Thursday, June 24, 2010

Big Week for Superhero Role Playing Games

As I mentioned yesterday, Monkey House Games will be releasing a new version of Villains and Vigilantes to the gaming world Sunday, June 27th on RPGNow.com, but there is more great news for super hero rpg collectors.

You know who you are.

This week also sees the release of the first Icons RPG adventure, "The Skeletron Key." The adventure, written by the one and only Steve Kenson, begins with our heroes attending a demonstration of the new SPecial ARmored TANk or SPARTAN battlesuit. They arrive just in time to see things go very wrong as the suit is stolen.



Will our heroes be able to retrieve the suit before it can be mass produced by a villainous mastermind?

Is there something more than meets the eye to the theft?

Only time will tell.

In addition to releasing "The Skeletron Key," Adamant Entertainment have released the "ICONS Character Folio" character generation program. The program allows players to create random superheroes, build superheroes using a point based system, and includes old school character outlines by Dan Houser.

Wednesday, June 23, 2010

Monkey House Games to Publish New Edition of Villains and Vigilantes




Villains and Vigilantes was the first superhero role playing game I ever purchased, and it was entirely due to the advertisements that Fantasy Games Unlimited placed in Dragon Magazine



I cut my role playing teeth in the rpg hobby with the Moldvay/Cook edition of Dungeons and Dragons which featured a large number of illustrations by Jeff Dee.  While Dee's D&D illustrations where "comic book-ish," they fired my imagination and were one of the key reasons I enjoyed the Moldvay/Cook D&D books.  They made D&D look "fun."

The Villains and Vigilantes advertisements in Dragon Magazine also featured art by Jeff Dee.  Art that portrayed dynamic superheroes with names like "Shatterman" and "Magnetor."  Like the illustrations in the Moldvay/Cook D&D books, Dee's advertisement superheroic images evoked a sense of fun.  I bought the game, read the rules, and proceeded to make several dozen characters using V&V's easy to use character creation system.  For someone who was familiar with D&D's character generation mechanics, V&V was an easy transition.  I'll admit that I did do one thing different than the "recommended" primary method of character generation.  Instead of making characters that were alter-egos of myself, and thus had statistics reflective of what I believed were "my own" statistics at the age of 12, I rolled 3d6 for each attribute just like I had in D&D (it should be noted that this is an alternate generation method discussed in the V&V rulebook as well). 

The actual powers possessed by the hero are determined randomly, which I have always thought was a wonderful strength for this particular game.  Many superhero rpgs have character "construction" systems where the player comes up with a concept and then spends points to manufacture the character.  This can be wonderful, except when the player has "writer's block."  The wonderful thing about random power generation is that it spurs creativity even when you have writer's block.  You can ask yourself, "just how do these powers fit together?"  Next thing you know, you've got a concept and back story.  It isn't always the most "balanced" system, but it is an entertaining and simple one.

It was a few years before I was actually able to play in a V&V game, but when I finally played the game I discovered just how fun the system was.  It didn't hurt that Robert June, the GM for the game, was a masterful game master and had a wonderful feel for cinematic narration.  His portrayal of villains is unforgettable.

For years Villains and Vigilantes has been available, but out of print.  You could purchase existing material, from the original publisher, but there were no new products coming down the pipeline.

That changed this week.  Jeff Dee and Jack Herman, the creators of the V&V game, announced this week that V&V was "back in the hands of its creators" and would be available in a new edition starting this weekend.  The new edition will be released for sale on Sunday the 27th of June in a pdf version on RPGNow from Monkey House Games.  A print on demand version should be available shortly after the pdf goes on sale.

The new edition will be a slight update of the second edition of the game and will not be a major overhaul of the system.  Any massive reworking of the game will come at a future date, if at all.  My hopes are that Jeff and Jack will refrain from too much massive tinkering, Jeff Dee has his Living Legends game if he wants to experiment with significantly different mechanics for superhero role playing.  V&V does need some fine tuning, but it should keep to its core strengths.

1) Random Character Generation
2) Quick Combat Rooted in Old School Table Based Mechanics
3) A Level Based System where the improvements are gradual
4) Lighthearted fun

I cannot wait for the new edition, and if they keep to the core principles I'll be a customer for years to come.

DDR + David Hasselhoff = ??? -- Legend of the Dancing Ninja

Dance Dance Revolution, Kung Fu, David Hasselhoff.

Do I really need to say anything more about this production?

Tuesday, June 22, 2010

Green Hornet Trailer -- I'll Leave It to Bill Cunningham to Describe How Wrong this Is

Just like Kevin Smith, Michael Gondry and Seth Rogan just don't get this character.

It might help to start by taking the character seriously.


The Hornet should be frightening in his "role" as criminal mastermind, and Brit Reid should be unimpeachable in his role as crusading journalist. It is the perfect duality.

Trust fund loser who needs to redeem himself after the death of his father is so Freudianly lame.

Complaints aside, at least the film is coming out around my birthday. This will allow me to continue my "let's watch the worst movie of XX for my birthday party" tradition. Let's see how this compares to In the Name of the King.

Surprised by Superhero 2044 -- The First Superhero RPG was More Influential than You Might Think


According to Heroic Worlds by Lawrence Schick and Steve Perrin in Different Worlds #23, Superhero 2044 by Donald Saxman is the first commercially available superhero themed role playing game. Saxman's game was publishedin 1977 under the name Superhero '44. The game wasn't entitled Superhero 2044 until the game's second edition, when it was by Lou Zocchi's Gamescience Inc. later that same year. While I am a huge fan of super hero role playing games, and a student of the history of rpgs, this game sat on my bookshelf for years without a complete reading. Its lack of a list of itemized superpowers, and the mechanics of how they worked, was one of the key reasons that the game languished for so long on my shelf without a thorough examination. Apparently, Donald Saxman intentionally left a formal list of superpowers out of the book in order to respect the copyrights of various comic book publishers -- though that didn't stop artist Mike Cagle from providing a cover illustration filled with characters who bear an uncanny similarity to many popular comic book characters.



I just couldn't ever muster the desire to read or play a superhero role playing game that lacked a robust super power system. The recent release of Icons by Adamant Entertainment got my mind focused reading a new super hero rpg, and this opened the door for Superhero 2044 to work its way off the book shelf and into my reading pile. I quickly devoured the booklet and have come to the following conclusions.

First, Superhero 2044 is almost unplayable with its Rules as Written (RAW). The game is a jumble of multiple systems and contains no fewer than three major design directions, none of which are flowing in the same direction.

Second, without Superhero 2044 modern super hero role playing would not be what it is today. Those three major directions I mentioned above? Each of those had a significant influence on the super hero games that came after Superhero 2044. Without this game, there would be no Champions, Supergame, or Golden Heroes. Each of those super hero games lifts a concept out of Superhero 2044 and structures a game around that concept.

Superhero 2044 is more than the first super hero role playing game, it is the foundation upon which many games followed.

It was the first superhero game to include point based character construction. Though the point expenditure was limited to the building of a character's "attributes" and were not a part of "power design." This innovation, and at the time of Superhero 2044 this was a significant innovation, is one of the major design starting points for a number of super hero role playing games -- not the least of which is the Champions game.

Influence on Champions

Speaking of Champions, in addition to being inspired by the point based character design of Superhero 2044 it is evident that Champions melee combat system was influenced by Donald Saxman's game as well.

In Champions combat is resolved by taking a character's "Offensive Combat Value" and subtracting an opponent's "Defensive Combat Value." The result of that subtraction is then added to 11 to find the number required to hit an opponent on a roll of 3 six-sided dice. Champions combat system is one of the best on the market and the fact that it uses a comparison of combatant's effectiveness, and a bell curve resolution system, are among its chief strengths.

In Superhero 2044, you take a character's "Stamina" and subtract his opponents "Stamina." The difference between these two numbers is compared to the Universal Combat Matrix which gives you a number between 3 and 18 that the character must roll on 3 six-sided dice to determine if the character hit his opponent. It should be noted that this combat system is only used for "melee" combat in Superhero 2044, where it forms the foundation of Champions combat.

The Champions version is more elegant, as the result of the initial comparison is the modifier to the 3d6 roll, but it is the same system. It is as if the designers of Champions playtested and refined the Superhero 2044 melee combat system. Champions combat has some significant differences overall to Superhero 2044, but one can see that one echoes the other.

Influence on Supergame

Like Champions, Supergame was influenced by Superhero 2044's point based character generation system. Given its own 1980 design date, and the fact that it was a part of "California Gaming Culture," might hint that Supergame itself also influenced Champions. One sees the underpinnings of Superhero 2044 is in the purchase of a character's starting attributes.

Both systems feature something that many modern gamers might consider odd. All of a character's attributes start at zero and can be increased -- this itself isn't odd to the modern gamer. What is odd is that both games have attribute levels where the character is suffering from a disability. In Superhero 2044, if a character has an Endurance of less than 20 that character is "fatigued" or worse. In Supergame, a character with an "Agony Score" of less than 15 "may either move or attack, but only one per turn." There are similar penalties for "Vigor" in Superhero 2044 and "Physical Score" in Supergame. The names of the attributes and the level of effect are different, but one can see the similarities. Most modern systems would start a character with a base number of points sufficient to not be fatigued or incapacitated, but both Superhero 2044 and Supergame allow for the possibility.

But it isn't the point based character design where Supergame bears the most similarity to its predecessor. Supergame includes rules for building specific powers -- though not as robust the later published Champions -- that are themselves an innovation over the state of gaming at that time and a step beyond what were offered in Superhero 2044.

The area where Supergame most reflects Superhero 2044 is in its ranged combat system. In Superhero 2044, ranged combat is decided by rolling a six sided die and adding/subtracting to the die total applicable modifiers. This sets the target number that must be rolled, or higher, on a second roll of a six sided die. For example a character with a 20 Dexterity (-1) shooting an opponent at point blank range (-3) with a shoulder weapon (-1) rolls a 6 on a six sided die. This gives a modified result of 1 (6-1-3-1=1) and means that the character hits if the player rolls a 1 or better on the second roll. This system, with some differences in modifier values, is the system used in Supergame.


Influence on Golden Heroes

While I was intrigued by the way that Superhero 2044 influenced the design of American super hero role playing games, I was amazed at how it had influenced a British one. In White Dwarf magazine issue 9, game designer Eamon Bloomfield reviewed Superhero 44 -- Superhero 2044's first edition -- and wrote the following:

"Each character fills out a weekly planning sheet indicating whether he is patrolling, resting, training, or researching. This...show[s] how many crimes of what type he's stopped this week and at what damage to himself; without actually having to play the event...Overall good fun and realistic and a welcome addition to any role playing fan's collection. Certainly as a postal game it has a great future."

The weekly planning sheet is one of the most intriguing aspects of the Superhero 2044 game and the most playable aspect. The game includes weekly planning sheets that provide a number of "activity blocks" to which players assign particular tasks, like fighting crime or resting. Golden Heroes, Games Workshop's super hero role playing game, featured a campaign system that bears no small similarities to that of Superhero 2044. Games Workshop was, and still is, the publisher of White Dwarf magazine and so it is easy to believe that this game review sparked some discussion of "planning sheet" style campaign play.

Golden Heroes features a campaign system that heavily relies on something very similar to Superhero 2044's weekly planning sheet. They have a system that uses something called a "Daily Utility Phase" or DUPs. The game describes them as follows:

The scenarios played in each week occupy a certain number of DUPs for the characters involved. Any remaining DUPs can be devoted to other pursuits such as training, improving powers, developing scientific gadgets, etc.

Thus at the end of each scenario, you must inform the players how many spare DUPs their characters have. Preferably then, or at worst at the start of the next game session, the players must tell you how their characters have spent those DUPs.

The player's allocation of DUPs is compared to various campaign ratings, something vary similar to what Superhero 2044 calls "handicaps," in order to determine what events happen to the character and how much the character is able to improve over time. Both systems are dynamic and change as characters interact with the game world. The Golden Heroes system is more developed and is a part of a more complete system of mechanics, but it is unarguably a descendant of the Superhero 2044 system.

Closing Remarks

I wish I had read Superhero 2044 much sooner than I did. It is a definite diamond in the rough. While it would be difficult to play RAW, it has a large number of innovative mechanics and ideas. The fact that it contains enough ideas to influence no fewer than THREE super hero role playing games in their design is a significant achievement in and of itself. One cannot truly understand the development of the hobby without reading this game.

I think I will try to play the game itself soon, though I don't know if I will try to design a comprehensive powers system or use an existing one to supplement the game, as the campaign play system still stands out as something that has some depth and would be useful in a number of games. Given the abstract nature of the campaign planning system, one could easily adapt it to another game for use.

The game also features a detailed setting for super hero play. The setting lacks the microscopic detail of modern settings, but for the time the game was written it is quite intricate. Like the game itself, its setting is one that inspires addition and extension rather than provides a complete painting.

Donald Saxman has created something pretty special here and I'd love to see someone take this system and make a modern edition out of it. It would take some work, but it would be worth it.

Thursday, June 17, 2010

John August Writing Monsterpocalypse Movie

Among certain gaming circles, there is a narrative that the Monsterpocalypse collectible miniatures game isn't performing very well -- that it was dead out of the gate. I have always felt that these gamers were pure nay-sayers who had little to no real information regarding the success or failure of Privateer Press's intriguing little game.



For those who aren't familiar with the game, Monsterpocalypse is a collectible miniatures game which features battles between titanic sized monsters -- Kaiju, if you will. You have giant apes, giant lizards, giant blobs of goo, giant squidheaded monstrosities, and...aliens. In my opinion, the game is the perfect combination of all the things I love from the giant monster movies of the 60s through 00s.

What's not to love about the theme?

Heck, they even recently licensed Voltron which will be featured in a game this summer. The acquisition of this license was a sign to me that Privateer Press had a product that would bring in the revenue for years to come.


Since the miniatures are produced by Privateer Press (Iron Kingdoms), the figures are well sculpted and very high quality. I own quite a few, and I love them so much I spent hours using Dundjinni making a prettier version of the map for Creature that Ate Sheboygan just so I could use these figures with that game.

While my enthusiasm for the game knows few bounds, I was surprised to read that there was a movie in production (by DreamWorks no less) based on the product. There is just a part of my conscious that begins to spiral toward insanity when it thinks about a movie, based on a game, inspired by characters from movies. My metacognitive meter goes past eleven. It's really too much for me to comprehend. Imagine if you will a Villains and Vigilantes or Mutants and Masterminds movie. Either could be good, but still seems out of place in a world where studios can make a Justice League or Avengers movie instead. Besides, DreamWorks recently released Monsters vs. Aliens so they have kind of addressed the topic already.

Skepticism aside, the upcoming Monsterpocalypse movie will be scripted by John August. In addition to having tremendous amounts of "geek cred" -- just read his entries in Gameplaywright Press's Things We Think About Games to get some sense of how hard core a gamer John August is -- John is a very experienced Hollywood writer/director. His past credits include Titan A.E., Big Fish, Go, Corpse Bride, both Charlie's Angels movies, and Prince of Persia (as an Executive Producer).

This film could be very good if John mixes the right elements. I think that he should stop by my apartment in Glendale once a week for the next few months and play sessions of Monsterpocalypse, Monsters Menace America, and The Creature that Ate Sheboygan just to make sure.

Friday, June 11, 2010

Margaret Weis Productions Releasing Smallville RPG at Gen Con


Margaret Weis Productions is quickly becoming the West End Games of the 21st Century -- and that is a good thing.

In the 1980s, West End Games went from a publisher of war games and board games. Among their early titles were Campaigns of Napoleon, Operation Badr, and Killer Angels on the "war gaming" side, and Junta and Bug Eyed Monsters on the "board gaming" side. In the mid-80s, West End Games acquired the license to make official Star Trek based board, war, and role playing games. They weren't the first company to get the Star Trek license, but they were the first company to create consistently high quality products based on an existing license. Star Trek itself had been licensed as an RPG product prior to the West End license, but that product lacked the combination of high production value and quality mechanics that West End brought to the table.

Following on the Star Trek license the company acquired a license for a Ghostbusters role playing game, and the rpg they published for that game secured their reputation. So secure was their reputation that they eventually landed the grand daddy of all rpg licenses -- Star Wars and the game they produced was a masterpiece. To this day it stands as the gold standard for adaptation of a licensed property into a role playing game. The Star Wars mechanics were an adaptation of the Ghostbusters d6 system, one of the cornerstone rules sets for players who prefer "cinematic" role playing games over "mechanics."

The list of licensed properties that West End created games for grew and grew, and they maintained their consistent quality, but changes in the gaming market like the explosion of Magic: the Gathering, the d20 explosion, and the loss of the Star Wars license conspired to bring the company down. It took a while for the company to completely peter out, and you can still find a small pulse out there somewhere, but peter out it did.

When West End's reign as the king of licensed rpgs ended, there was no clear leader in the field. Several companies had licensed properties. Wizards of the Coast had Star Wars. Decipher had Star Trek and Lord of the Rings (the movies only). All of which are/were good products based on "mainstream" intellectual properties, but none of which fired the imagination in the way that West End Games' Star Wars line did.

The death of West End left a hole in the marketplace for a company to emerge as a leader in creating adaptations of "mainstream" intellectual properties.

Green Ronin is earning a reputation as a skilled creator of licensed games, but prior to their recent acquisition of the DC Comics license their properties had been more niche than mainstream. As much as I love George R.R. Martin's Song of Ice and Fire, it's a fantasy series and not a television series/movie.

It appeared that Eden Studios, with their Buffy, Angel, and Army of Darkness games might have become the next true successor to West End, but these hopes fizzled with their City of Heroes license.

Margaret Weis Productions, on the other hand, seems to be acquiring license after license and publishing quality product after quality product. The first licensed game they produced was Serenity based on Joss Whedon's film of the same name -- and which takes place in the Firefly universe. The game was well put together and well received. This was followed by a Battlestar Galactica game and an excellent game based on the Supernatural television series. All three of these games use some variation of Margaret Weis Productions' in house "Cortex" gaming system. The "Cortex" system is a cinematic system, in the tradition of West End's old d6 system, and bears some similarities to the excellent Savage Worlds game system. Not enough similarities that one would accuse MWP of lifting another system, but both systems are easy to learn and use "steps" of dice to signify attributes/skills. The similarities, and the quality of products, likely contributed to their ability to acquire the license for a Leverage based game. The fact that John Rogers, the creator of Leverage, is a big gaming geek couldn't have hurt either.

What is remarkable about this list of licenses is that they come from a variety of networks and companies. Serenity is Joss Whedon/Fox, mostly Joss Whedon due to the status of that IP. Battlestar Galactica is NBC Universal. Supernatural is a CW property (CBS and Warner Bros.), and Leverage is a TNT show (Turner). All of the properties have "geek street cred," but all of them also have audiences outside the gaming community.

This summer, MWP will be adding Smallville to the list of games it produces. According to MWP, the game will use a variation of their in house Cortex system -- but with some key changes:

We've had a few questions regarding if we'll be using the Cortex system for Smallville. The answer is we'll be using an updated version now called
Cortex Plus. It focuses on Values (what's important to you) and Relationships (who is important to you). Powers, training, etc. are Assets you can add
into your rolls when appropriate.

Smallville will use d4, d6, d8, d10 and d12. Many of the game elements are the same but fixed difficulties are gone, replaced by opposed rolls. We feel it's a super fit (sorry for the pun) for this line of product!

The focus on "Values" and "Relationships" demonstrates a desire by Line Developer Cam Banks -- and the writers working on Smallville -- to highlight the interpersonal relationships of the characters over combat situations. Stressing interpersonal relationships in superhero rpgs is an important, but often overlooked element of the emulation of the subject matter. One of the innovations of the "Marvel Method" was the incorporation of personal relationships with "real life" stakes attached. Marvel's genius was in combining Teen Romance comic narratives with superhero action. Some roleplaying games -- like Capes, TSRs Marvel Superheroes (FASERIP), Mayfair's DC Heroes -- have internal risk/reward systems that facilitate non-combat role play. Other games -- like Champions and Mutants and Masterminds -- encourage and allow for personal interactions, but lack a robust mechanic specifically designed to encourage such interactions.

About a year ago, Cam Banks blogged some initial thoughts regarding the development of an independent RPG called Superteam. The game would have been a superhero role playing game that was structured around team dynamics and team-member interdependence, inspired by comics like Teen Titans and the X-Men. Sadly, Bank's posts on the topic faded and I had lost hopes of seeing some of his ideas regarding the proper design of a superhero RPG.

Thankfully, he is working on the Smallville project and we'll get to see some of his ideas there. I would still like to see where he was going with Superteam, but I eagerly await Smallville.

MWP is offering free pdfs of their Supernatural rpg to anyone who pre-orders Smallville.

I'm wondering if one can pre-order and request to pick up the game at Gen Con rather than to have the game shipped.

Thursday, June 10, 2010

The Other Guys Not to Be Confused with The Good Guys

So far, my wife and I have been impressed and entertained by Fox Television's new series The Good Guys. We're suckers for a good action comedy cop show. I blame it on the television we grew up watching. From Starsky and Hutch to Sledgehammer, Gen X-ers watched a lot of cop shows that had light-hearted elements like Starsky and Hutch and C.H.I.P.S, or that were out and out comedies like Sledgehammer.

Comedy, cops, and action just seem natural.

This summer Adam McKay, the scribe who brought us the comedy masterpiece Talladega Nights: The Ballad of Ricky Bobby, brings us what may be the ultimate comedy, cops, and action film.

Samuel L. Jackson, Dwayne Johnson, Mark Wahlberg, Michael Keaton, and...Will Ferrell.

This looks like a fun summer film. Like "Ricky Bobby," this film isn't likely to win awards. But, also like "Ricky Bobby," it is likely to produce a lot of laughs.

Tangled: Disney's New Twist on Rapunzel

As critical as I am of the current trend of self-referential and ironic adaptations of classic fairy tales, Tangled looks fun. That said, the Zoolander reference was a bit much for me -- and is a perfect example of what I despise about "re-imaginings" of classic tales.

Wednesday, June 09, 2010

WizKids Announcing Star Trek Based Games

WizKids/NECA announced yesterday that they will be producing games based on Star Trek intellectual properties. Their license includes television shows and movies and the WizKids products will be available in "digital" as well as physical formats.

WizKids will be adding the Star Trek characters to their existing line of Heroclix collectible miniatures games, which makes this both good news and bad news.

The good news is that there will be some cool minis, hopefully including the space ships, for Star Trek characters. The bad news is that they will have those clunky 1.5" miniatures bases that are slightly too big for the standard 1" format of most role playing games.

Hey WizKids! I want to buy your figures, but I want to use them in my Savage Worlds and Traveller games. I don't care for your collectible miniature game rules sets, but I do like the figures. How about hooking a gamer up?

Dr. Who to Star in Fright Night

It appears that David Tennant will be staring as the clueless "horror-jockey" Peter Vincent in the upcoming remake of the gen-X cult favorite 1980s "Dracula Next Door" film Fright Night. There is little doubt that Tennant will be able to capture a bumbling, tired, worn down, and sympathetic late-night weekend horror movie host -- a role that was captured perfectly by Roddy McDowell in the original.

What remains to be seen is if modern audiences, whose Saturday evenings are tragically free of Bob Wilkinsesque entertainment, will fully appreciate the character. Where the late night weekend television of gen-X and earlier featured wonderful horror host fare like "Creature Features," Count Gore, Joe Bob Briggs, the modern television schedule tends to lack colorful characters like these. I say tends to, because there are still some local channels that feature horror hosts, but characters like these were once ubiquitous.

Roddy McDowell's Peter Vincent was the strongest component of the original Fright Night, McDowell's brilliant combination of Peter Cushing and Peter Sellers in the portrayal of the part is remembered long after the particulars of the movie's narrative. The scene where Peter Vincent learns that faith matters and that things that go bump in the night aren't best combated by jaded performers, is one of the classic scenes in horror.

I am looking forward to this remake, but I do wonder how the film will resonate with younger audiences.

Tuesday, June 01, 2010

Icons by Adamant Entertainment Available Today

When it comes to super hero game rules design, there are five names that are indicative of the highest quality -- and a deep work ethic. They are Greg Gorden, Ray Winninger, Jeff Grubb, Mike Selinker, and Steve Kenson. These are the designers who have created, or edited, the super hero games I play most often. George MacDonald, Steve Peterson, Bruce Harlick, Ray Greer, and Steven Long deserve mention for their work on Champions (the flag ship super hero RPG), but as important as that game is to the creation of the super hero RPG hobby I find myself playing other games more often.

Greg Gorden's rules set for DC Heroes -- especially after it was revised by Ray Winninger -- is what I consider to be the best super hero role playing game ever designed. It combines the effects based design philosophy of Champions with a focus on cinematic and quick play. Champions is a masterful game when it comes to character design, but it bogs down into a Star Fleet Battles variant when the players enter combat. DC Heroes allows for robust character design while allowing for abstract and narrative combat scenes that don't take up an entire evening. A descendant of his work on the Deadlands and Brave New World games systems can be seen in the Savage Worlds Necessary Evil setting.

Jeff Grubb's Marvel Super Heroes role playing game has a few flaws, like the fact that Captain America isn't a very effective character in those epic Avengers conflicts in the form the game has quantified him, but it is a quick playing game that is a wonderful introduction to the gaming hobby and that has enough source material to keep a gaming group playing for many years. The system is intuitive and its "Karma" system of experience ensures that players are encouraged to role play super heroes in a way that emulates the comics. In fact, Grubb's Karma system is one of the best uses of mechanics to influence play style ever invented.

Mike Selinker's Marvel Super Heroes Adventure Game (aka Marvel SAGA) uses card driven mechanics to resolve situations. While still a system of random task resolution, this card driven system empowers players to decide how much effort they want to put into a particular action. It's an ingenious system that solves the "Captain America/Batman" problem relatively easily.

Then there is Steve Kenson. Steve did something I thought was essentially impossible. He took the d20 mechanics of 3rd Edition Dungeons and Dragons and transformed them into a workable super hero role playing game-- by workable, I mean excellent. His ability to cut to the core of the d20 mechanics and eliminate almost everything that was extraneous resulted in a super hero game that allowed the character design specificity of Champions with some of the free form play of DC Heroes. His 1st edition design work on Mutants and Masterminds is nothing short of brilliant. The second edition of the game is still very good, but it features the return of some of the "flab" that Kenson cut from d20 to make it M&M and tilts a little more into the Champions side of the DC/Champions equation. Combat mechanics become a little to specific for me in the 2nd edition -- but I blame the fans.



Any time one of these creators works on a new system, especially a super hero system, it is news worthy. Kenson is currently at work on a new edition of M&M and an M&M DC RPG, but is also the author of a free wheeling indie super hero RPG that just went live on RPGNOW today. This game, ICONS, is a more free form role playing game than the more granular M&M. Icons has a rules set influenced by the very popular FATE game system. Icons also features a graphic style similar to the work of Bruce Timm, and the animated super hero cartoons of the 90s, as well as the work of Mike Parobeck.



I'll have a formal review of Icons soon, but graduate work prevents it today.

I will say this though. If Kenson's name is listed under "designers," then the game is likely a winner.