of its own. We are planning on playing again, possibly as soon as this weekend.

Sunday, January 8, 2012

Hellrazer: Living in Shadows (SAGA/BASH/ICONS)


Here ya go, folks...

Game stats for Rachel Strand, half-vampire hero of HELLRAZER: THE CHRONICLES OF RACHEL STRAND and Tonton Macoute, her first adversary.

Special thanks to Greg Kerner for putting these guys to character sheets. I compiled the PDFs, so if anything got jacked up, you can totally blame me.

Hellrazer BASH version

Hellrazer ICONS version

Hellrazer Marvel SAGA version

Monday, August 8, 2011

Tommy's Take on the Marvel Super Heroes Adventure Game

In light of the recent news that Margaret Weis Productions has just secured the Marvel RPG license, I thought I would re-post my review of the Marvel SAGA RPG from over four years ago...as it is my favorite Supers RPG ever released, and quite possibly my favorite RPG ever released (running nose to nose with Savage Worlds).

Originally posted on RPG.net in May 2007...enjoy!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The Marvel Super Heroes Adventure Game (hereafter referred to as Marvel SAGA) was released by TSR in 1998 after their card-based fantasy venture Dragonlance: The Fifth Age was put on the market. Someone inside TSR was playing with the card-based system and decided "Hey, this would make a GREAT supers game!" and with a little modification, it did!

Marvel SAGA's (so named because its powered by the SAGA game system, which I will explain in further detail below)core rules were released in a boxed set containing a 208 page rulebook, a 64 page Roster Book and 96 playing cards.

The Box

The box is a handsome piece featuring art by Carlos Pacheco and showing Spider-Man, Captain America, Wolverine, Storm, Iron Man, Silver Surfer, Thor and The Human Torch all rushing into action together. The cover flap opens, and we see what appears to be a pair of Celestial hands holding Rogue, Thing, Human Torch, Iron Man and Wolverine in one hand and The Grim Reaper, Magneto, Ultron, Sabretooth, The Super-Skrull and Dr. Doom in the other. The box opens at the top, with the contents inside. The box holds everything comfortably, until you crack into the Fate Deck...at which point having 96 loose cards floating around seems kind of troublesome.

All in all, a nice piece of presentation, evocative (especially the front cover piece) of Marvel's primary art style at the time.

The Fate Deck

The core of the SAGA game engine is the Fate Deck, a 96 card deck divided into five suits, each color-coded and represented by an iconic character: Strength (Hulk/Green), Agility (Spider-Man/Red), Intellect (Mr. Fantastic/Blue), Willpower (Dr. Strange/Purple) and Doom (Dr. Doom/Black). The first four suits sync up with the four Ability Scores used to define every character in the game. The last suit is the hand of fate working against the heroes in the game.

Each card features a Marvel character prominently displayed in the center, with their name beneath them (for those who don't know what Werewolf by Night looks like). In the upper left corner is a box featuring the suit's iconic character, a number from 1-10 (the cards are weighted toward middle numbers, so you're more likely to draw a 5 than you are a 1 or a 9, for instance) and an "aura", represented both by color (white, red or black) and a plus, dot or minus sign. The upper-right corner features a Dramatic Event that the Narrator can use to spur new developments from round to round and a Calling underneath it, which is meant to be keyed both to the Dramatic Event and the character displayed on the card. Finally, down the right and left hand sides are numbers, so the cards can be used to track things like the health of minions or villains as well as things like bomb timers.

The card art is culled from Marvel's depository of art, and ranges from amazing, iconic pictures (Spider-Man swinging through the air) to questionable (there are much better Sabretooth pictures out there). Heroes populate the first four suits, with villains appearing on the Doom suit.

TSR also released four promotional cards around the game's release, and I was lucky enough to get my hands on them. They are Ghost Rider, Lockheed, Deadpool and The Impossible Man, each representing one of the four main suits and each numbered 5 so as not to skew the deck balance.

The cards are a wonderful prop, but are also probably the biggest reason this game never quite caught on. A diceless RPG can be a hard sell, especially when you're stacking a licensed property on top of it, and Marvel SAGA never seemed to catch fire. Building a fanbase for an out of print game can be hard enough, but when you tack on the requirements of an out of print 96-piece prop, you nearly hit a brick wall.

The Game Book

The core rules are contained in this 208 page volume, featuring the cover art from the box adorning this volume as well.

A standard Foreword trying to hype you up for the game appears, followed by the Table of Contents.

Chapter One is The Marvel Experience, telling you what's in the box, a bit about SAGA game system and a roleplaying example (not a gameplay example, oddly...but actually a roleplaying example, the example with actual gameplay comes later) featuring Cyclops, Rogue and Wolverine interacting until a Sentinel attacks.

Chapter Two is Marvel Heroes, which breaks down how to read a Hero Sheet and what each section means, using Nightcrawler as an example. It does a nice job here, showing you what's on his sheet as well as explaining *why* it's on his sheet. In order, it breaks down his Name, Image, Abilities (Strength, Agility, Intellect, Willpower), Edge and Hand Size (this is both his experience level and his health score), Skills, Powers and Equipment, Calling (why he does what he does), Hindrances, Personality and History. A very helpful piece for understanding the sheet.

Chapter Three is Action, and details the core mechanic of the game, which is decide what you want to do, the narrator decides what action ability that goes off of as well as the difficulty level, you select a card from your hand and add it to the action ability. Simple as that.

The elegance comes in with the other pieces of the core engine. If the card you play is of the same suit as the action ability, then you trump, which means you get to flip over the top card from the Fate Deck and add that to your action score. If that card happens to also be of the same suit, then you can add THAT to your action score as well. Keep doing this until you draw a card that isn't of the same suit. In instances in which you want to hold back, you can "pull your punch" and refuse a trump.

Your Hand Size will generally range from 3 to 5 cards depending on your characters experience level ,though there are some exceptions, such as completely normal "baseline" humans that would only have 2 cards, extremely experience people with 6 and cosmic beings with 7 cards. Your Hand Size is determined by your Edge score, which is 2 points lower than your Hand Size (Edge of 1, Hand Size of 3, for instance). That Edge does for you is allows you to play multiple cards from your hand for a single action. Any cards in your hand that are equal to, or less than, your Edge score can be used to increase your action score, until you play a card that's higher than your Edge.

Example: Spider-Man is trying to get Dr. Octopus to attack him in a blind rage before Octopus has a chance to activate a bomb that will unleash the inhabitants of Ravencroft Asylum. Spider-Man positions himself next to an electrical box and begins to taunt Dr. Octopus, which is a Willpower action. He looks at his hand he has the 3 of Strength, 4 and 5 of Agility, 1 of Intellect and 4 of Willpower. He could play the 4 of Willpower and trump, but he really needs Octopus to not push that button, so he uses his Edge to play the 1 of Intellect and 3 of Strength before he plays the 4 of Willpower. He trumps and gets the 7 of Intellect, all of which combines with his Willpower of 10 for a total score of 25! Since Spider-Man is also skilled at taunting, Dr. Octopus gets pushed over the edge and attacks! Of course, if Spider-Man does move, he's in all kinds of trouble...but he does still have two Agility cards, and he gets to redraw the three cards he just played...

Sidebars in this chapter cover Skills (which lower a related action by 4 difficulty points), World-Class Skills (which allow you to automatically trump as long as you play anything except a Doom card), Pushing to the Limit (straining your character to achieve greater than average results) and the difference between using Powers and Power Stunts (the base function of a power is easier to perform than a Power Stunt is).

The chapter provides a checklist of the steps needed in an action, and then a gameplay example featuring Nick Fury being ambushed by Hydra agents.

After that simplified example, the chapter moves into Opposed actions, which tells you how to factor in opposition from the opponents, both from their abilities and from the Narrator's card, a card that is flipped over from the Fate Deck every exchange that you add to the difficulty of all actions.

Example: The 6 of Doom is the Narrator card in the above example. In order to drive Dr. Octopus into attacking him, Spider-Man must attempt an average Willpower(opposed by Willpower) action. The difficulty for the that is 8, plus Dr. Octopus' Willpower of 4, plus the Narrator Card of 6, for a total of 18. Spider-Man still ticks Doc Ock off.

A sidebar here details The Doom Bank, where all those cards with Doom's face on them go when played. See, Doom cards are bad, and when you play them, The Narrator gets to use them against you later.

Example: In the above example, Spider-Man has successfully distracted Dr. Octopus. However, The Narrator has a 6 of Doom and a 4 of Doom in his Doom bank, and he decides to play them, bringing the difficulty up from 18 to 28! Dr. Octopus sneers at Spider-Man, pushes the trigger on the bomb, and unleashes Ravencroft's inmates!

A section follows on Hero vs Hero play, for when two players just HAVE to play the classic "misunderstanding" angle, as well as how to read the Auras of the cards. This is something I don't like about the system, as the Aura on the Narrator card can change from exchange to exchange, which is fine for some effects, but they made powers like Body Transformation dependent on Aura readings, and I don't recall many instances of Colossus' power just "wearing off" in the middle of a fight.

Chapter Four Clobberin' Time is combat. The first page of the chapter gives you an outline of the steps of a combat exchange. In step one, The Narrator draws his card and reads the aura, with the heroes regaining a card if its positive and the villains regaining 5 health if its negative. He then decides if the Dramatic Event on the card comes into play here, and if so, how. If its the opening exchange, then you check for surprise and we're off.

Step two has declaration of actions, and then the playing of the cards. Sidebars here discuss aiming and distances, which are generalized into Striking, Firing and Visual Distance...Champions, this ain't, but then, it's not trying to be. Another sidebar discusses pile-ons, for when your heroes gangpile Juggernaut and when Hydra gangpiles your brick.

Step three is counteractions, which is generally dodging the attacks by the Narrator-controlled character.

All combat is considered simultaneous, so in Step four damage is inflicted from all successful attacks, generally by taking the action score and any weapon modifiers that may be present, and subtracting the victim's defense (usually Strength, though some powers and body armor come into play). If any damage is left over on an attack to a Hero, they have to discard that many points worth of cards. Any remaining damage on a character is taken from their Health score. Sidebars here detail weapons and armor, and the general bonus a given type bestows.

Step five is the end of the exchange, figuring out whose still standing and who isn’t, who’s running and who’s not. It also features a sidebar regarding serious injuries, cautioning that death should only happen when the Narrator says so, and that it still has a hard time sticking.

A sample exchange featuring Spider-Man vs Electro and Rhino while trying to save J. Jonah Jameson ends the chapter.

Chapter Five is Superheroism, and is mostly a flavor chapter about being a hero, with a “day in the life” being ran through that starts with Atlanteans threatening the city, later involves abduction by Mandarin and ends with the realization that you’ve missed all the plans you’ve made for the day. A sidebar is included for playing villains as opposed to heroes, if your Narrator allows. The chapter then moves into “Contradictions of Heroism”, such as Honesty and Masks, Vigilantism and The Law and, of course, Great Power and Great Responsibility. Sidebars cover Illegal Activity and running trials in the game. The chapter ends with character advancement, another area I’m not a fan of. It all moves off of 1 point response bonuses, either positive or negative, depending on how the adventure went for the heroes. Since you can only ever have one Response Bonus at a time, you’re stuck in the linear, gradual advancement that just doesn’t fit most comic book source material.

Chapter Six is Narration and is the guide to running the game system. It offers guidelines on how to decide what abilities or powers relate to a given action, as well as examples of the various difficulty levels. A sidebar is included that covers Material Strengths for everything from paper to diamond to Silver Surfer’s board.

The next section of this chapter discusses Running a Fight, such as keeping track of all the Narrator ran characters, using tactics appropriate to a villain’s Edge and a sidebar detailing granting new power stunts (a fairly odd place for it, and a symbol of the weird organizational issues this book has). Discussion also follows on handling the party splitting up, especially in a fight.

Events are covered next, including tips on using them to springboard parts of the adventure as well as tips on when to use them. A sidebar is included that offers the helpful advice of using the picture on the Narrator’s card as inspiration for a guest star, such as flipping a card, getting Hulk and deciding that the Jade Giant needs to show up…as friend? Or foe? This section also warns you not to enforce the relationship between Callings and Events.

The next section focuses on adventure design, focusing more on seat-of-the-pants action and dramatic plot twists than carefully constructed scenes. Indeed more advice is given on “feel” than on adventure structure.

A sample adventure is included featuring Mole Man kidnapping the mutant Rictor and using his powers to generate earthquakes in New York City. Its nothing terribly special and doesn’t really even serve as a decent introductory adventure other than giving you some non-threatening mooks to wail on.

The next section is on running supervillains, using their Callings and Edges as a guide for the kinds of plots they are likely to engage in, and the layers of planning they are more apt to go to. A cursory discussion of the need to commit crimes and the use of deathtraps follows, with the bright point being where the authors point out that anyone using something more complicated than a gun doesn’t really want to kill the heroes anyway. Losing Ungracefully offers a game mechanic for ensuring that all non-mook villains stand at least a chance of having a backup plan regardless of what happens. Finally, this section offers the five rules of villain deaths, in case you just watched your players kill off Doctor Doom and aren’t sure how to salvage it. There’s some nice advice in this whole section that can be easily adapted to any supers game.

Running A Series is meant to help you decide the kind of Marvel game you want to indulge in, with some advice on *how* to run the various styles. It assumes nine basic series formats, from Rock-‘em-Sock-‘em to Idealistic to Battle-Scarred to Villainous. The book acknowledges that the system doesn’t do “gritty” very well, but offers no advice on how to fix that.

The last section is on Nonlinear Story Hooks, most of which assume the “story” is more important to you and your players than your heroes. They encourage, if momentarily, the players to take the roles of other characters, be they other heroes or even the villains for a short scene! This section does caution that not every group is going to be happy with these kinds of hooks, and that a refusal to play along with the hook could have disastrous consequences for the game.

Chapter Seven is Adapting a Hero. You may have noticed that I haven’t discussed character generation yet. That is because the default assumption of this game is that you will be playing a Marvel hero that has already been statted out for you. This section still isn’t about character generation per se, it’s about modeling existing characters that haven’t been statted up yet. First up are the incredibly useful benchmark tables for the four Ability scores, ranging from 0 to 30, providing a description as to what that means for each Ability as well as providing examples of who would have that score. They provide the same thing for Edge and Hand Size, as well as pointing out the Health score that a Narrator character has based on their Edge. We move into Ability Codes and Skills, with a list of skills provided in order of their suit, as well as what each Ability Code means, and how many skills it imparts. Wolverine has 4 Agility skills and those an Agility code of A, whereas all of Mr. Fantastic’s skills are Intellect, giving him Ability Codes of X in Strength, Agility and Willpower. The section on Powers and Equipment is less useful, as the Intensity Benchmark chart only provides examples, and knowing that Ant-Man’s insect control falls in the 9-10 range isn’t really useful for modeling anyone but Ant-Man. A powers list is provided, but isn’t broken down by trump suit like the skills list, but just alphabetical order, which is disappointing as the powers section is already in alphabetical order, so a list by trump suit would have been welcome.

Callings finally get discussed in detail here and include the following: Adventurer, Animal Nature, Demolisher, Exemplar, Explorer, Gloryhound, Greed, Guardian, Idealist, Investigator, Majesty, Mentor, Outcast, Peace of Mind, Protector, Repentant, Responsibility of Power, Soldier, Thrill-Seeker, Uncontrolled Power, Vengeance, Vestige of Humanity, World Domination and Youthful Exuberance. A description is provided for each, with examples, and a warning that Demolisher, Greed, Vengeance and World Domination may be inappropriate for heroes. A sidebar in this section discusses changing Callings, which is not meant to be done lightly and is meant to be a major turning point in the character’s life.

The next section is Hindrances, detailing internal obstacles for your heroes to overcome, which are usually represented mechanically by reducing an attribute or attributes to 0 in a given situation (such as exposure to radiation or avoiding surprise attacks) or hindrances like Bruiser which force your hero to use Agility instead of Strength for attacks and can only be taken by a character with a minimum Strength of 11 and a maximum Agility of 4.

Appendix One: Skills is the skill-by-skill breakdown as to what each skill in the game is meant to do. Many skills just provide a reduction in difficulty, but some (like Martial Arts) allow you to use a different Ability Score for an action than the default. Each skill is tied to an Ability Score and uses that suit for trumps.

Appendix Two: Powers is the big power listing, but starts with another discussion on stunts and details power Limits. A list of Power Sources follows, including Mutation and Equipment. Rules are included here for making Equipment, but these are kind of hand-wavy and were later replaced with, in this reviewer’s opinion, much better rules that first appeared in Dragon Magazine and were later reprinted in Reed Richard’s Guide to Everything.

A sidebar included discusses the different trump suits for equipment: Swords use Strength, guns use Agility, powered armor uses Intellect and magic wands use Willpower.

The powers themselves are fairly exhaustive, covering most of what you need to define most Marvel characters. Each power’s listing includes trump suit, exemplars (who uses the power), related powers, then a description of the basic use of the power followed by common stunts and limits unique to the power. A few, such as Chi, have been errataed and still aren’t very user-friendly, while others – like Magic (a common problem area in supers games) – don’t seem to match what the comics show. For instance, a powerful mage can either duplicate physical trump powers or mental trump powers…meaning that Dr. Strange isn’t capable of both Teleportation (Agility) and Illusion (Willpower) though I’m reasonably sure I’ve seen him use both. The game allows you to take powers as stunts of other powers, but doesn’t generally allow you to stunt off of THAT power, something that a case could be made for from the comic books. Also, no effort is in place to balance the powers against each other. Cosmic Energy Control costs the same to purchase as Claws. Only Invulnerability and Immortality have special considerations made for cost, having a set cost of 10 points apiece. The system clearly assumes a certain amount of “play-along” from the players

In Appendix Three: Hero Creation, we FINALLY reach character generation. Yes, they do acknowledge that some people will want to make their own characters, as opposed to existing characters. The character generation is kind of flawed, though, as its semi-random. You draw ten cards and either use those or, depending on the flavor of game the Narrator wants, redraw all 1s, 2s and 3s or all 8s, 9s and 10s. You then assign up to three each to your four Ability scores. The trump suits of the cards dictate ability codes (Doom cards automatically mean a code of X) and, thus, the number of skills per ability you can pick. You can also spend a non-Doom card of 7 or higher at this point to make one skill World-Class.

Edge begins at 1, but for every non-Doom card of 7 or higher that you play, you can raise it by 1. You can pick up to five powers and can assign any number of cards up to a total value of 20 to them, with number of starting power stunts based off of the number of cards of the corresponding suit you’ve assigned to it. You can take limits, up to three per power, but they don’t necessarily help you. In fact, how this works is that for each limit you take, you draw a card off the Fate Deck and, if its of a positive aura, you add it to the power’s intensity. Unfortunately, this means you could well be stuck with a limit for no benefit, something that hasn’t sat well with a few of my players.

Similarly, you can take up to two Hindrances, but your actual benefit from it is dependent upon drawing a positive aura card.

Next, you play a card for you Calling, and if it matches the calling you have selected for your hero, you get a free card to play elsewhere on your character. At the end, you take a look at what you’ve done, make sure it fits, and commit it to paper.

Character creation is my least favorite part of this game. No one has made a character yet for the game that they were happy with without incredibly fudging and rearranging on our part. In fact, most of our characters that we use were created in Marvel Classic/FASERIP and converted to SAGA (which makes little sense, I know, seeing as FASERIP was at least as random). The nicest part of this chapter is a sidebar on building a team, making sure you cover niche protection, compatible motivations and have an actual leader. It only takes up half a page and could easily have been expanded. The chapter ends with the creation of The Hedgehog, a sample character of dubious distinction and Hero Templates, complete with a random name generator.

Appendix Four: Conversions offers tips on using the long-discontinued Marvel Super Dice in the game, as well as guidelines for converting from FASERIP to SAGA. There is also section for using the Toy Biz action figures available at the time as minis for your game.

Finally, the book concludes with an index, making some of the weird organization bearable due to the fact that it actually HAS both a table of contents and an index.

The back cover is a functional Hero sheet, which actually tends to have enough space to list everything your character has.

The Roster Book

The cover of the Roster Books features the inner flap art from the boxed set, featuring the heroes and villains facing off. The book offers up front that its detailing the “classic” Marvel Universe, not the up-to-date (for 1998) Marvel Universe, and includes 34 heroes and 19 villains. Most of the characters are made in accordance with the rules, though a few “unique powers” rear their head, such as Hulk having “Strongest One There Is”, a power that prevents anyone else from gaining a Strength trump against him and Juggernaut has “Unstoppable” which simply states that he cannot be stopped by anything.

The book provides a decent group of characters to get you going, as well as a list of Normal Humans, Humanoid Races and Critters. Finally, a brief history of the Marvel Universe finishes off the book.

The Gameplay

For all the odd quirks and organizational issues, as well as the utter lack of balance, the one thing that sets this game apart for me is simple: I have had more fun running this game than I have any role-playing game I have owned, played or read. Part of it is players, of course. No matter the genre, your players have to be willing to subscribe to the conventions of the genre or the game will fall short.

A good part of it is the fast-moving, over the top gameplay that feels like larger than life superheroics and never gets bogged down with overcalculations of bonuses and penalties and never tells you that a task is impossible, merely improbable.

We converted our Marvel Classic game over to Marvel SAGA and have never looked back, because this game engine has opened us up to some of our best game stories such as the time Mindstorm (the mutant master of Telekinesis and Weather) blew out his Electrical Control in desperation, trumping multiple times until he achieved a total action score of 61, defeating the villains that he dismantled his team and had him outnumbered and leveling Castle Doom (the site of the battle).

In Conclusion

SAGA was dismissed by many as being more of a CCG than an RPG when it was released, but this is no more accurate than calling D&D a craps game. In fact, with the familiar subject matter and helpful gameplay props, complete with color-coding, the game could well have served as a great gateway game for new players. I plan to try this with my wife, in fact, since she has yet to grasp the two prior game systems she has tried in the past.

SAGA definitely isn’t a crunchy game, nor is it tactical in the classical sense of the term. It has one of my favorite game mechanics ever in Edge, the great equalizer that makes Captain America better than most of the powerhouses he associates with by insuring that he rarely fails. However, SAGA could have used a second edition to clean the game up a bit, as the editing was more than a little suspect, though the presence of a useable index helps this out. A few of the powers’ uses are hard to reconcile with the differences between heroes and characters and a well thought-out dice-based variant probably could have helped the game’s longevity.

In the end, I see the game’s flaws but I can’t help but be swayed by one thing: fun. The only gripes about the game I have faced from players came from character creation and not the gameplay itself, which has flowed smoothly from our first adventure to our most recent. As for myself, the utility of the system more than trumps (no pun intended) a few vaguely worded powers. The support that was made available for the game is great, but when it was canceled there were several products in the pipeline such as the Marvel Team-Up Roster Book, The Green Goblin's Guide to Crime and a series of rumored comic-book sized roster/adventure supplements.

The online community for this game is virtually dead, though there is a Yahoo group devoted to the game as well as my own forums, inactive though they may be.

While I am certainly willing to read or even play other supers RPGs, if I had to pick just one then Make Mine Marvel SAGA!