Skip to main content

Superhero Team Up Issue No. 1

Tonight I trotted out Prowlers & Paragons for my kids to run them through a quick introductory session.  It worked out well, although the dice were all over the place.  Mac played Kroxigor, a monstrous reptile-man while Macy played Menagerie, a shape-shifter.

Kroxigor (illustration from Arkhamverse)
Kroxigor was one of the passengers on TransGlobal flight 246 which was attacked by the mysterious chemical gas.  Menagerie was actually a dog in the hold of the plane, now able to turn into a human.  Another passenger, a petty criminal, also gained powers which he used to burgle the nightclub where Kroxigor (prior to his transformation) was working as a bouncer.  In trying to stop the burglar, Kroxigor turned into his reptilian form and with Menagerie's help managed to recover the money, even though the burglar escaped using his elongating powers.

art by Phil Cho
Need answers about what has happened, Krox and Menagerie seek out Dr. Tom Gilcrest, the scientist who investigated the initial attack and a employee of Equinox Labs.  While meeting Dr. Gilcrest, the lab is attacked by Kesarex, a mysterious supervillain who intimated that he was not from Earth.  As the two heroes battled Kesarex's Shadow Warriors, Kesarex downloaded data from the lab's computers regarding the flight's passengers and teleported away.

Kesarex, illustration by Phil Cho
The game was such a huge hit that Mac immediately wanted to know when I would be running the game with the group.



Comments

  1. "Mac immediately wanted to know when I would be running the game with the group."

    Well there is no better gage, or form of praise than that. :)

    I've read through the game book, and while a nice little system, it doesn't really stand out as doing anything special I can't already do with another Supers game.

    What makes it work for you? Why this and not another?

    ReplyDelete
    Replies
    1. P&P isn't the most innovative supers RPG on the planet, but it seems to hit a good balance for me and addresses a couple of issues I have with some other RPG's while keeping what I like.

      It's low crunch without become completely abstract.
      There's Resolve, which is basically Determination from ICONS, so there's a point to Flaws other than just providing more points at PC construction.
      There's PC balance.
      There's a rules mechanic that allows a group of medium-powered PC's to overcome a uber-powered solo villain, much like in Silver Age Sentinels.
      The basic rules are free.
      It's a supers game, and at the end of the day if I want to run a supers campaign (and who doesn't?) I needed to pick a system and run with it. It feels a bit like MHR, which I liked, while resolving a lot of the problems I had with MHR.

      Delete
    2. The thing that made me really happy, though, was how my two players embraced the tropes of the genre. Mac roleplayed out the shock and dismay of Kroxigor's transformation right out of the Ben Grimm playbook. Macy is playing Menagerie as the Outsider, someone with only a vague notion of human culture and interaction. I just hope that I can continue to keep the vibe where I would like it to be.

      Delete

Post a Comment

Popular posts from this blog

A First Look at Prowlers and Paragons

For a long time I've been in the market for a new supers RPG.  Since running Marvel Heroic Roleplaying a few years ago, I've been looking at other games, including some that had been passed by the general public, e.g. DC Heroes Third Edition or Silver Age Sentinels.  This was based on the notion that supers RPG's are so niche and so under-performing as a general part of the RPG world that just because the game wasn't making a splash didn't mean it wasn't good.

Plus, I have my own tastes about what I like in a supers RPG, which I've touched on from time to time here, but to summarize I like a game that feels like a comic book, doesn't get bogged down in too much detail, but allows for PC growth and development in a tangible game-system way.  I also don't want to spend hours on character creation using a spreadsheet.  For that matter, it would be an added bonus if it could also accommodate a large number of players and didn't have glaring options…

Large modular dungeon tiles

I made five 4" by 4" dungeon tiles, which is 80 square inches, almost twice my usual batch of tiles.  When added to what I've done already, this is how big a single room I can make:


14 by 14 squares, with four squares to spare.  That's a pretty big room (70 feet to a side).  If I wanted to mix it up, I could build something like this:


I'm probably going to take a little break from this project.  It has turned out well, but until I'm closer to doing a fantasy game I'm going to focus on the games I'm actually doing.
Speaking of which, it's game night tonight...

Review: the Valiant Universe Roleplaying Game

Capsule: A near-clone of Marvel Heroic Roleplaying that throws out the good while keeping the bad.  Useful if you're a fan of the Valiant Universe.



I've been looking forwards to this game ever since Free RPG Day this year, although with some trepidation.  The rules were sketchy, and the free booklet promised more detail when the main rulebook came out.  I also snagged most of the additional free material Catalyst Games had put out as PDFs on DriveThurRPG, which gave me most of the major characters from the Valiant Universe.

Quick side note about Valiant comics, for those who don't know.  Originated in the 90's during the whole big indie comics movement that spawned Malibu, Image, and a host of others small publishing companies.  The early Valiant characters included a pseudo X-Men mutant youth team (Harbingers), a archtypal "Iron Age" gun guy (Bloodshot), the high-tech alien armor guy (the bizarrely named X-0 Manowar), and a quirky no-capes duo (Archer and Ar…