Showing posts with label Superheroes. Show all posts
Showing posts with label Superheroes. Show all posts

Wednesday, February 06, 2013

The Warlock's Review: Sentinels of the Multiverse (Enhanced Edition)


As I've mentioned a few times before, when we can't manage to get everyone together on our Friday night game nights, we typically default to a board game night to unwind after a long week.  With the PlatinumChick still suffering the aftereffects of an upper respiratory infection and our newest arrivals at the table AWOL for the evening, we decided to break out my newest acquisition:  Greater Than Games' Sentinels of the Multiverse: Expanded Edition.

Sentinels of the Multiverse: Expanded Edition
by Greater Than Games
I first became aware of SotM last year at Origins.  Since the PlatinumChick and I arrived later than our Witt-going comrades, our first day was punctuated by some time in the dealer hall, where we sat down for a demo of SotM.  While I was intrigued by the game--we both really enjoyed the demo session and were interested in an eventual purchase--we were told by one of the >G gang that they'd soon be coming with the Expanded Edition with better packaging and a higher-quality cardstock, so we held off on the purchase for the time being.  However, I stumbled into an Amazon giftcard for Christmas, and decided to pull the trigger on SotM.

Sentinels of the Multiverse is a cooperative card game set within the fictional world of Sentinel Comics.  Players take on the roles of the Sentinel Comics heroes, but any comics fan will immediately note the similarities between these heroes and the various DC and Marvel mainstays.  The Indestructible Bunker, for example, is an unabashed Iron Man homage, while The Wraith is a female pastiche of Batman.  Legacy combines Captain America and Superman, while The Visionary evokes Jean Grey.  Even the villains and environments--controlled collectively by the group--evoke classic Silver Age tropes, including a sentient robotic AI, a "lost world" trapped within a frozen wasteland, and even a rampaging alien warlord.

Gameplay is quick around the table and easy to understand, even as the rules on individual cards stack up.  In a given turn, a player plays a card, uses a power, and draws a card.  Individual cards, representing attacks, equipment, or unique powers, can alter this pattern, though the fundamental rhythm remains the same.  At the end of the heroes' turns, the environment and villain each flip a card from their own decks, representing villainous weaponry, minions arriving on scene, or even events like volcanic eruptions or train collisions.

While one would normally expect such a routine to seem redundant, the exact opposite proves to be true.  Rather, the static pattern allows individual games to run quickly:  a single game at our table, with five people each controlling their own hero, ran around 45 minutes each, which allowed us to try out all the heroes, villains, and environments in the set.  However, what really struck me about SotM--and what really made the game for me--was how unique each of the individual heroes felt, despite using the same fundamental mechanics.  Tachyon, a female speedster, benefited most from burning through her deck as quickly as possible, while Bunker relied more on lasting equipment and alternated through three "modes" which allowed him to focus on either acquiring cards, assembling equipment in play, or laying down the hurt on the villain.

The "Sentinels" of SotM: EE.
Each with their own deck, each with their own theme,
each with a totally different feel!
Even characters with relatively similar roles felt significantly different:  Tempest (a Storm/Aquaman mashup), Ra (a fiery Egyptian homage to Thor), and Absolute Zero (a unique take on Mr. Freeze and WonderMan) are all nominally damage-dealer-type heroes.  However, while Ra can lay down huge amounts of single-target damage via his innate powers and one-shot cards, Tempest spreads around the damage with numerous ongoing cards representing his ability to summon storms.  Absolute Zero, mind you, plays differently than both the aforementioned heroes, redirecting cold and fire damage to both damage his foes and to regenerate his own health.  At the very least, this provides fantastic replay value, but the differences between heroes make each one an enigma to be "figured out," even as you're subject to the whims of the shuffled deck.

I only really have one niggling frustration with Sentinels:  while SotM supports play for five players, we found the game fairly easy, winning all five games we played.  Our closest match was one against the alien conqueror Grand Warlord Voss, as the group of heroes we had chosen weren't able to pump off enough damage to take out Voss's dreadnaughts efficiently.  Even then, we still pulled out a narrow win, with two of our heroes finishing off Voss while the others 'assisted' from their incapacitated states.  I get the impression that the game would be more challenging with either three or four heroes, as we were able to control the flow of the game even from the very outset with minimal difficulties.  We even took down Citizen Dawn--a superhuman-supremacist pastiche of Magneto--on her "advanced" mode without many difficulties whatsoever.  Visionary and Haka (a Maori version of the Hulk) managed to lock down her minions with ease, while Bunker and Tempest laid the proverbial smackdown, with Legacy providing support and buffs.  I'd like to try running a three-person game of SotM in the near future, just to see how the game runs with less players at the table.  It seems like four might be the magic sweet-spot.

Sentinels has proven to be a wild hit since its release in 2011, leading to three expansions and a fourth on the way, after the massive success of the SotM: Shattered Timelines Kickstarter.  Each expansion carries its own theme, bringing new heroes, villains, and environments to the table.  Word is that these expansions also increase the difficulty, as the villains and environments in each are meant to challenge experienced players.  That could be a welcome addition, providing additional variety to an already-varied game with tons of replay value.

Sentinels of the Multiverse was really a hit around our table and I'm looking forward to seeing what comes next from Greater Than Games.  I'm hoping to pick up Rook City and Infernal Relics--the first two expansions--sometime soon, though I can't say how soon that might be.  FridayNightWill came away from the table looking for where he could buy his own copy, which might be the highest recommendation I could offer.  These guys are doing it right, and it's great to see a self-funded independent project become so successful.  I have nothing but praise for SotM--pick it up, if you're able.

Monday, February 06, 2012

In Which The Warlock Mulls Some Problem Players...

This past weekend, I was lucky enough to throw down some ICONS for the WittKids, as part of their Friday Night one-shot series.  In the midst of working on a ton of writing for Cubicle 7 on another book for The Laundry, I managed to cobble together a new adventure.  In true Silver Age fashion, I decided to give our heroes a great Nazi-punchin' time!

Ek Balaam--the lost city of Dr. Arrington's desire!
The premise?  Famed University of Miami anthropologist Dr. Anthony Arrington has gone missing, seeking out a series of undiscovered Olmec ruins in the jungles of the Yucatan.  But, as the heroes arrive at his dig site, they find it being trashed by men in SS uniforms! 

I wanted to make this adventure really over the top, including some great challenges for the PCs.  One of the ways I did so was through vehicles--the Nazis arrived on scene in the first chapter of the adventure riding on bulldozers, crashing through the underbrush and directly into two of the PCs!  I won't spoil the adventure, as I may be running it at FOPCon this time around since their theme is superheroes, but it ended with a fantastic airboat crash in the middle of a huge swamp.  Epic stuff!

However, the game wasn't without a few nitpicks.  While I had planned on using my pre-built supers group--The Huntsmen--I ended up with 8 players at the table:  two more players than I had Huntsmen!  Not wanting to turn anyone away, The Journeyman GM and the PlatinumChick rolled up random PCs, and we rolled with 8 players at the table.

Therein lay my biggest problems. 

You see, friends and neighbors, I ended up with two players in amongst those 8 that just Did.  Not.  Get.  It.  And, while it didn't "ruin" the game by any stretch, it did make GMing fairly difficult, as I tried to keep the rest of the group on track.

ICONS--a four-color system...
...but with grim 'n gritty players?
ICONS, as you may know, is a game very much styled after the four-color action of the Silver Age of Comics.  As such, certain things hold true:  real heroes don't use guns, heroes don't kill, and villains monologue before the battle is joined.  Player one, however--let's call him Bill--just did not get this idea.  Despite the fact that he could fling sonic energy from his fingertips, he continually wanted to loot Nazi assault rifles and pass them out to the party as sidearms.  As I was narrating through Doktor Schumann's monologue, Bill continually interrupted with what he wanted to do, often talking over other players to do so.  Twice, I had to stop halfway through the narration and ask him to stop....which he actively resented, complaining loudly to the rest of the group. 

As a GM, I felt I had an obligation to act, so as I mentioned, I asked him to stop--he had been talking over one of the players at the far end of the table, who literally was raising her hand, trying to get my attention.  It wasn't fair to her--or to the rest of the table, for that matter--for him to take up the limelight.  Further, his actions were actively obstructing the advancement of the plot! 

Unfortunately, that wasn't the only issue.  Again, as you may know, ICONS is a free-form, narrative system which uses a riff on the FATE mechanics to focus on character development and over-the-top stunts.  But, a second player--let's call him Jim Bob--took some issue with this idea.  I've gamed with Jim Bob before, and his leanings definitely skew towards more tactical games.  Jim Bob complained loudly about the fact that we weren't using a battle mat for combat, instead relying on imagination and GM description.  Eventually, I relented, scratching a brief map on the room's white-board, but even that wasn't enough for him.  He wanted precise detail in a game that not only doesn't focus on it, but doesn't even have true "ranges" or the like.  He wanted something from the game that I simply couldn't give.

Jim Bob also just didn't get the idea of his character's Aspects and Qualities.  He decided to play the Huntsmens' stealth and infiltration expert, yet began the game roaming about Playa del Carmen wearing an oversized sombrero, even trying to sneak around with it on!  He claimed that the "Sarcastic Joker" on his character sheet prompted him to do this, but actively ignored every other Aspect or Quality on the sheet in doing so.  Similarly, where others attempted to use their Aspects and Qualities to refine their actions--primarily through the use of Determination, by power stunting or using determined effort--Jim Bob really didn't do so. 

I'm not posting this to rag on the WittKids by any stretch of the imagination.  While I was frustrated at the time, it seemed that most everyone at the table--these two included--had a good time with the game.  However, I raise these issues as a question:  if these two were at your table, how would you adjust your GMing for the circumstance?  I'm hesitant to say "deal with them", simply because they're people--they shouldn't just be "dealt with". 

How do you, as a GM, alter the situation to better accomodate (or censure) actions detrimental to the game?

Wednesday, July 06, 2011

In Which The Warlock Muses on a New Project...Again...

One of the biggest residual benefits that I tend to pull from Origins is the "post-convention inspiration".  I find that, after our trips to major gaming conventions, I come back with a brain-ful of inspiration, ready to start writing.

This year, I was determined to channel that inspiration into my already-existing projects, and hopefully finish out either SunnyVale Acres or Dungeon Slam!, and possibly even get a playtestable version of Lumberjack Wars up and running.  Don't get me wrong, I'm still working on those, but they've taken a bit of a back burner to a new project...

Fantastic Four #1:
In the heart of the Silver Age
Running ICONS at Origins (and talking with Gareth-Michael Skarka, one of the creators!), I was really high on the ability for a simple game-system to emulate the Silver Age of Comics.  While light on the rules--really, one of the draws for me--the biggest benefit of ICONS is the way in which it fosters the "over the top" actions as a default.  Heroes are encouraged to take risks, try new power combinations, and lay the one-liners on thick and heavy, as they take down alliteratively named villains.

Many superheroes systems have done their best to provide a "generic" view of comics.  Mutants and Masterminds, particularly, does its best to appeal to all the eras of comics, providing a "kitchen sink" approach to design--from street-level to cosmic, you can potentially build any Hero in such a system...the system isn't particularly geared for any particular type of gaming.  They suffer from "d20 syndrome" in the fact that the system mechanics aren't geared towards supporting the setting.  As such, the mechanics become bland and the onus of telling the story resides only with the players and Game-Master, not the game as well.


But, then it struck me. While the Silver Age of Comics has its representation...what about the pinnacle of comics storytelling: the Iron Age?


Rorschach, a seminal
Iron Age anti-hero...
Not familiar with the Iron Age of Comics?  Yes, you are.  You just might not know it yet.  Seen Watchmen?  Alan Moore's magnum opus was the seminal work of the Iron Age.  Enjoyed The Dark Knight?  Yeah, based thematically on Iron Age comics series The Dark Knight Returns by Frank Miller, and The Long Halloween by Jeph Loeb.  Don't get me started on the lordly might of comics legend Denny O'Neil, and his character-defining runs on Iron Man, Green Arrow, and The Question

As such, I set a new goal for myself:  write a game based in the Iron Age--my favorite era of comics, and what may well be the greatest era of comics as a storytelling medium.  The Iron Age took superheroes away from dealing with fantastical threats, towards a more grounded, realistic series of conflicts.  Not satisfied with "villains of the week", Iron Age writers and artists sought to bring depth, experience, and poignancy to a medium often relegated to children.  And no role-playing game has dared to try to bring those stories to the forefront, despite the fact that they are perennial favorites of both comics-fans and laymen alike.

That leaves me where I am now:  about 20,000 words into what I'm calling Cold Steel Wardens:  Adventures in the Iron Age of Comics.  Working a typical "work-week"....oh, who am I kidding....working from about 7pm till about 4 am, I manage about 2,500 words a day, with occasional spikes into much higher word counts.  Hell, the first day I sat down to write, I pumped out about 9,000 words alone!  Plus, I've been able to maintain a feel suitable to the Iron Age--martial arts combat styles, a focus on investigation and human foes, and a visceral damage mechanic...I think I'm onto something here!

With a bit of luck and continued work, I should have a completed rules-set by the end of August, with a completed manuscript, ready for editing, by the end of the year!  I'll keep you posted, friends and neighbors!  There's more to come!