When in doubt, have them grow wings
This is an entry into this month’s RPG Blog Carnival about Transitions & Transformations, hosted by some jerks.
I’ve written before about the many mean things I’ve done in horror RPGs. There’s another technique that I enjoy in any games that I run that ties into that, but doesn’t have to be mean. I enjoy transforming people’s characters.
Now, characters will undergo transformations on their own as they change and grow. Depending on what system and setting you’re running, the characters may gain powers and abilities, have their morals shift, change homes, and so on. And there are the transformations that are parts of the characters abilities, that when you get right down to it, are not that big of a deal. Back in 3.5e D&D, a high enough level Druid was going to be changing shape in practically every combat. That’s all accepted as part of how RPGs work. Even the campaigns lacking in any kind of fantastic elements are going to have the characters change in other ways- that’s the point of XP, right? [Read the rest of this article]
I'm sick, Here's my note!
To whom this may concern
Please note that Phil, that you know under the pseudonym of The Chatty DM, hasn’t been blogging much in the last few days as he’s been stricken with a bad case of stress-induced insomnia. He’s focusing his creative writing on his freelance adventure.
I told him to exercise more and eat more vegetables but he doesn’t listen to me anymore.
Phil’s Mom.
There you go, I have a note!
I’m ok, just so damned tired all the time.
If things don’t turn around soon, I may start re-posting oldies but goodies from my 500+ library of posts.
All the best and do enjoy the weekend!
Mutants and Mastermind: Hacking it so I can play it
Philippe – Always use your powers for Good. Steve Kenson Gen Con 2008
That’s what’s written in the inner cover of my copy of Mutants and Masterminds 2nd ED. I bought it at the Green Ronin booth on the last day at Gen Con last summer and when I saw that the author was behind the cash machine, I rushed to get him to sign it.
Geekout!
For most of the rest of summer and fall, the book rested on my ‘to read’ pile, along other books I obtained since then. Since I spent a lot of time and effort reading adventures and getting in the D&D 4e groove for our fall gaming season, that book was left mostly ignored.
A few weeks ago, needing some RPG distraction from our current game, I picked the M&M book up and started reading it. I’m not yet done reading it, having reached the Gamemastering section.
Up to that point in the book, I was having mixed feelings.
First of, I was really impressed of what had been achieved with the d20 rules. I would not have expected an apparently balanced point-buy system to be feasible within the framework of the that game engine. Yet it was done.
Secondly, the book is well written, has great art, and offers pretty much all the options one would expect from a Supers RPG. It feels like a Supers game whenever you pick the book and peer at a random page.
In fact, when you factor in all the options, feats and limitations that can affect each power there are a lot more packed in these pages than it appears. The combat section has all the options you would expect from a Supers game while at the same time having dropped Attacks of Opportunity and encouraging playing without a battlemap. Still there’s a lot of rules in there!
So much so that this is where the book kinda loses me. This is a late design d20 3.5 game with its complete toolbox approach to character creation and task resolution. While I was reading the section on combat I could imagine just how much I would have to go back to the rules and check powers, feats and special combat moves time and again.
I don’t currently want that in a game. I moved away from D&D 3.5 for a reason and reading M&M, while awesome in itself, reminds me why I moved away.
I’m a cyclic gamer (some would say I a weather vane) and while I’ve highly enjoyed playing d20 by the time 2008 rolled up, I was ready for something else.
However, what saved the game for me was how the first part of the GM’s chapter is crystal clear: “We’ve put all the crunchy bits of d20 because we had them around and you might enjoy them, but feel free to play with only these 4 rules… (all centered around the core d20 mechanic of ‘roll high against a target number).
So given that I’m still somewhat comfortable with the d20 system, I could totally see myself play a few one-shot adventures of M&M by ignoring preety much every thing I don’t like about the rules.
To that effect I’d play it thus:
- Premade characters, fluffed up by the players
- I’d use only premade guys from the Core Rules and the Campaign Setting (I also purchased Freedom City 2E a few weeks ago), I would not design bad guys.
- I’d ignore most feats on the bad guys unless I could ‘get’ them easily enough without lengthy page flipping.
- I’d use the 4 basic task resolution rules along with Hero Points and the combat Knockback rules (those are cool).
- The rest I’d probably make up on the spot!
You guys have any other tips to give me should I want to tackle this promising yet oh so crunchy game?
Play Auditorium
Thanks to Tycho, today I found the game Auditorium online and now I’m hooked. The funny thing is that I’ve only played with it at work where I don’t have speakers, but from the name and looks of it I imagine I’m missing a part of the game without the auditory experience. I guess a fun physics / puzzle game is enough for me as it is!
The game involves using various directional nodes to direct/influence flowing particles towards meters that fill up as more particles hit them, and you finish a level when you fill up each bar. The later levels incorporate whirlpool nodes and different colors for greater challenge, and possibly more but I’m currently stuck on a level so I don’t know about that yet!
You should check it out!
YouTube Tuesday: Akira Remake Edition
A satirical take on a remade version of the classic movie Akira. With Day the Earth Stood Still starring Keanu Reeves coming out, no crazy remake concept would surprise me nowadays.
Contest: Give the Gift of D&D
‘Tis the season for giving, and we’ve got stuff we want to give away, so it all works out!
We are giving away a prize pack that will give any new D&D player everything they need to get started. The pack contains:
- Dungeons & Dragons Starter Set (4th Edition)
- Keep on the Shadowfell
- D&D Miniatures Game Starter Set (Revised)
Between the three of these, you’ll have dungeon tiles, maps, counters, dice, minis, adventures, and of course, some rules to get you started playing D&D 4th edition. A great gift for a new D&D player. [Read the rest of this article]
RPG Blog Carnival: "Transitions and Transformations"
What is a blog carnival? It’s where bloggers mutually work on the same theme or topic for a month. This month we are proud to be the fifth host to the RPG Blog Carnival. Thanks to The Dice Bag for hosting last month’s Carnival about Religion.
We have decided that, given that this is the end of the year and a time for change from one year to the next, that this month’s theme will be “Transitions and Transformations.” Tackle anything in RPGs about transitions from one thing to the next, or any kind of transformation that occurs in RPGs.
How do you get in on the carnival? Just write a post around this month’s theme, then leave a comment on this post with a link back. At the end of the month, I’ll round up all the entries in another post. Then the carnival will move again! That’s all. I’m looking forward to seeing what everyone comes up with. [Read the rest of this article]



