Saturday, November 29, 2025

First of all, Stalwart Phile #6 is now available for download, so you might want to head over to DrivethruRPG and check that out...

In other news, my good friend Rob came over last night, and we had a grand time playing HeroQuest. It was my first experience with the game, and I really enjoyed it. It made me hanker for some solid solo play rules for Stalwart '85, but as I started to think about that, I immediately ran into the old bugaboo of supers RPG adventure design - the wide variety of powers that characters could have immediately puts up barriers towards concrete design. In a fantasy game, the heroes can ignore the trap, disarm the trap with a thief, or use magic to foil the trap; in a supers game, there are dozens of ways the trap could be foiled or even exploited, and a GM needs to be present to adjudicate the creative use of a power. HeroQuest always presented me with two or three viable choices in each situation, but it was only two or three - I could quickly sort through my options and pick one from a limited menu. Supers gaming theoretically blows that menu up and gives you an infinite number of options depending on your power set. Rob and I talked about cards, and maybe having a series of event cards to guide you through the adventure, but even there a supers game is wider in scope and scale than dungeon crawling; dungeons by their nature are limited environments with limited choices. 

It's something I'll puzzle over more, but it was great to sit with a friend for a few hours and roll some dice.

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