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Thursday, August 20

Less games but More thoughts (Champions)

 Summer season 2020 is running like most summers since gaming has returned to my weekly schedule, big gaps between games. I get it, me, and everyone else in the gaming group does what summer begs us to do, get outside with friends and family! Vacations! Fuck yeah! Going on one tomorrow. All three of the games I’m involved with are getting hit with month long gaps. So, I got some time for a blog post before the holiday disconnect and I’m going to drivel on about the Champions United campaign. Eight sessions down and the superhero effort is, is, ummm, fun! I haven’t read comics on a regular basis since ’94. I like The Max and Savage Dragon and Marvel and Batman. Pretty standard fare, nothing exotic. I think it was the regular Magic tournaments held at my college comic shop that stopped me from visiting regularly. But like much of the “modern” genre in ttrpg’s I feel I run a rough game of supers. Specifically handling fantastic powers and fast combat procedurally while keeping the emergent relationships forming fresh and forceful.

 My belief rules are for the players and not the DM collide with Champions combat procedure. Injecting unpredictable and additional action during combat dialog is a refereeing technique I favor. Champions thick combat options are getting deliberated during the game sessions. It is almost unavoidable. The more rules in a game the more players will implement them to control the pace of the game, to exert control over their game world. With a DM which wants to push the action with a chaotic fight scene they will constantly have the PCs throwing roadblocks in the form of rules or debating a rule to try and wrest that control back. I want to dialogue and describe some actions the villainous villain is taking and we got to then start counting inches.

It’s a good game. Champions United is running with only two PCs and we have already survived (in style) with an initial PC backing out after three sessions, but the story unfolding is sticky with plot hooks, cool NPCs. The Capitol City Universe of 2020 has interesting things going on all at the hands of interesting heroes. First person, in character interaction is going really well to. Kind of essential in a supers game.

We play bi-weekly and only have a two-hour session. The reason why I get anxious about running an efficient combat encounter with Champions. I want a superhero game session to have investigation, interrogation, and an important combat. Not in any particular order, but as an outline to keep the action moving forward. If these three types of encounters are present the session will have an exciting pace and the settings surprising. The only conclusion so far I have drawn is Champions requires everyone at the table to resolve actions with the simplest application of the rules. Which means instinctively knowing when to follow strict procedure and when to disregard possible “code” exceptions buried in the rules. But this only works with a level of trust the players have to give the DM which I rarely see. How deep do you go with combat modifiers to find out if you need a roll less than 8, 11, 15 to hit? Could players be on board with reducing the amount of combat modifiers they can apply at any one time? Is it more important I have the PC roll the dice to hit fast and only use a big-picture conception of modifiers (I’m thinking like when you have a scale of 1 to 5 and you quickly reduce modifiers to an “appropriate” number). The only other way I can see combat avoiding lengthy rules discussion is everyone is responsible for knowing how their powers work in most situations. Velocity, Move Through damage, how to knock a person prone, these all need to be rote by the player using these abilities. Not so much that everybody is getting every rule right all the time, but everyone is comfortable with the logic of the game mechanics and can quickly decide how the 11 or less to hit should be adjusted.

I’m satisfied I can run Champions. I haven’t found any other supers game which solve these particular challenges in any noticeable way. 11 or less to hit on 3d6 with modifiers is a pretty simple method of adjudication. Contested attribute rolls where highest BOD count wins is fucking simple to. It must just be the eye-glazing effect of all the other considerations you can make which trip up players. At some point isn’t too many combat options unhelpful?

I’m not down on Champions, I’m trying to give an honest appraisal. For players to design their original superhero, for all these different designs being able to work with each other coherently Champions is really, really good. I think I could come to appreciate the DC Heroes resolution and effects charts and live with their character creation process. But I can get a Champions game going and not a DC Heroes game.

Yeah, this is the dynamic I’m working against. There has to be rules for all the powers and their effects. The more rules you have you end up slowing down game pace. Where is the sweet spot? As I search this out through continued play my final conclusion, for now, is to keep flapping my villain’s gums and have them performing extraordinary fucked-up shit. It is one of the ways I have found works to engage the PCs with the characters and not the character sheet.

Here is the list of systems researched and played with. Marvel FASERIP, DC Heroes/Blood of Heroes, Supergame, Icons, Mutant and Masterminds, Villains and Vigilantes, Cowls and Crusaders?, the Hero Instant. They are all different systems so it is a chore to get a comprehensive look on how one game may be an improvement over the other. My yardstick for improvement is a reduction in times I have to turn to the rule book during play. And I haven’t found any of these other games do this. I’ll keep playing Champions because like DnD, if I want to play a game of supers I can play with a system I want and have an empty table or use Champions and have a black and blue campaign world with real, original characters.

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