RPGers assemble & Impossible Odds
The new Avengers movie out this month is something I’m planning to go and see next week. As a result, I’m planning to run the Marvel Super Heroes RPG, originally published in the 1980s – there’s a newer version out but I’m not sure if I’ll get it in time.
I’m planning to run the Days of Futures Past setting. It’s set some time in “the-not-t00-distant-future” after the events in X-Men: the Last Stand, although the film came out some time after the comic. It’s a time when many superheroes have been killed by the robotic Sentinels, who now hunt down anyone with super-powers as part of Project Wideawake (not just mutants, but normal or augmented humans, aliens, and anyone with super-human powers). It’s a pretty bleak future depicted in Futures Past: mutants, both super-heroes and -villains, are either executed or imprisoned in internment camps; the PCs are thrown into this head-first, avoiding Sentinel patrols, and trying to evade capture and execution.
One aspect I’ve decided to use is one of proper random attribute and power generation. I’m not a big fan of points-based systems that all too often allow min/maxing, allowing an unscrupulous player to wring an unfair advantage from a system. As I’m also using the Ultimate Powers book it means that there’ll be a variety of powers that the PCs could have, rather than them all having the same power (or powers): there should be some variety.
The Sentinels are hugely powerful opponents – a challenge even for the X-men – so the PCs are likely going to be outclassed right from the start. And here’s the thing: that’s how it should be. In the movies, the superhero nearly always gets their butt kicked on the first trip out, or something goes awry. Sometimes the heroes have to be outclassed, and they should retreat or face destruction.
This is why I hate D&D’s concept of Challenge Rating, and why I think encounters should occasionally be impossible for characters to beat. CR is ultimately a total cop-out and does not challenge the creativity of your players. CR is a guideline, not a rule: if your low level group are facing something of the higher level enemy, then they should back off, and formulate a different strategy. It is also a pretty common plot device in literature, where the protagonists frequently face a more powerful foe, sometimes with tragic consequences (e.g. Sturm Brightblade in Dragonlance, Kyle Reese in The Terminator, etc.).
As a GM, make it clear that such foes are powerful enough, and that the party is in deadly danger: of course, if PCs persist in “waking the dragon”, or otherwise pushing their luck, as GM give them ample opportunity to reconsider. If they don’t, then feel free to unleash seven kinds of hell upon them.
However, PCs shouldn’t continually suffer this, as sooner or later it’ll wear thin. However, there’s no reason why the same threat can’t become a recurrent one, so long as it isn’t over-used: Hearing the sound of Sentinels overhead, for example, may be enough to get the PCs moving in a Marvel Superheroes game; the huge roar as the dragon wakes up may motivate the would-be adventurers to get moving with the loot that they can carry, etc.
Of course, if your players are the type to sacrifice their PCs with a “Run, Sara!” moment then by all means give their PC’s death meaning: it shows a weakness, and provides a plot device or macguffin, such as a blind spot or weak spot, e.g. in the film of the same name, the Mummy (the hugely powerful Imhotep) flees a cat, of all things.
RPG Summer 2012
RPG plans for Summer 2012
I’ve got quite a bit of things planned over the next few months, both on the site and at ORC Edinburgh. And its not just me: there’s a mini-campaign of the Dragon Age RPG kicking off, a Pathfinder game, a GURPS Swashbuckling Superhero game, as well as my own Marvel Super Heroes game.
I’m also thinking of participating in a Blog Carnival about the Undead as part of May of the Dead next month. Although I’ve never been enthused about zombie films or similar, they and other undead have often featured prominently in my games. I’m probably going to focus on what drives them. I may also look at haunted houses too.
I’ve also got vague plans for running a good old-fashioned Dungeon bash – it may even take the form of a tournament, wherein two different parties take on the same dungeon. I’m leaning towards a Liche-created series of traps and a menagerie of monsters, but may also feature some ideas I came up with for a Thieves Guild trial in Ashes of Freedom. Essentially, I improved upon those shown in that sequence in the 1st D&D movie, featuring Richard O’Brien (reprising his role from the Crystal Maze TV show, “Get through the maze and win a prize!”). I’m considering running it under Pathfinder or The Secret Fire RPG rules, both of which lend themselves to this kind of game.
As we get through to the end of summer, I’m looking at the return of my Ashes of Freedom D&D game. I’m hoping to get a number of the original players back for this, although it’ll likely have a few new folk.
Now that I have largely finished a lot of the work that I was doing for TSF I’ve got a bit more free time (despite upping my game at ORC. This means that I may finally get a chance to start work on a couple of stalled projects: an implementation of the FATE RPG called Mandragora: Ashes of Freedom, and the Arunstoun setting/adventure for Call of Cthulhu. Both have had some work done on them but as usual, I’ve not followed up on them due to the time constraints involved.
Any day now I’m hoping to hear more about the global D&D playtest (AKA D&Dnext or 5e) for the next edition, so may also work that into my schedule. I’m not sure how good or bad it will be as there’s a lot of information bouncing around the net, but so far it sounds like it will likely provide some kind of framework to run any edition or implementation. Not sure how that’ll work as each edition tends to have overcompensated for the faults of the previous one. Well, we’ll see.
And finally: I’ve got an idea for NaNoWri month in November (National Novel Writing Month). It’s likely to be a bit of a mystery but played out through the eyes of three different characters in three different times. Should be an interesting experiment!
The Art of “Winging it”
Improvisation isn’t really an art as such but it can work extremely well when your players go off on one of those tangents that they love to do so often… and I know some players love doing it to games. The secret is: don’t let them know that you’re winging it. Or give them enough rope to hang themselves. Whatever works ![]()
Some of my most fun games have been run off a few notes and maps, and both myself and the players have enjoyed them immensely. It’s actually quite straightforward to run an improvised game, although you paradoxically need to plan ahead to a certain extent. Make sure that you’ve got a pile of stock NPCs or monsters to use and that you’ve a few encounters that you can throw in to break things up.
Among the improvisation techniques I’ve used, the application of “imminent peril” is probably one of the best. It puts PCs in a situation where they have to keep moving as they are being chased or are up against the clock. It worked very well in my first game of Ashes of Freedom as the group are pursued across Volkrania by the Mandragora, trying to avoid their forces and warn the capital. Encounters with heavily armed patrols and unrelenting attacks meant that the PCs (and players!) had little time to rest. The game was almost entirely improvised – as long as you’ve got the stats for some stock characters/encounters you cam have a great time!
Another of my favourites is the total improv(isation) campaign – all your plot is centred upon the PC actions and their consequences. This can be hugely difficult to plan for obvious reasons, so its pretty heavy work for the GM and can be difficult to run. Take away the toys. PCs thrown in prison or going undercover are not going to have much more than their own wits to help them out. Against the Odds was built upon this premise, with the group being escaped prisoners: no armour, food, weapons, or gear. The players would have to rely on their wits and creativity – particularly since they escaped into an area known as the Hellswamp. I’d planned to make the campaign about toppling the ruler, and creating a resistance force/rebellion.
Superhero/spy games are a great fun to improvise in, where you can wing it freely and give the players free rein as it were. I remember playing in a Marvel Superheroes game many years ago that basically focussed on us opposing the robotic Sentinels (long before the X-Men movies!). Oh, the elaborate schemes we came up with…
Anyway here’s some basic thoughts when improvising:
- Be consistent – treat anything you improvise as part of the game “canon” from that point on. Keep some NPC names and stats pregenerated.
- Let your players create their own encounter -”This looks like a great place for an ambush!” or “There’s going to be undead”

- Don’t railroad the players – gentle encouragement is better than forcing them back onto the original plot.
- Keep your cool – don’t get discouraged or annoyed when the players do something unexpected.
- Adapt the ideas into your game. In Ashes of Freedom, a chariot race originally intended as a background actually provided a number of sessions that were fun!
- Roll with it – enjoy yourself! If your players ignore the dungeon you’ve spent weeks designing and decide to go on an ocean cruise let them do so. Then maroon them on a mysterious desert island. With non-euclidean geometry.
- Don’t be too “out there” with your improvisations – try and keep the flavour of your game intact. Humorous side quests can be fun – in moderation.
- Don’t indulge individual players too much – remember, RPGs are social games. Give each player enough of their own air time, returning to individuals afterwards.


