Thursday, March 27, 2025
Cataclysm Cover
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)
- The Butterfly: Evade should be 6, not 5
- Captain Cross: Evade should be 4, not 3
- Dablo: Endure should be 5, not 4
- Heracles: HP should be 40, not 36
- Mr. Lightning: Endure should be 10, not 6
- The Owl: Evade should be 7, not 6
- Plymo: Focus should be 3, not 4
- Sub Saunders: Endure should be 6, not 5
- The Sponge: Evade should be 3, not 6
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.
Fighting Through Chemo Fog...
I have tried on and off to work on both the adventures I'm writing (Cataclysm and Issue 58), but as soon as I get to math or specific details of plot, my eyes roll into the back of my head and my brain just won't cooperate. I have swelling in my hands and feet, so even building LEGOs right now is challenging because of uneven control of my fingers - just typing this feels weird because of the pins and needles feelings in my fingertips that's been here a few days.
So, I doodle a bit and scroll. However, this morning I found an image I'd started during the KS campaign that I never finished (not sure why - but I obviously did now) of Satana, a PD character, and realized that she's the heavy hitter that Act 3 of Cataclysm is missing. She'll be appearing there, but I thought I'd at least share something that I am working on. I'm hopeful that since I'm almost a week out from my last chemo treatment, and have two weeks until my next one, at some point sooner than later this chemo fog will lift and I can get to some actual progress.
However, in the interim it has been incredibly gratifying to watch you all start a community around Stalwart '85 on FB, and I'm very grateful to all of you who've contributed or shared your enthusiasm for the game. It has really and truly been a source of amazing positivity in the suckage of cancer.
Finally, thought I'd share that I have re-discovered the Decemberists, and I cannot believe how deep and rich their catalog is. It's like I find a new song and become completely obsessed over it. I have been listening to the Hazards of Love on non-stop rotation for a few days, but last night came upon the Infanta and just love it so much. I see that they are touring a little bit this summer, and I'd like to be strong enough to go and see them live. I don't go to many concerts (I have maybe gone to six in my lifetime), but the Decemberists would be front and center on my wish list. Being healthy enough in July to take a six-hour road trip to Canada to see them would be a huge win.
Thursday, March 6, 2025
Thinking PreGens
Wednesday, March 5, 2025
Odds and Ends
Monday, March 3, 2025
Slugfest!
Sunday, March 2, 2025
An Introductory Adventure
I spent a little more time with the grand comics database for Doc, adding some details from the core rules that had not been in my master document. I think it is all aligned now - as you can see, there are many blank spaces that need to be filled in, and a lot of placeholders where I know who or what may have first appeared, but I'm not exactly sure what the story was that they were involved in. That said, it's a pretty good skeleton of what the history of Doc's adventures have looked like, and it also leaves me with a lot of room to expand, deepen, and enrich the lore. If this was everything, I'd be okay. I think that there are still major storylines and characters who have yet to be introduced, and I'm excited to find those things hidden in my searches through the 'back issue bins' as I explore my imagination.
I also see several storylines that are going to adapt nicely into adventures. At present, I conceptualize adventures at around 8-10 pages - the cover of the comic, one or two samples of interior art (probably not full pages, but panels from throughout), a one-page overview of the storyline as it appeared (with historical context and all that good stuff), and an adventure broken into three acts with frame/cut scenes that help to shape the whole. While issue #1 would seem to be the most reasonable start, I'm actually leaning towards the first appearance of Malamus the Magma King in issue #58. This could break nicely into a first encounter in the northern streets of Meridian where Malamus' legions have risen from the earth to 'counter attack' the people who have been disturbing his caves. After a short battle, the Magmen would retreat, having made their point - continued hostility will bring even more damage. In a cut scene, we could learn that a company has been doing illegal sonic testing and drilling in the northern mountains, disturbing Malamus. In Act 2, the heroes could attempt to intercept a Project Javelin task force (maybe led by Prototype) that has been sent to destroy Malamus and crush his small empire. In Act 3, they go to his volcano and try to negotiate a peace agreement that will get Project Javelin to stand down and bring at least a temporary peace.
This would set in motion a lot of different elements of the comic, and introduce an organization that does unethical stuff that could be an ongoing background threat. Doc himself could either be present for the mission, or the idea is that he is always on some other mission but acts as a resource for the heroes via telecom. He could phone in with suggestions or send some help, but he just happens to be on the moon, or fighting tsunamis in Japan, or helping rescue people from Mr. Everest, or whatever.
For longer storylines, I could adapt them as multiple parts, doing smaller campaign arcs (war of the demigods), or I could find linked issues across continuity and release them as a cohesive story (the various stories having to do with Doc's secret lab being taken over, crashed into the ocean, and ultimately used as an undersea base). Staying with the idea of adapting the existing comics history gives me a nice framework to stay within, and really defines what these adventures will look like.
A GL Swipe Because I Did
Edit: I found the source - fan art. Wanted to give the dude the credit:
On Staying in My Sand Box
But Doc always comes back into the picture. I started play testing the Cataclysm Across the Cosmos this week, and realized that it's not that story unless Doc is there. Doc is the center of gravity for the whole thing.
In the last few days, I've been scrolling through some old scans online of Marvel 2-in-1, thinking it would be cool to have a character like the Thing who could go around and team up with other heroes to expand the world. Oh. I already have him. He's Doc. He's already doing that.
In fact, he's been doing it for 264 issues as of the time Stalwart '85 comes out.
It always comes back to Doc. That's the future - it's the past. I was thinking about how to develop adventures for the game, and realized that I have a database going of great adventure ideas in seed form - I have re-organized this a bit and posted it so you can see the living database, but the answers are all right there. I should be publishing adventures for the game, but they can be rooted in adapting the existing 264 comics. The game is set in April of 1985. It's a fixed point in time. I can now spend my time going back and filling in as many gaps as possible. It's a bit of a strange creative enterprise for me - my job is to spend my time going through the 'back issue' bins, organizing things and adding to them. I don't have to generate 'new content' - I can just spend my time building up the catalog of what already exists as of April 1985. That should keep me busy enough. This is the entire sand box I have to play in. I can stay within these walls and never run out of things to work on - if you figure an average Doc story was 16 pages, and there are 264 of those, that's over 4,000 pages I haven't figured out yet. I think that's enough to work with.
Plus, the whole idea of the game itself is that you're with me in April of good old '85. You bought the game, you own some comics, and you're itching to start your own game set in this world. You have no idea what storylines or continuity or strangeness is ahead, and you start building a game based on the comics you have. As you go, you hit conventions or comic shops or mail order and start to fill in your back issue collection. My job now is to help you do it.