Friday, March 21, 2025
Stalwart Adventures #1
Stalwart Phile #2
Wednesday, March 19, 2025
Multiple Birds
Tuesday, March 18, 2025
Thinking about tyranny...
Sunday, March 16, 2025
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
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
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.