December 27, 2009

Generation Gap: Marvel Superheroes

Back in 1984, the Big Two in comics realized that their lunch was getting eaten by a bunch of upstarts-- who didn't even make comics! Roleplaying games were booming and neither DC nor Marvel had released a system to make supers. Now, no one else on the market could even breathe an idea like Arachnid Boy or Super-Bones McClawHand without a swift cease and desist, so the established characters were off-limits to the gaming world until the comic publishers got their stuff together and made these licensed games.

The one on the docket today, Advanced Marvel Super Heroes, is the 1986 follow-up which actually featured character creation, as prior to this book, the only thing you could use was pre-published characters with Marvel-official power scales. Oh, how we take for granted now the trading card industry making it easy to know who was stronger, faster, or more powerful with their beams. (Not eye beams, as those are probably trademarked.) Anywho, Marvel Super Heroes!

December 12, 2009

My Dark Tower

Some years ago, I wrote a game called Nexus, using a modified d6 system I wrote whole cloth. This game had a multiverse setting, similar in intent to most other Universal systems (probably more similar to Palladium than GURPS, but you get the idea) in that the idea was that player characters from different worlds could portal across to other planes of existence and go on adventures there, sometimes running into some universal ideas that tie the multiverse together, like common religions, identical people on vastly different worlds with new backgrounds and names, etc.

I've run that game with a couple different sets of rules, from my original to FATE to a brief flirtation with Savage Worlds. Now, I think this idea works well enough that I would run it in nearly any ruleset and port over the setting, but part of the goal was to bring it across with identical ideas, not just differences among flavors.

This eventually led to a project I've begun to consider my magnum opus in gaming...

December 5, 2009

Generation Gap: Savage Worlds

My buddy Theron over at "These Dice Look Funny" pointed out that Savage Worlds (one of my Top Two systems) had created a random generation attachment during their toolkit phase a couple years back, and rolled up a halfing for himself. In taking a look at it,  I feel like the Savage approach to random generation might just be my favorite way of doing things. Let's take a look, shall we?