Showing posts with label FASERIP. Show all posts
Showing posts with label FASERIP. Show all posts

Thursday, 10 August 2017

#RPGaDAY 2017 - Day Eleven


The "dead" RPG I would like to see reborn is the old Marvel Super Heroes FASERIP system from TSR in the 1980s. It can't be declared truly dead since so many people are still playing it and all of the PDFs from its original run are free online. But it is out of print and no one is taking advantage of all the game design improvements of the last 30 years to tighten up the game and improve the play experience.

That's not a criticism of the game. It was both ahead of its time and a product of it. The resolution chart for success, in particular, was en vogue in game design for a while in the early 1980s but disappeared quickly. Still, much of what makes the game work well found its way into modern games like FATE. I wrote a post about that along time ago. The wonky experience system that is burned for luck is a feature I find in more games lately as well. The experience rewards themselves are a brilliant way to encourage play that gets the kind of situations that happen in Marvel comics all the time.

The infamous chart. I remember we had a cardboard wheel that worked the same as the chart for a while too.

The biggest barrier to a renewed Marvel Super Heroes game is licensing. Back in the 80s Marvel likely saw an RPG as a way to expand their market on the rising tide of D&D's insane success. Their properties also weren't worth what they are today, thanks to some outlandishly successful movies and small screen offerings. The recent Marvel Heroic RPG collapsed under the weight of the licensing agreement Margret Weiss Productions made to get it. Their game existed for a year before that dream died. There were other problems with the game, notably a lack of original character generation, but any other publisher is going to have to deal with a similar financial imbalance. RPGs have shrunk as a market and Marvel as an IP has gained a whole new level of success. The viral success necessary to afford to keep the license is difficult to manufacture.

That said, this is about what I want, rather than what I think can happen. I'd like to see the FASERIP rules streamlined and cleaned up a bit. It could be brought into the 21st century with a few tweaks. Maybe that chart could be replaced with a target number system? Maybe the percentile dice could be dumped for something more simple, like a D20? The details are less important than the core game moving forward and evolving.

You won't see one of these in the new game! :P

There are plenty of old adventures available from Classic Marvel Forever, but I'd like to see some new ones. How about a Marvel Cinematic Universe Sourcebook? That's a way to make a grab for new fans.

The Marvel Universe has grown and changed a lot since the game went out of print. It would be amazing to see what could be done with it all now.



Note: If you are reading along, you might notice that I'm skipping days here and there. Part of it comes from my schedule, which is quite busy in the summer, and part of it comes from me finding some of the topics uninspiring. I know I called this process microblogging and a big part of it for me is to rebuild my blogging habit, but I'm not going to pull something out of my ass or write a single paragraph for the sake of checking off a day.


Friday, 4 August 2017

#RPGaDAY 2017 - Day Four

Today's microblog topic, courtesy of #RPGaDAY2017, is the RPG I've played most since August 2016. I've easily played more 5e D&D than any other game in the past year.


I've played in a steady Sunday night game for a a couple of years or more. It's been pretty amazing. I managed to get my Warlock up to 16th level, the highest I've ever managed in 35 years of D&D. The system has adapted well to our dirty tricks under one of the best DMs I've played with. I've played a total of three characters in the campaign, but my Warlock is definitely my favourite. Had I know it would last so long, I might have chosen my class more carefully, but I have no regrets.

I ran 5e D&D campaigns for a couple of new groups of players. Both groups wanted me to specifically run "the new D&D" for them. Mostly because they had bought the books but didn't really understand how to use them. Partially because they wanted to play the new shiny D&D.

Philippe Caza
Outside of that, I've played all kinds of other games, from Marvel FASERIP to the Cypher System. Never as consistently or as long as D&D though.

The latest D&D is a pretty good game. I like the addition of backgrounds. The different types of each class that are chosen between 2nd and 3rd level remind me of the kits from 2nd edition. The feats are no longer overwhelming and merely add some colour to a character. There are enough player facing choices that t's easy for two characters of the same class to be completely different in play. All in all, it's pretty good.

I do find it fiddly at times. I don't like how much I need to consult the books during play, but it's not too bad. It's far more streamlined than the 3rd and 3.X editions. Left to my own devices I would play something more old school, but the best edition of D&D is the edition someone else is willing to run for you.

Tuesday, 27 January 2015

Return to Marvel Super Heroes!

My group has started playing Marvel Super Heroes for about three sessions now. Before that I don't think I'd played it since maybe 1991. I went through a phase in the 90s where I delved into increasingly complicated RPGs with crunchier and crunchier systems. I think that trend probably culminated with HERO Fantasy. Nowadays the pressures of kids, business ventures, career and other creative pursuits makes a fast, rules-light system like MSH pretty much perfect.



This is not some grognard post about how RPGs peaked in the 80s or how I don't need new games. No, what struck me about the system after returning to it after so long is how similar it is to a new RPG. People keep telling me that Fate is the best system for a supers game. Now I understand why. 

The Fate Core system and its streamlined version Fate Accelerated Edition share a common language with Marvel FASERIP. There is a ladder of adjectives describing both the ability of the characters and the intensity of the action. Granted, the language of MSH is more over-the-top with words like "Incredible" and "Amazing," but it is a comic-book game. Words like "epic" and "legendary" fit Fate's assumed fantasy setting even if they seem a bit dry in comparison. The feats and stunts of both games match up well enough that it seems like no accident. Both games also lack the lethal element you find in a lot of old school RPGs.

The real kicker though, is the special Fate Dice. Marvel Super Heroes uses percentile dice and a chart. In a single roll you get your result and the degree of your success (like how much damage you do). Charts fell out of favour sometime in the 90s (probably around the same time dice pools became all the rage). The fancy fate dice offer the same variation of success in a single roll that you get with the Marvel FASERIP system without the cumbersome retro chart from the dark ages of gaming.

(cumbersome retro chart from the dark ages of gaming)

The place where the systems diverge the most is the randomness of character generation. Even though you are allowed to choose powers after rolling the categories in MSH (so you don't end up with opposing powers or silly combinations), rolling randomly for everything is the default. Fate is all about choosing all the elements of the character to build something interesting. I find I get more interesting characters by discovering them through rolls. Had I chose my character's abilities I would have made them all water-based and had a character that could transform into a mass of fresh water so I could move freely and paralyze vampires with ease. Instead I ended up with the Crimson Cricket, an armoured strongman with a sonic attack and wings. The light manipulation power I rolled turned out to be pretty useful against vampires as well. Oddly, the player in our group who min-maxes (he calls it optimizing) his characters chose a similar power group, without the light manipulation. It will be interesting to see how we differentiate ourselves on the team despite that.

Certainly there are more differences than similarities between MSH and Fate, but gameplay for the two games has a common feel. I remember a lot of gamers having trouble moving between MSH and other systems back in the day. The distinct, loose nature of the Marvel system with its one-quick-roll-and-you're-done style of play might account for that. It also might account for why the game hangs on today. There is so much love for Marvel Super Heroes on the internet it is insane. There is even a website with free downloads of all the MSH rulebooks, supplements and adventure modules called Classic Marvel Forever. The site has existed for 14 years so it's safe to say Marvel is letting it slide. The fact that such support exists for an out-of-print game from the 80s blows my mind a little.

Our group isn't exactly playing Classic Marvel Super Heroes. We're using the revised basic rules pretty much as is, but the assumed universe is not the Marvel Universe. In true comic book style we're dimension-hopping through realities with Lamentations of the Flame Princess's Alice in Wonderland inspired setting, A Red and Pleasant Land, as our ultimate goal for long term campaigning. At the moment we seem to be moving through different fictional settings. Since our GM is a Robert Heinlein fan I assume we're moving through fictions like the characters in The Number of the Beast. While they spent a good while in Oz, our characters are destined for a jacked-up Wonderland.

If you are interested in the game you can find info from the GM's perspective over at the Dorkland! blog. If you are really curious or jonesing bad for some FASERIP, you can also check out our actual play videos on Youtube.