Monday, August 5, 2024
Kickstarter Thoughts
Sunday, August 4, 2024
Channeling Byron John
I decided to try my hand at an iconic sort of John Byrne pose and built the cover around that. I cannot stop drawing like me (since I've been drawing like me for forty years now), but it at least has some JB vibes to it. Not bad for a first pass at a cover design, if I do say so myself...
This Alone Would Justify A Kickstarter
If I Was In Charge of the MCU
IRL
One of the things that the comics do well (when they do this well) is that they have the superhero's performance closely tied to their drama outside of super life. When Peter is fighting with MJ and forgot to stop and get bagels for Aunt May, he's suddenly struggling against the Green Goblin more, because things just sort of spiral out of control on him. Tony Stark's personal life is in shambles, and suddenly he cannot remember how the repulsors work. One of the great things about FASERIP was that it had Karma, which actually created mechanisms for this stuff to directly impact your super-heroing.
I've got an idea for a mechanic called In Real Life (IRL) that would have a direct bearing on your superhero life, and emulate Karma (after a fashion).
Your IRL starts at zero. Everyone is pretty chill. No drama. But then you get a call that your sister needs your help just as the alarm goes off at First National Bank. You don your mask and ghost your sister. You take a -1 hit to IRL. At the beginning of the adventure, your GM requires you to check mind (DT 4). You fail. It was your mom's birthday. Oh, shoot. I mean, you kind of got her world peace for her birthday, but that's not going to make up for missing the luncheon. -1 to IRL. As long as your IRL is at 0, things are okay. People might be a little annoyed or a little extra pleased with you, but it's not affecting your superhero life.
But... once you get into positives or negatives, things change.
At -1 (or +1) you receive a shift to your hero points, moving either up or down one die rating. At IRL -1, your hero points (normally worth D10) drop to D8. At IRL +1, your D10 hero points are now rolled using D12.
At -4 (or +4), you receive a -2 or +2 shift to your hero points, moving either up or down two dice ratings.
At +10 or better, you're on top of the world. You get the +2 dice shift, and +1 bonus hero point. Go you! But... you can also hit rock bottom. At -10 IRL, you've watched your life totally fall apart. You cannot use hero points at all, and you suffer -1 edge to all of your checks. EVERYTHING falls apart. You cannot focus, you keep dropping your weapon, you cannot get your powers to work.
I think this would be a rare thing, but I also think it could be a cool way to build a character arc that is supported mechanically. I think of Daredevil's Born Again storyline here.
Your GM would have a lot of autonomy in deciding this, and could even deal bonus IRL damage for huge events. You forgot to get the medicine for your grandfather (-1 IRL), but he ended up having a heart attack and went to the hospital as a result (oof. That's another -3). And... while you were off saving Meridian again, he kind of died (yeah. That's another -5, so you're at -9 from this one series of awful things). You're living on the edge of everything falling totally apart on you. When Uncle Ben dies, Peter Parker hits -10... and realizes he can never let himself feel this way again. It's a character-building moment because the weight of his life choices ended up costing him dearly.
I like that this sytem:
- Emulates comics (always good).
- Can be plugged in easily or totally ignored (always good).
- Is very easy to manage, track, and implement (more goodness).
- Puts a heavy focus on roleplaying and character work without adding much. Character stat blocks don't need to add this (because everyone is assumed at zero). It's something you could choose to use for your character (Rogue TOTALLY has this), or ignore (Wolverine is Wolverine whether or not he's madly in love with Jean, and whether or not she loves him back). Some characters wouldn't worry about their personal lives, because being a super is all it's about. A player who wants to curate this gets a benefit from doing so (the bonus to hero points for success), knowing that the risk of messing up is always out there for the GM to tinker with. I almost think that a character like Captain America has this turned off entirely. He's going to always put his country first, and personal sacrifices are going to be necessary. He won't let the personal disappointments of his life interfere with his job performance. That's a character-based decision right there that has in-game consequences (because he cannot get the hero point bonuses either - no matter how much good he does, it never really makes much difference - he soldiers on anyway).
- This 'replaces' XP in some measure. Your character can 'grow' and get 'better' over time in a meaningful way without the power creep of leveling. It's more organic, but also creates a sense of change in your character over time. It rewards ongoing play.
Saturday, August 3, 2024
Cobbling The Book Together
After binging the rest of X-Men '97 (I couldn't help myself), I spent a few hours this afternoon and evening moving everything for Stalwart into a single document, and then started to work on formatting and organizing. I plunked in everyting that I think is necessary, and left a few spots for expansion/clarification where I have a few ideas... and the book is 83 pages and almost 40,000 words! Dang. The 'rules' are only about 24 pages, and then the rest is setting, characters, and background. Still, it's a bit of a beast. By comparison, Stalwart Age was 87 pages and 23,000 words overall. I increased the font one size (from 10 to 11), so the pages don't feel quite as jam-packed (and as my eyes get older, I need larger fonts - I am my target audience). That said, this is a much more complete package than anything I've done in a long time.
I like the smaller format of the 6x9 book, but I think that a traditional 8 1/2 x 11 book (saddle stitched) is the best for gaming; I'm constantly bending pages in my trade paperbacks, but the big books lay nice and flat and are easier to manage. The bigger book also leads to more variety in page layouts, so that the whole thing ends up a little more interesting and varied throughout. The layout of the Stalwart books has been very easy, since it's a single column in a smaller space; this takes more management of the space, and I've already got a few pages I really like (and a few that bother me and will need work).
All-in-all, off to a good start.
I still don't know what to DO with this (like, is a Kickstarter even a viable option), but I figure I can probably have it done in a few weeks.