Friday, March 21, 2025

Stalwart Adventures #1

So... it's been an eventful few days. The bad news is that my white blood cell count crashed because of chemotherapy and I ended up in the hospital for a few days as they work to get me back up to speed. The good news is that I have my computer with me and a lot of time, so I have been able to get work done on Stalwart. I finished Stalwart Phile 2 this morning, and I finished Stalwart Adventures #1 this afternoon. They are posted on DriveThruRPG. They are both PWYW, so head over and grab them. 

Stalwart Phile #2

Stalwart Phile #2 is now available as a PWYW release on DrivethruRPG. If you are a KS backer or a member of the FB group, you already got a link to the pdf. This will pair nicely with issue 3, that will stat out the Great War-era group Freedom's Four, and which will build on the theme of fighting Nazis. Because, again, we punch Nazis in the face. Because maybe we need a reminder of that once in a while. 

Wednesday, March 19, 2025

Multiple Birds

Well I've had a productive morning! I finally got the inspiration for something that was going to go into the core rules, but I never solved it (and which was suggested by Tony L. originally - who also suggested the letters page)... I wanted to include a 'classic advertisement' somewhere in the book from the early 80s, but never really figured out how to make the page work. However, my Facebook feed in the last week or so has included a bunch of Hostess ads from the early 80s, and I realized that was the sweet spot, and the perfect ad to include. So, I went ahead and created that page... but, I also solved a few problems. I haven't actually drawn many pages of comics in a long time (I did a page for the Core Rules, but I drew that over a year ago now I think)... I didn't have a process in place to create a page. I didn't have any sort of routine. So, I went ahead and created a blank page in paint that was 2000 pixels wide and 3000 pixels tall. Working at 50% size, I did a rough layout/thumbnail. Then I moved to 100% and blocked in some 'pencils'. Then I put in the dialogue. Then working between 200% and 300%, I did the black and white for the whole page. Then I did colors for the whole page. 

And I am very happy with how it turned out. So, here it is... the black and white and color versions. And, I now have a process in place to create the pages for Cataclysm (or any other comic pages I do going forward). The proportions ended up being just right for the various tools I use in Paint. FYI, the whole process took a little over three hours.  


Tuesday, March 18, 2025

Thinking about tyranny...

I have no idea WHAT contemporary news could have me thinking about Nazis and fascist dictators... but I started to cobble together some villains for my intrepid Freedom's Four to face. I love how these are coming out. I have both original characters and some public domain characters, so I'm thinking that I'll basically have two Stalwart Philes dedicated to Nazis. I mean, it turns out that there are never enough Nazis to punch in the face. Here are two more. I particularly like how Iron Maiden turned out. For Captain Reicher, I just took the public domain Captain Nazi and re-skinned him. I was not comfortable drawing a swastica at all, and I figured that he's a member of the Great Reich, so he needed their symbol on his costume.




Sunday, March 16, 2025

Errata for Stalwart '85

A hefty prizeless goes to Rick Hull for bringing these to my attention. Please feel free to send any typos/corrections my way. I don't plan to correct the books (since many of you have physical copies), but for the purpose of being as accurate as possible, here is the list of errata for Stalwart '85:

  • Antigen: Evade should be 5 (Tag Evade +1)
  • Clockwork Killer: HP should be 13 (12 +1 Tag)
  • Emissary: HP should be 30 (Tag HP+2) 
  • Lord Wrack: Focus should be 7 (Tag Focus +1)
  • Messenger: SP should be 8 (Tag SP +2)
  • Typical Javelin Agent: HP should be 12 (no HP tag)
  • Javelin Knights: Mind D8 (4); Reflex D8 (4)
  • Rochambeau: HP should be 20 (Tag HP +2)
  • Blue Sun Boy: Force should be 8 (Power D16), Evade should be 5 (Reflex D10, no tag)
  • Earthquake Kid: HP should be 17 (HP +1 Tag)
  • Gamma Grrl: Evade should be 5 (no tag)
  • Stalwart Sentinel: Focus should be 6; Force should be 7
  • Typical T.E.N.D.R.I.L. Agent: Level should be 3, Endure should be 4
  • Aria, Daughter of Ancients: Evade should be 4
  • Zero, the Final Robot: HP should be 34 (HP +2 Tag)

Saturday, March 15, 2025

Stalwart Phile #1

After a few rounds of edits, I think that this is actually correct! You can now get a copy of the Stalwart Phile #1.

I finally stopped trying to be clever and did what I wanted to do originally, which is follow the format for the Marvel Phile from Dragon Magazine back in the day - a short article with 3-6 character stat blocks, and no particular frills. I'm going to alternate between my characters/world in odd-numbered Stalwart Philes, and PD characters in the even-numbered Philes. I'll be posting these with a direct link to the pdf to the FB group and the Kickstarter, but I'll also put these up as a PWYW release on DriveThru in case you feel like tipping and to increase awareness of the game to the larger community.

Thanks!  

Wednesday, March 12, 2025

Into the Null Zone

Wow. I got something DONE - I put together a cover design for Doc #50, with the first foray into the fabulous Null Zone. I actually feel the cloud lifting a little today, and I haven't taken my two morning naps, so progress! Still not feeling math, but at least I was able to focus long enough to get this finished. Feels good.

And it gives me a chance to blog about an actual idea that has something to do with gaming... someone posted on FB somewhere about how Sandman could basically just kill anyone. He can send a little bit of sand into your heart or brain and cause a stroke and boom. In effect, many super-heroes could do this. If they really used their powers in a smart way, many supers could just cut off oxygen to their foes and end fights quickly... but they obviously don't.

And that got me thinking about why playing superhero RPGs is in many ways harder than other types of games - you have to willingly suspend your disbelief to have your character conform within certain standards, even when you have better options. As a fighter, your best option is going to be your long sword. If you had a fireball spell, you would use it. Every time. A supers game basically says, 'yeah, you have unlimited fireball spells, but wouldn't it be fun to conjure flame here and see what happens?' Everyone at the table has to be in agreement that this is the way the game is going to roll. You could use your force field to choke Simian Prime out in one round. But you don't because... you pull punches? You are dumb? 

Because it's a convention of the genre.

I have some built-in safeguards with Stalwart Points and ways you can use your powers in 'unusual' ways, but there's no rule saying that knocking out your foes with your force field isn't the 'usual' way you use that power, except that it's not a comic book way to do it.

Therein lies the rub for supers gaming. If you have one player at the table who's like, 'uh, logically, I just use my teleport to teleport the criminal directly to prison', then the game is already over. In effect, the players have to choose fun over winning. It's a mindset everyone has to agree to. Building a game that has traditional XP progression and advancement rewards players for winning. A supers game, to my mind, has to have rewards that have little to do with 'winning' the encounter, and more to do with 'enjoying' the encounter. Fun has to be the reward.