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.