Archive for July, 2012

July 26, 2012

Warning! Content Shift Approaching!

by Ben Erickson

A while back I made the decision that this blog was going to change from a general blog to a focused gaming blog. Well, in the past several months I have been afforded several writing opportunities. I am a staff writer at both Word of the Nerd Online and more recently, The Gaming Security Agency.

The GSA is focused on gaming, and that is where I’ll be directing a lot of those entries that you have come to expect from this site. If you’re a fan of my Threat Assessment or Build of the Week pieces, you should head over there. You can find my articles under Agent 66.

As such, I’m making the executive decision that effective immediately this blog will be moving back to a much more general theme. There will be more regular updates, including smaller pieces as well as personal pieces that aren’t suitable for publication at the other blogs I write for.

July 11, 2012

Review: Marvel Heroic Roleplaying Part Two

by Ben Erickson

Note: This is the second part of a larger review of the Marvel Heroic Roleplaying Game from Margaret Weis Productions. You can read the first part here.

Dice. They are generally one of the central components of any roleplaying game, and there are as many different dice mechanics out there as there are roleplaying games. Sure, some don’t use dice. They may use cards. They may use coins. Some use a game of rock, paper, scissors. A small handful of them might use a combination of interpretive dance and Pig Latin. (I’m trademarking that particular mechanic. Get back. Those millions are all mine.)

But every game out there has some method of adjudicating conflict. And with a game like Marvel Heroic Roleplaying there is going to be a lot of conflict. So, how does this game adjudicate?

Well, the game functions with dice pools, a concept that is familiar to a lot of gamers out there. You roll a number of dice and look for certain things, be they dice that come up certain numbers or matches. However, Marvel Heroic does things a little bit… differently. Each character has a number of things on their sheet, or “datafile” that are rated at various levels of power, from a d6 to a d12. These correspond to the type of dice you roll together when you perform an action. But the first things first, you have to clearly state your intent. This is what helps you to determine what powers and traits you can tap for that particular action. You then set about building a dice pool out of the various listings on your data ile out of your Affiliations, Distinctions, Power Sets and Specialties.

The first thing you need to look at is their Affiliation dice. This is based on the group situation that your hero is in: Solo, Buddy, or Team. Each of them is either rated a d10, a d8, or a d6 based on how well the hero operates in a given situation. Heroes are strong in certain situations, but weaker in others. Captain America works best in a team setting, but isn’t so hot when he’s by himself. Wolverine prefers to play by himself but struggles when it’s just him and one other person. Spider-Man really shines with one other hero to play off of, but his style is kind of cramped in a team situation.

A classic team situation.

Then you get to look at your character’s distinctions. These are the quotes or traits that really define your hero’s strengths and weaknesses. These are things such as “Man out of Time” for Captain America, “Blind Justice” for Daredevil, “Billionaire Playboy” for Iron Man, or “With Great Power Comes Great Responsibility” for Spider-Man. If one of these distinctions applies to the character’s situation, they can choose to add it to their dice pool at either a d8, or at a d4 and gain a Plot Point (more on these later).

Finally it’s time to look at your power sets and your specialties. Find a power that fits the situation and a specialty that fits the situation and all of the dice together. This is your dice pool.

This may sound a little difficult to grasp, and granted, it’s a little bit hard to get your head around at first, so let me give you an example. I’m playing Colossus and I’m with several of the other X-Men, including Kitty Pryde, my on again, off again girlfriend, and we’re attacking several members of the Brotherhood. She’s getting the snot beaten out of her and I want to go and help by smashing one of her attackers. I look at my sheet. I’m in a team situation, so I start with the base d10. I see two of my distinctions that could be useful – Ironclad Loyalty and Quick to Anger. I decide to add Quick to Anger at a d4 and take the Plot Point from the Watcher. I add my Godlike Strength at d12 and my Combat Expert at d8 to finish out my dice pool. I end up with a d12, a d10, a d8, and a d4.

You roll your dice and immediately set aside any 1s that you roll. These are what are known as opportunities and are the currency the Watcher uses to grow the Doom Pool (more on that later). Then you add any two dice together to get your total and then assign one of the remaining dice as the effect die.

Your opponent assembles his dice pool the same way, picking and choosing from his data file to build his dice pool and sets his total and effect die, using the same rules as the hero pertaining to any 1s rolled.. If the hero’s total is higher, then his action succeeds and he applies the effect die to the opponent or uses it to create an asset or complication. If the opponent’s total is higher, then the action fails.

There are many, many more things pertaining to dice pools and effect dice and what they can do, much more than I am able to spend talking about here. Assets, Complications, Scene Distinctions and more can all affect your dice pool or dice pools that are rolled against you. For more, I would encourage you to pick up the book and give it a read through. Hopefully I’ve more than piqued your interest a little bit. Stay tuned. Next time I talk about my favorite part of the system – The Doom Pool and speak more on Plot Points.

Originally posted on Word of the Nerd Online.

July 10, 2012

Review – Marvel Heroic Roleplaying Part One

by Ben Erickson

Published on April 17th, 2012, Margaret Weis Production’s (MWP) Marvel Heroic Roleplaying Basic Game was released. This game was subject to no small amount of buzz. It was first announced that MWP had acquired the Marvel license at GenCon 2011. This license joined forces with some other incredible licenses, including critically acclaimed television series like Leverage, Serenity, Battlestar Galactica and Smallville. I finally got my hands on a copy as a birthday present.

MWP also had a fantastic stable of writers to put together Marvel Heroic Roleplaying including Cam BanksRob DonoghueMatt ForbeckWill HindmarchPhilippe-Antoine Menard, and Jesse Scoble. The level of talent shows in the design of the game as well as in the writing throughout the book.

It should be noted that this review is coming from only having read the book (which is one of the few game books that I’ve read cover to cover mind you), but I have unfortunately yet to get it on the table. I do hope to do so very, very soon.

Let’s just get this out of the way right from the outset. I love this game, and it is my firm belief that if you are a fan of the Marvel universe, superhero roleplaying games, or of Margaret Weis Productions, you should get it. You can grab it from Amazon for $13.59 or you can get it directly from MWP’s website for $19.99 with the bonus of a free PDF copy. It clocks in at 227 pages in length and is only the size of a trade paperback, more than fitting for the property.

Right from the outset, it is obvious that this is not your typical roleplaying game. Most games dedicate a large section of the book to creating your own persona, and this one does have a section for creating your own hero and talking about the various powers and specialties. But that is not the primary focus of this game. Instead, Marvel places a much bigger emphasis on selecting an existing persona from Marvel’s impressive stable of characters and playing as them for a while.

Whaddaya mean we don’t need a healer?

And the reason for that is the game is not focused around having a character for a long-term story, but instead to explore various characters for a session or two and then take on another character in the next event. You don’t have to worry so much about character balance or having “the right character for the job” in the group of heroes. Whereas a Dungeons and Dragons party may very well fall apart without a Wizard or a Cleric, there is no danger of this in Marvel Heroic Roleplaying, in fact, it might make for some very interesting drama. And with 23 characters in the book, from Captain America to Wolverine, Iron Man to Spider Man, Mr. Fantastic to Ms. Marvel there’s bound to be a couple that catch your eye.

So, just how does the game run? Well, at its core, Marvel is powered by the Cortex Engine, MWP’s in-house game engine, though those of you familiar with any of the previous incarnations of the game might have to take a harder look to notice it right away. It’s the heavily modified version of Cortex from Leverage and Smallville, and is actually modified  a little bit more to focus on the four color action of the Marvel universe, and it does so beautifully. The dice mechanics can take a little while to get your head around, but once you do, it is incredibly intuitive and easy to pick up. In the next installment we’ll get into a discussion on just what dice to pick up and when, as well as talk about my favorite part of the game, the Doom Pool.

Originally posted on Word of the Nerd Online.

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