Saturday, September 14, 2024
A Skye Drawing
KS Aftermath
Sunday, September 8, 2024
Thoughts of KS and Marvel
I have had the wonderful opportunity to reconnect with some college friends and play the Marvel Multiverse RPG once a week. We're meeting again tonight, and I'll keep playing Skye Stalwart as adapted to a rank 2 hero in that game world. The game did a pretty good job of allowing me to play Skye as she is - her basic abilities are all about where I see them, and she's pretty capable. She lifted a car. She was able to knock out several bank robbers in a round. She can fly pretty quickly from one point to another.
But... she's got a list of things she can do. When she attacks, she can use a few different very specific tactics that have very specific mechanical benefits and requirements. If and when she gets more powerful, she will unlock some new tactics and abilities that will give her more options. However, if I decide I want her to do something that isn't clearly delineated by one of those things - and they are pretty solid, so there are good strategic options each round - it is murky to me. Maybe it's not as murky as it feels right now.
Now, I'm only a session in, and I've only read the briefest selection of rules, but I can tell you how it feels to play. It feels like a game. Which it is. That's reasonable; it is a game that feels like a game and works like a game should work. It's a good game. Maybe it's a great game (I have no idea). But it is, first and foremost, a game set in the Marvel Universe.
When I play Stalwart, I don't feel like I'm playing a game. I feel like I'm in a comic. Sometimes, I kind of forget that it's a game, because I don't have to look anything up and I just think of something I want to try and then roll the die for that thing (because there are only five options, it's pretty obvious most of the time which of the dice I should use), and then see if it worked, and how well. And then I keep going, moving through the comic. I don't pause to read about my strategic options and deliberate over whether to activate my 'haymaker' or 'hail of blows' or 'shock and awe' or whatever other title I decide to give this particular mechanical nuance. I just decide to do something cool - maybe something I've never thought of before - and just go for it.
The last few weeks have shown me, that out of everything about Stalwart as a game, I'm most proud of how intuitive it is, and how well it gets out of the way of the comic book story. I'm grateful that the Kickstarter has allowed me to share it with so many people.
Wednesday, September 4, 2024
Home Stretch
Monday, August 26, 2024
Turning the Page
Sunday, August 25, 2024
Look... What You Made Me Do
My daughter is a Taylor Swift fan (a ‘Swiftie’), and I have a running joke where I sing “Look… what you made me do” as a lounge singer. I was thinking of all y’all this morning, and that song came into my head… because you need to look… at what you made me do.
Stalwart has had a few knocks against it, and I have accepted those as functions of the system. It doesn’t do street-level supers all that well. It doesn’t have a lot of granularity. The dice get swingy (especially at the higher end).
This change addresses all those concerns.
In my proposed change, there are two ‘types’ of tiers: human and superhuman. The human tiers roll 1 die, and have SVs of half the die rating +1. Human dice range from D4 to D10 (I go back and forth on the D12, but for right now it's not there)… So if you are an enhanced human who has been given a dose of the Freedom Formula, you have D10 Might and Reflex. However, the moment you cross the line from ‘human’ to ‘better than human’, you now roll two dice, starting at 2D6 and peaking at 2D12 (with 2D20 reserved for cosmic entities). However, there are also places between these tiers where we can mix and match dice to create more granularity… For example, at the Meta tier, you roll D6+D8… for these tiers, the SV is the average of the two dice, which creates a nice, smooth scale.
Human Tiers
- Normal (D4; SV 3/1)
- Trained (D6; SV 4/2)
- Expert (D8; SV 5/2)
- Paragon (D10; SV 6/3)
Superhuman Tiers
- Super (2D6; SV 6/3)
- Meta (D6/8; SV 7/3)
- Legendary (2D8; SV 8/4)
- Colossal (D8/10; SV 9/4)
- Titanic (2D10; SV 10/5)
- Supreme (D10/12; SV 11/5)
- Ultimate (2D12; SV 12/6)
This would also change dice shifts a bit, since you would
shift your lowest die up +1… so you would shift down from 2D6 to D4/6, then
down one more to 2D4… you would shift up from 2D6 to D6/8, then to 2D8, then to
D8/10… this mechanically distinguishes humans from superhumans, and creates a remarkable
amount of granularity. I am not too concerned about balance… as a quick thought
through this, Arrow is an Expert human (so he attacks with D8), but he also has
Aim +3, so he’s averaging 7 to hit (max 11), which means that he can reasonably
use his bow against someone with Titanic Evade (10). The numbers don’t scale to
the point where they are impossible. I plan to play test the HECK out of this
before making edits, but I’m seriously considering this change to the core
mechanic.
Saturday, August 24, 2024
Stabilizing Dice (Feedback Welcomed)
I've had a few conversations around the dice in the game, and different options for reducing the swinginess of the options. I had already published one alternative, but I've come up with a second as well... here is a picture of the working draft of this page. Feedback is welcome! (By the way, the 2 or 3 always failing on 2D keeps this statistically similar to the current rules for automatic failure).