Showing posts with label superheroes. Show all posts
Showing posts with label superheroes. Show all posts

Sunday, October 23, 2022

Be Anything You Want to Be

I watched a few more YouTube videos on One D&D, and the hype on this is a little out of control. You have these hype channels that make videos on the same thing daily in that "chase for subs," and every day, they need to outdo themselves and others. One of the newest lines is, "One D&D allows you to create any character you can imagine!"

Maybe in that limited sandbox of being forced to pick "race + class" that 5E has, opening up ability score allocation frees you up to create any A+B combination within that limited 5E sandbox, but you are not creating any character you can imagine. And a background system that lets you pick skills and ability score bonuses is not a "create anything you want" system.

Because I can imagine a lot, and much more than a tightly-constrained fantasy game that forces me to pick a class and stick with the railroaded power picks they give me. My imagination is not limited to a dozen races plus a dozen classes.

I can imagine a flying gargoyle with warlock magic and a giant sword.

I can imagine a unicorn that shoots lasers from its horn.

I can imagine an intelligent 5-foot gelatinous cube that uses pseudopods as fighting fists.

I can imagine an intelligent floating sea sponge that absorbs magic and uses the mana to cast spells back at enemies.

I can imagine a lot.

Can I play those characters in 5E? I am sure there is a 3rd party book somewhere that would get me close to some of them, but 5E is not a universal system that lets me design and play as any of these character types. For that, I would need to play a superhero game with a character design system. And for that, my options are GURPS, Savage Worlds Superheroes (a good system), and the classic Hero System.

Granted, Hero System is not D&D. This is, at its heart, a superhero game that gives you a pile of wood, nails, glue, paint, and tools and lets you build anything your mind can dream up. But there is nothing more satisfying than putting on a "game designer's hat," diving in with your tools and building a unique, one-of-a-kind character that works mechanically within the rules, and having the system "work the same way" with every choice you make. And when I realized a Hero System character sheet is not all that more complicated than a 5E character sheet, my thinking changed.

It is a strange thing to watch these YouTube channels and see them make these claims of "anything you can imagine" and realize their imaginations are limited to just combining a small handful of choices. A few ability score modifiers and skills is not a race, and you are WAY underselling your creativity. Where is my night vision powers, hearing, armored skin, claws, flight powers, emotion sense, jumping, gliding, +5 STR, enhanced sense of smell, fur, speed, running, extra endurance, swimming, vibration sense, water breathing, and thousands of other incredible powers you can design and choose for your creations?

If you think being given a couple ability score points and a few standardized abilities are complete character biology, you have never used the "power tools" of character design that other games provide.

If 5E is best as a superhero game - just play a superhero game.

And ultimately, the paths of those choices are predetermined and not really a choice at all. There are twelve tracks to roll a marble down, you can't change the track layouts, and all they let you do is pick the color of the marble and what track to drop it onto.

That is not freedom of determination, and that is not a diversity of choice.

Friday, July 8, 2022

Savage Worlds Fantasy: Alpha 1.1 Released

I like keeping on top of these news releases since I want to keep up with the core games I play. Savage Worlds, SW Pathfinder, SW Superheroes, and SW Fantasy are the ones I play.

In SW Fantasy Companion news, they released a new beta of the book, to version 1.1, and it looks like a lot of the changes are tweaking powers and monsters. Check it out here:

https://www.pegforum.com/forum/savage-worlds/savage-worlds-general-chat/feedback-on-the-fantasy-companion-for-swade/61349-important-notes-changelogs

It is funny since Savage Worlds Pathfinder got a lot of attention from fantasy gamers coming over the system; the Fantasy Companion, the more generic fantasy system for the game, has gotten much of the same attention. The book is a tremendous setting-neutral fantasy resource, with many fantasy gamers helping test the system. This is looking to be a must-have for the less Pathfinder-style games set in other settings like Greyhawk, The Forgotten Realms, or even Mystara.

I ran a Savage Thule solo game with the SWADE core rules plus the older Fantasy Companion, and it was a great game. It felt "Savage Worlds" enough; some conversions just don't do it for me, and I think the original classes and monsters are built into the setting. Strangely enough, Greyhawk, the Realms, and Mystara feel this way for me. I just want to play those settings with Castles & Crusades and be comfortable in the B/X base plus unified "save + skill + feat + class feature" mechanics of the SIEGE Engine.

Honestly, many people complain about the SEIGE Engine as something they added to a B/X style of rules, which is unnecessary. When you realize that one mechanic replaces every skill, feat, save, and class mechanic in the game, you will begin to see the genius of the design. This is very close to the genius Swords & Wizardry "unified save" mechanic. Still, it covers every bolted-on system added to the game after AD&D in a single ability score and level-based roll.

Also, in Savage Worlds news, the Superpowers Companion is shipping in September! Back in the 1990s, we were big superhero games with the great Marvel Superheroes system from TSR, but these days Marvel/SC just have that Disney/AT&T/Wall Street stink all over them, and a lot of the classic comics and teams I loved feel disposable and spent. The Avengers? It's over. The X-Men? Significant in the 1990s, but the legend and legacy were wasted and squandered.

We are in this post-superhero era where we are tearing down the icons and deconstructing them, like the Amazon series The Boys. Even if you were to reboot a classic team, such as The Avengers, I would get this feeling they are some alternate universe recreation of the original team in something like Mojoworld or out of The Truman Show. Maybe that is how I will play that campaign, with all of them slowly realizing they were fakes, to begin with, like everyone who came before, like everyone in the MCU, and the real heroes all died when Stan Lee passed away.

And they slowly descend into madness, addiction, shifting alliances, becoming heroes or villains in spite, and an eternal search for who they really are.

Everyone is in this cheap reboot cinematic universe.

And nobody outlives their creators.

Or I will go with new teams and heroes entirely and forget the reboots, and keep with this genre's heroic intent and story.

And also, in Savage Worlds news, the Curse of the Crimson Throne and Advanced Player Guide Kickstarter is in its last 5 days, so if you like the books and want more, now is the time to jump on board! Let's push this one over the 150K mark and make a statement we want more Savage Worlds Pathfinder!