Tuesday, May 03, 2011

Fightin' Dragons in My Mind -- Roll a D6



I'm thinking about adding this to my mp3 player playlists.

K is for Kung Fu 2100

For its first 26 issues, the storied Space Gamer magazine was a house organ owned and published by Metagaming Concepts. Metagaming used the magazine to promote their upcoming products, and included some -- but not much -- coverage of products by other companies. This all changed after the magazine changed publishers. Starting with issue 27, The Space Gamer was published by the upstart Steve Jackson Games and continued to be published by them for another five years. The Steve Jackson Games run of The Space Gamer is one of the best runs of any gaming magazine in the history of the hobby. James Maliszewski has recently waxed nostalgic about the title and by I talked about the magazine here when SJG started offering their issues as pdfs for sale at their e23 webstore (they are a steal at $2.99 each).

In addition to publishing news and articles reviewing/supporting existing games on the market, the Steve Jackson era of the magazine included a number of classic minigames. Some -- like Allen Varney's Globbo where humorous in nature -- and others -- like Battlesuit -- were games that were inspired by other Steve Jackson products. Most of these games were quite good, but one struck a particular chord with me when I first encountered it as a wee tyke. That game was Dennis Sustare's Kung Fu 2100. The game had everything -- martial artists, secret laboratories run by evil scientists, and transhuman clones.

Dennis Sustare is not a well known game designer today, but he designed some very good micro-games in the 80s. His Star Smuggler game is an entertaining solo game where the player takes on the role of a Han Solo-esque freetrader, and his Intruder is a playful combination of A.E. Van Vogt's Black Destroyer and Ridley Scott's Alien that plays like Star Trek meets John Carpenter's: The Thing. This is likely because both Alien and Star Trek were inspired by the adventures of Van Vogt's Space Beagle, and Sustare's game captures the anxiety of a crew of scientists dealing with an otherworldly threat.

Kung Fu 2100 was inspired by this illustration in the first SJG issue of The Space Gamer:

Issue 27 asked readers to describe what was going on in the above image. Readers could present a game idea or write a short piece of fiction. Sustare did both and the his winning submission became the complete game insert for issue 30.


Kung Fu 2100 was eventually published in three different formats. The first was as the insert game in issue 30 of The Space Gamer for which you will need issue 31 to get the errata to the game -- there are a couple of errors. The second version was a minigame enclosed in a ziplock bag, and the final version was identical to the second except that it was now packaged in SJG's signature minigame box. In the end, the game got nice packaging and provided hours of fun at an inexpensive price.

The premise of Kung Fu 2100 was a combination Logan's Run and James Ryan's Kill or Be Killed. To quote the copy on the game:

IRON FISTS...

For years the CloneMasters have ruled the world. Their only foes are the Terminators -- trained from birth in the martial arts. Now you are a Terminator. Your mission: smash your way into the CloneMaster's fortress...chop through his defenses...and destroy him forever.

But his guards are many and loyal. Like you, they can kill with a single blow. And time is against you...

The game features an interesting combat system where kung fu maneuvers are selected in secret and later revealed as combat occurs simultaneously. The game uses an interesting alternating movement system in order to maintain game balance. The Terminators are tougher than their opponents, but they are badly outnumbered and only the right combination of stealth and skill selection will help them defeat the dreaded CloneMaster.

The components of the game have never been nothing special, you have to hand cut out the counters, but I have always wanted to make a project of making a "home play edition" of the game. I'd replace the small counters used to represent maneuvers and replace them with small eurogame sized cards. The Terminators, Jellies, and CloneMaster would be represented by stand up paper minis -- likely from the Cardboard Heroes line by SJG. I'd also make a more modern looking map. I'll get around to it some day, but that day will have to wait.

As it is now, you can get a copy of the game for $2.99 by buying issue 30 of The Space Gamer, printing out the proper pages, and getting down to having a good time. You might want to buy that copy of issue 31 for the errata, but that issue is worth the purchase for the reviews alone.

Before I forget, one of the most interesting things about the game is that the Terminators are a part of the Cult of Thanatos. The reason they despise the CloneMasters so much isn't entirely due to the tyranny of CloneMaster rule. The Terminators are far more upset that the CloneMasters seek immortality. The Terminators are part of a cult that glorifies death, and seeks to bring destruction to those who are avoiding the inevitability of death.

Friday, April 29, 2011

S is for Steampunk

Yes, I know I skipped a couple of letters -- I will get to them -- but I just wanted to share this small piece of joy my wife drew up for me.

Monday, April 25, 2011

J is for Justice Inc. and James Bond

Two of the -- about 6 -- game designers that I credit with helping to lift role playing games out of the ghetto of the dungeon crawl and into the world of narrative play are Aaron Allston and Greg Gorden. To this day, I still love a good dungeon crawl, but it was designers like Allston and Gorden who showed me that role playing games could be an immersive, interactive, narrative experience that would last for years. They did this by designing games that provided excellent advice for game masters and designing mechanics that fostered/supported narrative play.




I mentioned that Allston was one of the first people to review the Champions role playing game in my H is for Hero System entry. Allston was a quick convert to the system, but he also became one of its biggest promoters and one of Hero Games' better freelance game designers. His Strike Force sourcebook is one of the best super hero game campaign guides ever written, and its advice for running gaming sessions/campaigns are valuable for game masters running any gaming system. In 1984, Aaron Allston and Mike Stackpole (who had also worked on Mercenaries, Spies, and Private Eyes) joined the staff at Hero Games to design a role playing game that would allow players to experience the pulse pounding action of the pulp stories of the early 20th century. The book is nearly flawless in its presentation and design. The mechanics are clearly presented and are able to simulate the wide array of stories that were featured in the pulps.

But the greatest asset of Justice Inc. isn't the rules, it is the Justice Inc. Campaign Book. This booklet is a fantastic collection of essays that discuss how to run a role playing game campaign. The book covers everything from Crimefighting, Espionage, Action and Horror to Spicy Stories and Science Fiction. It truly covers the pulps as a whole and doesn't get caught up in the erroneous mindset that pulp only equals "The Shadow" or "The Spider." Those are great characters, to be sure, but the pulps include Robert E. Howard, C.L. Moore, H.P. Lovecraft and others. The stories run the gamut of genre, and Allston and Stackpole know their stuff. The advice in this 80 page book belongs in any game master's library.

Especially useful are the "Secrets of Successful Gamemastering" listed on pages 6 and 7. The list is short, but it cuts right to the point. The list is as follows:

1) A Gamemaster is an entertainer.
2) Be fair.
3) Be firm and consistent.
4) Be flexible.
5) Use dramatic license.

It was the first rule on that list which was mind-blowing to me when I first read it. It was a direct argument against the "DM is God" mentality that was prevalent during the early era of role playing games. It put the onus on the GM not to just "challenge" the players, or to crush them at a whim, but instead to make sure that the players are having fun. To quote the discussion after the rule, "The thrill of discover, the heart-pounding moments of suspense, and the laughs from humor beat the hell out of the drudgeries of constant warfare and treasure harvesting." It is a mantra that I have tried to live up to for years. Sometimes -- as is the case with some of my 4e sessions -- I fail, but I think that my Eberron players have had some pretty good times and have some stories to share.




Rising up from the ashes of the acquisition of SPI by TSR in the early 1980s, Victory Games -- made up of former SPI employees -- released the James Bond 007 role playing game in 1983. After TSR had purchased SPI, TSR largely ignored SPI titles and it seemed that the acquisition had more to do with limiting competition than acquiring useful IP. Ironically, it was the Lorraine Williams era of TSR that re-released a lot of the neglected SPI titles. But if TSR had never purchased SPI, then Victory Games would never have been created and it is possible -- just possible -- that the James Bond 007 game would never have been designed and that would be a shame.

Gerard Christopher Klug is credited with "Game Design, Development, and Project Coordination," but anyone who is familiar with the old SPI/Avalon Hill system of designing games knows that it is likely Gregory Gorden and Neil Randall (credited as "system development") who did the bulk of the innovative work on this project. Those who are familiar with Greg Gorden's other work -- DC Heroes, Deadlands, Torg, Star Wars and a host of other games -- can see his influence all over the place.

There is a lot to like in James Bond 007. It has an easy to use rules system and some of the best adventures ever written for any game, but the contribution that altered the way that I viewed role playing games -- and informs my sentiments against "roll a skill check for everything" or "If the player doesn't know/ask it then they don't know/can't find out" mentalities of many GMs -- was their Fields of Experience mechanic. You see, in the world of James Bond, there are some things that the characters just know, and Gorden and crew came up with a system to emulate it. It isn't anything fancy, but it was revolutionary then -- and is still revolutionary as Robin Laws' Gumshoe system demonstrates for modern gamers. Put briefly, "There are no dice rolls involved when a character uses a Field of Expertise in play. He either knows the information required or how to perform the task, or he does not. A Field of Expertise will always fall into one of two categories -- information and performance." The GM notes go into even greater detail about Fields of Knowledge recommending that GMs use mechanics to step in to help when players don't ask questions.

A lot of "mystery" adventures bog down in rpgs because the players fail a roll, or fail to "look under every nook and cranny of a room." In the world of James Bond, if the character had the Forensics or Cryptography Field of Knowledge that was enough to keep the ball rolling. Give the clues. Don't interpret them for the players, but let them have the information themselves. Sometimes, their own interpretations end up being better than your original idea and can take adventures down entertaining paths. This was the kind of play recommended by James Bond 007, and it was so different from the puzzle-deathtraps -- like Tomb of Horrors -- of other games that it changed the way I play forever.

Both of these games are sadly out of print, but you can find them at fairly affordable prices on eBay. I cannot praise them highly enough.

Wednesday, April 20, 2011

I is for Icons


When it comes to super hero role playing games, none are dearer to my heart than the classic Mayfair DC Heroes role playing game. The game's mechanics, designed by Greg Gorden and Ray Winninger, are elegant. They are easy to learn, quick to play, and versatile enough to handle a world where both Batman and Superman fight villains side by side.

Sadly, this game is out of print and many gamers refuse to play the games we "old fogeys" love so dearly. So what are those of use who love quick and easy super hero action, that also rewards narrative subplots, to do? We could play the excellent Mutants & Masterminds role playing game by Green Ronin written by Steve Kenson. The game took the mechanics of 3rd edition D&D, put them through a laser filter, and refined them into a fine super hero game. But that game -- prior to its recent 3rd edition release -- had fallen under the spell of the mechanical rather than the narrative as its audience grew to include former Champions players in addition to former DC Heroes players. It's still a great game, as is Champions, but it is more mechanical and "wargamy" than the old DC Heroes game was (this is less true of the new 3rd edition).

Those of us who want a more purely narrative game can be thankful that last year Steve Kenson -- there is that name again -- designed exactly such a game for Adamant Entertainment. The game is called Icons and it is a small piece of heaven.

The game's graphic design is inspired by the Bruce Timm cartoons of the 90s. The game takes the easy to play FATE system and makes it even easier. Since it is based on the FATE system, the game is heavily narrative and Kenson has manage to combine some of what is best from both the old DC Heroes and the old Marvel Super Heroes role playing games to make this gem. The system is good for the one shot, or for campaign play. The system is versatile enough to handle both Batman and Superman style characters...without having to create different "power levels" that have different "game balance" math. It's just pure fun in book form. In the grand tradition of super hero role playing games, it is filled with concise -- but useful -- information on how to run games in an entertaining fashion.

There are quite a few super hero systems out there, and most of them are quite good, but few of them can be picked up and played as quickly as Icons.

Adamant has released some excellent adventures in support of the game, and their big villain book comes out next week. Give it a shot.

Friday, April 15, 2011

H is for Hero System


Champions, the first Hero System role playing game, was released in 1981 at the Origins Game Fair. One of the first individuals to purchase the game was game designer and magazine editor Aaron Allston who quickly reviewed the game for The Space Gamer magazine in issue 43. By issue 48, The Space Gamer was featuring articles about Allston's Champions campaign, as he became one of its biggest advocates. His review was very positive, but it also contained a fair amount of constructive criticism. In particular he criticized the overly combat oriented nature of the rules set:

There is nothing on "extracurricular" characteristics of the superheroes -- there is no way to determine professional skills or wealth, for example. In the comics, Dr. Mid-Nite can use his medical skills to aid a badly wounded comrade, but in CHAMPIONS the injured soul must be rushed to the hospital, as there is no way for characters to be doctors. There is no way to see if the character is a playboy millionaire or a struggling science student. In short, within the scope of the rules, you can create Iron Man, but not Tony Stark, The Huntress, but not Helena Wayne.

To a certain degree, Allston was perfectly correct in his criticism. The skill list of the first edition of Champions, on pages 10-12, was sparse. It included only the following skills: Acrobatics, Climbing, Computer Programming, Detective Work, Disguise, Find Weakness, Lack of Weakness, Luck, Martial Arts, Missile Deflection, Security Systems, Skill Levels, Stealth, and Swinging. There is a complete and utter lack of professional skills in this list. This is also true of the second edition of the game. While the second edition improved the layout of the rules, clarified many rules descriptions, provided sample characters, and eliminated the sub-par Vic Dal Chele artwork from the product, Allston's critique could still stand.

Hero Games quickly released a series of related role playing games -- Espionage and Justice Inc. -- which had a more "street level focus" and thus had more "granular" skill and "perk" lists. Since these games dealt with Spy Stories and Pulp Adventure, and the heroes were more "human" than the superheroes depicted in Champions, these games included rules for knowledge skills, science skills, and the like.

The third edition of Champions still neglected these "secondary" skills, but most GMs had already begun to incorporate them into their games as the "Hero System" released more and more products. Eventually Hero Games released Danger International -- a serious update of Espionage -- Fantasy Hero and Star Hero proving that the underlying Hero mechanics could be used with any genre.

With the fourth edition of Champions -- the edition I believe is the best -- the skills and perks systems from the various offshoot Hero System games were incorporated fully into the Champions rules and the Hero System became truly universal.

But there were still players who -- like Allston early on -- wanted more granularity in the rules set. It wasn't enough to have rules for medical skills, there needed to be rules for flash light illumination, or the ability to moderately adjust the temperature in the room for heat/cold based characters. Some fans wanted every little minute detail to be codified in some purely mechanical system -- and thus the Hero System 5th Edition was born...and eventually a 6th edition.

All of the rules sets are good. I don't think any are sub par. I do think that they level of granularity and the ever increasing pressure to mechanically represent every last detail of the character has become a bit of an obsession for the rules and for some Hero players. I remember when the Hero players began to post on the Green Ronin boards about the Mutants and Masterminds skill system. Steve Kenson wanted the "ultra-skilled" characters like Batman or Mr. Fantastic to buy "Super Attributes" that implied that the character was equally proficient in all skills related to that attribute. I thought Kenson's proposal was magnificent, the former Hero players -- and some d20 players -- dissented. They wanted each skill to be purchased separately and the level of proficiency to be paid incrementally.

The fans of the granular won out, but ought they have. Is it really necessary for a rules set to have specific representation of knowledge skills and/or professional skills? Can't a character write a robust background for he character and have the GM rule, using judgment and common sense, how that background affects a situation?

Do we really need to have players roll dice to see if their Nobel Prize winning Physicist character understands string theory? Or is it better to have that be an improved/acted out scene that the GM can plan for and leave clues using the assumption of player proficiency rather than leaving it to arbitrary die rolls?

Table top role playing games aren't computer games after all. The reason we have mechanics for combat is to avoid "I shot you...no you didn't" Cops n' Robbers situations. They prevent arguments by providing a buffer between the player and the Game Master. They minimize the perception that the GM is just out to get you.

With non-combat/non-contested attributes, like wealth or education, are those things to be quantified or things to be incorporated into narrative?

For me, they are best things left incorporated into narrative -- unless someone is trying to outperform someone else. One might need mechanics for a duel of wits, but one doesn't need mechanics for "training."

All that aside, and the Hero System can easily be run without the skill system bogging things down, the Hero System is one of the great additions to the gaming hobby. It was one of the first games to use point build characters. It incorporated war game techniques and role playing game mechanics in a wonderful fashion, and was the first system to fully emulate the superhero genre while allowing full design control to the players.

Some of the best Hero System products are (in no particular order):
1) Champions -- 4th Edition
2) Danger International
3) Justice Inc. -- partly written by Aaron Allston
4) Fantasy Hero -- for 5th Edition Hero