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Interview: Matt Forbeck

October 7, 1999 in Articles

Graveyard Greg: Hey! Who are you? Identify yourself!

Unknown Stranger: I’m Matt Forbeck.

GG: Cool. You’re the president of Pinnacle Entertainment Group–soon to be releasing the newest of superhero games! What’s it called?

Forbeck: Brave New World. The title’s based on a quote from Shakespeare’s “The Tempest.” “O brave new world that has such people in’t.”

GG: And what is Brave New World about? Besides superheroes, that is…

Forbeck: It’s a dark, modern-day setting in which JFK’s been running the country under martial law since Jackie was assassinated by a bunch of deltas (superpowered people) back in 1963. The players take on the role of heroes on the run from the fascist government.

GG: Sounds like another superhero game called Underground, but I suspect it’s radically different. Tell me I’m right!

Forbeck: You are. Underground is about disaffected veterans trying to reintegrate into a society that can’t handle them. It’s all about America after we pulled out of Viet Nam. BNW asks the question: How far are you willing to go to guarantee the safety of those you love? How many rights are you willing to surrender? And if you’re on the losing end of this proposition, are you willing to fight?

GG: Sweet! I love it when I’m right.

How did you get the idea for Brave New World?

Forbeck: I’ve always been a big fan of comic books, and I’d wanted to do a superhero-style game for a long time. That said, the game’s actually not much about superheroes. It’s more about the the overarching story and sticking up for what you believe in.

GG: Cool!

Tell us of your past, present, and future gaming credits. I’ll wager there’s a long list!

Forbeck: I can’t possibly list them all here. I’ve worked for Pinnacle (of course), TSR, Games Workshop, White Wolf, ICE, West End, Mayfair, Target/Heartbreaker, WildStorm, and many more. I edited just about all of the Deadlands: The Weird West products for the first two and a half years and wrote several Dime Novels and a few other books. The latest was Lost Angels. Before that, I freelanced for years. I designed Silent Death: The Next Millennium. I codesigned the WildStorms CCG. I wrote or edited most of the Mutant Chronicles RPG stuff and the first edition of Warzone. I’ve worked on well over 100 projects.

GG: How did you get into the gaming industry? I hear you started at a very young age.

Forbeck: I used to playtest for Pacesetter, the people who created Chill and Timemaster, among other great games. Troy Denning there introduced me to Will Niebling. I worked for Will as a gaming industry sales rep for a while, and he introduced me to all sorts of people, including company presidents and line developers.

Forbeck: Eventually I managed to convince some of these people to offer me freelance work. I did that while I was in college, and then after college I ended up working for Games Workshop for five months in their design studio in Nottingham. (That’s a looong story for another day.)

When I came back to the states to live with my girlfriend (now my wife and the mother of our baby boy), I decided to try freelancing full time. I did that for over seven years before starting Pinnacle Entertainment Group, Inc., with Shane Hensley. And now here I am.

GG: So you never had a “real” job, according to the “normal” folks? :)

Forbeck: Who’s normal? I’ve never taken a 9 to 5 job outside of the gaming industry, if that’s what you mean.

GG: that’s exactly what I mean! Lucky, lucky man…

Favorite snack food at 12 am?

Forbeck: Ruffles. Can’t beat ‘em.

GG: What’s the best part about your job in the gaming industry?

Forbeck: I get to work with all sorts of great people, doing what I love to do. It’s a great deal all the way around.

GG: Let’s go back to Brave New World before I die of envy. It seems that the Kennedys are doing a lot better in your world than ours. JFK Jr is no longer with us, sad to say, so will this have any impact on the future of JFK Jr in BNW?

Forbeck: Honestly, I hadn’t thought much about JFK Jr. in BNW. I’m actually a big fan of the Kennedy family, and I was shocked and saddened by the deaths of JFK Jr., his wife and sister-in-law. I can only hope that if a member of the Kennedy family ever reads BNW they understand what I’m really doing with the myth of Camelot and the Kennedy legend. I don’t intend any of them any disrespect in any way.

GG: Gotcha.

Does Diet Dr Pepper really taste like Dr Pepper?

Forbeck: I actually prefer it to the real thing.

GG: How can you say that?!?! (laughs)

Let’s go back to Brave New World again. Is it true you can download some of the pages to it? If so, is the URL available to us yet?

Forbeck: The background pages and an overview of the rules should be available before Gen Con (or just after). Check out www.deltatimes.com for all the details. Or stop by www.peginc.com for the latest news.

GG: OK, it’s Celebrity Deathmatch Time–superhero style! Hal Mangold (Deadlands: Weird West Brand Manager), James Ernest (of Cheapass Games), and Rick Loomis (of Flying Buffalo) are having a classic superhero brawl! Who would win, and what superheroics did they use?

Forbeck: James would win. He’s just too damn clever. He’d end up tricking Hal and Rick into battling it out with each other and then he’d step in to clean up against the winner.

GG: Sweet! Now, it’s time to say farewell, but before I go: What advice can you give to the future Gaming Writers, artists, and anyone else who wants to get into the business?

Forbeck: Be patient and be professional. Also, realize that most publishers treat this industry as a business, not a hobby (or at least they should). Treat them accordingly.

GG: Thanks for your time. I hope Brave New World is a smash hit!

Forbeck: Me too! Thanks for the support. One last plug: If any of your readers is going to Gen Con, be sure to be at the Pinnacle booth at 4 PM on Friday. We’re actually going to execute a rogue delta in the booth!

GG: Sounds electrifying. Catch you later!

Avatar of EDG

by EDG

Sidekick Sourcebook

August 26, 1999 in Reviews

The Sidekick Sourcebook is the companion book to the Blood of Heroes RPG. In it, you’ll find updates to previous rules, new powers, skills, drawbacks, combat rules, and more. There’s also new characters that can be used for exisiting campaigns, and a starter scenario for those first-time BoH players.

A Little Bit of Trivia History

The Sidekick Sourcebook, as stated on the back cover, is the result of over four years of improvement. If memory recalls, it was originally intended to clairify a certain superhero RPG that is known as the DC Heroes 3rd Edition. The author (Joshua Marquart) and a host of others on the DC RPG mailing list compiled many revisions for the powers, skills, and rules. The author then compiled them all into the book, and would have released it over the Internet, if it weren’t for the announcement that Pulsar Games bought the rights for the system of the DC Heroes RPG, and released it as the Blood of Heroes RPG. Josh submitted it (with the permission of those vital to the Sidekick’s creation) to Pulsar, and the company was smart enough to pick it up. The rest is history.

The Book

Almost at the very beginning, there is the list of the skills, powers, advantages, drawbacks, bonuses and limitations that have been revised and/or replaced. It then goes straight into the action with the “A Word About Creating More- or Less- Powerful Characters”–excellent advice for those who want to create Cosmic Characters. New Advantages like “Omni-Scholar”, “Local Hero”, and “Ultra Luck” are well done, and the Drawbacks like “Cannot Heal”and “Oblivious” are just mean enough to delight any devious GM.

The Powers Section of the Sidekick Sourcebook has new powers like “Alert” and “Defenseive Adaptation”, while older powers like “Neutralize” and “Superspeed” are either replaced or clarified. Of course, you can’t go wrong with powers like “Dismember”

Chapters 9 and 10 deal with the rules, particularly game physics, combat, environmental situations, and game situations. Pay special attention to the “Rolling Infinite Doubles”, because how many of us have rolled a score of 105 thanks to doubles?

The new characters kick off with the introduction of the Guardians, a hero group formed during WWII, and was reestablished in the 90s. Some good characters, even though some may look familiar to comic readers. The villains are, well, villains! There is Subplots chapter which makes it very easy for the GM to use these heroes, so no excuses!

Finally, we get to the scenario located at the end of the book, entitled “The Game Within A Game”. Yes, there are rules for Live Action Roleplaying using the BoH rules (fans of LARPing should read this section!), and if you are one of those types who hate LARPing, then you should definitely read this section, as the Atomic Soul Suck power is a must for anyone’s roster of LARP powers.

As for the the main plot of the scenario, the setting is at a gaming convention, so why are the heroes there? Seems a celebrity was killed at another con, and an anonymous caller said “He was the first”. Can your heroes discover who’s behind this before the killer strikes again?

The Verdict

If you want the Sidekick Sourcebook for the art, don’t bother–it’s “OK” at best. Otherwise, it’s just plain awful. Some of the art looks unfinished, while others have no such excuse. At the time, they are in the process of adding some new talent, so good luck.

The new layout of the Sidekick Sourcebook is a step above the old format found the Bloof of Heroes. It’s easier to read, and just looks better. However, there are a few mistakes that can be found, which could interrupt your reading.

Overall, if you’re a fan of Blood of Heroes, then pick up the Sidekick Sourcebook. It’s got solid writing, and the information is something you just can’t do without. The Sourcebook is also completely compatible with the DC Heroes 3rd Edition, a fact that one should primarily consider when deciding to purchase this book.

Oh, and the author advises against drinking milk or soda while reading the adventure found in the Sidekick Sourcebook. Seems that it could be forced out of your nose. You have been warned.

For those interested in joining the DC Mailing List, the URL is http://w3.one.net/~joshdm/dch.html

Avatar of EDG

by EDG

Providence Main Rule Book

June 9, 1999 in Reviews

The genres of Fantasy and Super Heroes are mixed in the world of Providence, an RPG that has the catchphrase “Learn to be a hero again.”

The world known as Providence is a jungle realm spread across the interior of a sphere but geological instabilities have cracked the jungle floor, flooding the land with an ever-increasing amount of water. The world is a prison, and that is how it’s supposed to be. The inhabitants of Providence are descendants of a mass penal colony, sent to Providence due to a failed crusade. Now, the people struggle to find the gates that will lead them back home and discover how to use them.

The cities of Providence are unique in that they are built upward rather than outward, due to the fact that most characters in Providence have wings or glider membranes and, thus, the ability to fly. Which brings us to the caste system: Pure, Blessed, Gifted, Fortuned, Redeemed, and Fallen.

Pure are those who have full wings. They and the caste below them are the only members of society who are taught how to use magic (see below). Blessed are those who don’t posses full wings – theirs are smaller and don’t work as proficiently. As a result, they don’t fly to well. Members of this caste are occasionally taught magic, and are usually advisors, generals, etc. Gifted are those born with Shard abilities (see below), which is one of the few ways to move up in the caste rankings. This caste is the only one delineated by ability instead of appearance. Fortuned do not posses wings. Instead, they have a membrane that connects their arms to their torso, allowing them to glide. Redeemed have wings or glider membranes that no longer work due to an injury, atrophy, or birth defect. These people are used to work the menial functions in life (soldiers, field hands, etc). Finally, the Fallen are those who do not have wings, and are regarded as outcasts.

The population of Providence is also divided into two categories: the Seraph (those who possess feathered wings) and the Iblii (those who have leathery wings). After that, they are also separated into family classes called Troupials that are based on appearance and general function. Examples of Troupials are Bat, Dove, Gargoyle, and Dragon, with many more to choose from.

The basics of a Providence Character are the four aspects: Characteristics, Skills, Traits, and Magic (powers and spells).

There are ten Primary Characteristics that represent the physical, mental, social, and magical attributes of a character, like Coordination, Intelligence, and Strength. They range from -3 to +3, with the average human having a 0. There are also from two to three secondary characteristics, such as Agility, Memory, and Might.

Some characters may have magical abilities (called Wird). A character who has natural, Wird-enhanced abilities is called a Shard. A person who can cast spells is a Spell Caster. Shards are inherently more powerful than spell casters, but spell casters are more flexible in their field of expertise.

The Providence RPG uses the Creative System, which makes use of the d10. The number of d10s you use depends on the level of Skill a character has and their relevant Characteristic. The total may be more or less than two dice. However, only two dice are rolled; having more or less than two dice gives a modifier to the roll. For each additional d10 you have you get a +2. Fewer than two dice gives a -2 for each d10 less than two.

Example: If you have Characteristic Strength 3 and have to make a Strength roll, you would have three dice total. Roll two dice and modify your roll by +2. If you only had Strength 1, you would roll two dice and modify your roll by -2.

Alongside the basic system is a more advanced optional set of rules that can attain a greater degree of realism. Unfortunately, this optional set also brings with it a lot of math.

The Good: The system is easy to learn – with the advanced optional rules requiring some time to get used to (for example: The Modified Target Number is when the number of dice the opponent has is doubled and added to the target number [usually seven]). Plenty of examples pepper the creation and system sections of the book. The layout is very good – the pages look like old parchment and the text has no typos that this reviewer noticed. The binding is also quite professional.

The Bad: The art ranged from good to awful. The game uses a lot of number crunching which can bog down play for both novices and experienced players. And having information separated into two books (the second being the Providence World Book) has its advantages and disadvantages – one is left with the feeling there’s something missing in the Main Rule Book. Finally, do we really need 26 total characteristics?

The Verdict

This game is a decent blend of fantasy and super-heroics – worth looking at. Try it, and see if you can learn to be a hero again.

Hit ‘em Where it Hurts

May 14, 1999 in Articles

“There’s More Than One Way To Kill A Champions Character”

One of my favorite things about being a Game Master is watching players bring me their characters for the first time just before we begin to play. The sheets are clean and white, waiting for the pizza stains and other scars that they will acquire over the months and years of play. I carefully peek over the sheets as the player watches, anxiously biting their lip, because they know exactly what I’m looking for.

You see, I have a bit of a reputation.

I kill characters.

A lot of characters.

Even in my Champions campaign, those big whopping 250 point monsters don’t stand a chance. But I don’t kill characters with muscle-bound monstrosities or lonely, brooding cigar chomping maniacs with razor sharp claws. No, I kill characters in a very different manner all together.

I hit them where it really hurts: where they spend their points.

This article is designed to show Game Masters how to use a character’s Disadvantages, Powers and Resources against him. The examples listed here were used in my Champions campaign, but with a little creativity, a GM can use these ideas in just about any game. Now before we begin, let me introduce you to an old friend of mine.

Meet Jefferson Carter

“I’ve read dozens of books about heroes and crooks

And I learned much from both of their styles”

- Jimmy Buffett

Jefferson Carter is an NPC I use in a lot of my campaigns. As the head of Carter Enterprises, he is a model millionaire. He donates millions of dollars to charities, opens homeless shelters, fights for the rights of the working class and is always seen with the beautiful people. He is a handsome face with a charitable, giving heart.

Carter Enterprises is also responsible for the founding of United Superheroes (or, “US”). Using his vast funds, Carter brings together the most enterprising and resourceful superheroes to fight crime in the city’s streets and root out corruption in the city’s government. His involvement with US has always been a public matter: he doesn’t believe that a good deed should ever remain anonymous. He defends the rights of super heroes to help support the police department and other law enforcement agencies. He was instrumental in passing “The Vigilante Act” a few years back that made the acts of super heroes legal and has a staff of the best lawyers in the nation on payroll to keep his employees out of jail and on the streets.

In short, Jefferson Carter is the best friend a superhero could have.

And with friends like him … well, I think you finish that one by yourself.

Carter’s Secret

Hold your allies close to you,

but hold your enemies closer.

- The Tao of Shinsei

Jefferson Carter is a meta-human. Carter has many abilities that allow him to seek out a hero’s most precious secrets, then he uses those secrets against them.

In my Champions campaign, even if the heroes weren’t employed by US, Carter would still consider them “employees.” In fact, those heroes would be an even greater challenge to his intellect and resources.

Why has Carter gone to all this trouble?

The answer is simple.

Because he can.

Carter is a mastermind, a genius beyond mortal measurement. Ever since his childhood, he has played “human chess” with his teachers and playmates. His acquired fortune came about from his ability to manipulate the minds and lives of mortals, and now he has learned to manipulate the minds and lives of meta-mortals.

In short, he is causing pain, misery and conflict for his own enjoyment. And, don’t forget, he’s doing it for his employees. After all, he provided for the Vigilante Act. He provided United Superheroes. He equips and trains the supervillains they encounter. Carter is the reason they are living the life they are. And if his tricks and traps take out one or two heroes here and there … oh well. What is life without a little risk, eh?

The Method


Now down to the nitty gritty.

Carter looks for a hero’s greatest weakness and exploits it until the character breaks. Listed below some of the more popular Disadvantages Champions characters take. Under each one is a method I used (Carter used) to get at the character.

Just a friendly warning: some of these techniques may be considered by some GM’s to be “underhanded.” For those GM’s who feel that they should be fair and arbitrary (as I so often hear), I suggest they look up “fair” and “arbitrary” in the dictionary.

Then, we can talk.

DNPC

For those of you who don’t recognize DNPC, it stands for “Dependent Non-Player Character”. I understand it’s a fairly common Disadvantage among players, but after this little stunt, I had a severe shortage of DNPCs in my campaign.

One of my more resourceful heroes was a young lady named Malice. She was a martial artist who had a poison touch. She was fast, deadly and very lucky. She was also a big, fat thorn in Carter’s side. She was getting too close to his secret, so he decided to retire her.

When she wasn’t running around in black tights, Malice was taking care of her aging grandmother. Grandmama was not too fond of those costumed heroes, especially that Malice girl. She looked like a hussy in that tight little costume. And what right did they have to do a police man’s job? Grandpa was a police man, after all (and the main inspiration for Malice to turn to a life of adventuring). In short, it would break Grandmama’s heart if she found out about her granddaughter’s secret.

By now, you should be getting the picture. Just show Grandmama pictures of her granddaughter getting into the Malice costume and everything will be hunky dory, right?

Wrong.

When Carter does things, he does them with style.

On Grandmama’s seventieth birthday, Malice took her out to her favorite restaurant. In the middle of the meal, one of Malice’s most hated enemies showed up on the roof with a bomb. Of course, Malice made an appearance. Her enemy (who knew she would show up) was prepared. He had a single agenda and he stuck to it. In the middle of the fight, he hit her with a paralyzing ray, ripped off her mask and threw her through the glass ceiling – right in front of Grandmama. The combined shock of seeing her granddaughter get thrown through the glass ceiling, fall fifty feet and slam to the floor was shocking enough. Add to it the realization that her granddaughter was that masked hussy was a bit too much for Grandmama to handle.

Her heart seized, and as Malice watched on, trapped in her paralyzed body, her grandmother died.

Malice retired the very next day and nobody ever bought a DNPC again.

Berserk

I love this one. Whenever I get to take a character away from a player for a while, explain that they’ve been unconscious and then have them wake up with blood on their hands is a chance to have some real fun.

I had one of those berserking scrapper guys in my campaign for a short while. His name was Scrapper (I didn’t pick the name, guys) and he got hired on at US for only a short while. The player knew all the Champions loop-holes and he exploited every one. Instead of asking “What kind of idiot do you think I am?” I let him have his little combat monster, keeping a steady eye on his Berserk Disadvantage.

After a couple of sessions, I got complaints from players. They complained that the character was nothing but a walking bundle of powers, a glory-hound and a bad role-player. I agreed, but asked them to be patient. After seeing a familiar wicked glint in my eye, they smiled quietly to themselves and waited for the hammer to fall.

The next session, they encountered one of my favorite villains. His name is Mindbender, and you can figure out the rest. Mindbender took one look at Scrapper and he knew what to do. He invoked a little mental heavy artillery and before Scrapper knew it, I was rolling dice, making a regretful look and asking him to make his Berserk roll. Now Scrapper only goes Berserk when he sees red trolley cars (his mother was killed by a run-away red trolley car). He knew there were no trolley cars in Minneapolis and asked me why he was going Berserk. I told him he was seeing trolley cars wherever he looked and he had no choice but to make the roll – and make it at -5, at that. After all, he was surrounded by the bloody things.

He failed the roll, went nuts and I took away his character sheet. At that moment, Scrapper starting attacking everything in sight, including his buddies. They had no chance but to defend themselves against a little rule-bending combat monster who was going at them full tilt. His little rampage caused a whole lot of damage and took out a small child’s eye before they got him under control. The parents sued US, Scrapper was brought up on charges of negligence and reckless endangerment of life and spent the next twenty years in prison.

I suggested to Scrapper’s player that he should be more careful with his Disadvantages. Surprisingly enough, the next character he made was a little more respectful of the rules. Go figure.

Psychological Limitations

Some of the most powerful Disadvantages are “Psy Lims.” Codes of Conduct are always fun to play with. One of our heroes, a guy named Tristan Thomas who went by the name of “Paladin,” had a pair of interesting Limitations. He would not strike a woman, no matter what the circumstances, and he was a firm believer in The Law. He would not tolerate any infringement of the law, not in himself and not in others. Of course, this provided me with a whole bunker of ammo to use against him.

The first thing I did was have him fall in love with a pretty little librarian Angie Isolde. That should have been enough of a clue for him, but unfortunately (for him), he didn’t pick up on it. You see, Angie was a “renegade super” named Vengeance. She had no license to practice and often found herself at odds with US. Neither of them knew their Secret Identities, and Paladin was beginning to develop a nice, healthy hatred for Vengeance. She had picked up on his “don’t strike women” code (thanks to Mr. Carter’s agents) and would somehow always know where Paladin was. She would chose the day and date of her attacks carefully, embarrassing him at every opportunity.

As the rivalry between Vengeance and Paladin heated up, so did the romance between Angie and Thomas. When the time was right, Carter arranged for a subtle drug to get slipped into Paladin’s system that would drive him to the edge just at the right moment. He met up with Vengeance (right on schedule) and as she prepared for another opportunity to humiliate him, the drug kicked in and he started in on the unprepared super-babe. Needless to say, under his drugged state, he demolished the poor girl (he had 50 more points to play with, after all). When he gained control, he realized what he had done and watched as the police (who were conveniently called in on the scene by an anonymous tip) took off her mask and carted his beloved off to prison.

Luck

“Okay,” you say. “That’s just fine taking advantage of a character’s disadvantages. That’s no new trick. So what?”

All right, how about using a character’s advantages against him?

“Talents” can be a Champions character’s worst enemy. Luck is a great example. Players buy Luck for their characters all the time. Its like a little security blanket. It makes them feel as if they have something to fall back on if everything goes bad.

The definition of Luck is “… that quality which helps events turn out in the character’s favor.” Okay, that sounds fine, but trust me, a good GM can find bad in just about anything.

Remember, Luck isn’t contagious. Making a character Lucky does not make the whole group Lucky. Characters who buy Luck tend to be a little self-centered. After all, they would rather spend points on something that will get them out of trouble, rather than something that would compliment or aid the group. So, get the group in trouble, let the Luckster roll his way out of it, then make him wish he didn’t. It’s called “the frying pan and fire technique” and here’s how it works.

Imagine the group getting hit by some area effect weapon. Of course, the Luckster wants to roll his way out of it. You tell him that’s fine and he makes his luck roll. He flies out of the effect and looks back to see his buddies frying.

(Feel free to apply guilt here. After all, he could have grabbed someone to fly out with him, right?)

Then, right after he’s out of the blast radius, have him notice that he’s flown right into a mob of supervillains, just ready and willing to pound on one lone hero. Let’s see him Luck his way out of a combined total of 1,500 points of hard-hitting villains. If only he had stayed behind …

Or perhaps by Lucking out he’s put his buddies in deeper trouble. For instance, let’s use the area effect weapon again. Perhaps one of his powers could have countered the effect? If he had stayed behind, he’d have been able to help them out. But he chose to Luck out, and now his buddies are frying. Good thing he’s Lucky, isn’t it?

Another example. The character is in an airport. He’s in the rest room and he stumbles across an envelope somebody dropped. He opens the envelope and discovers its filled with thousand dollar bills. Get you get any more lucky? Of course, the money belongs to a crime syndicate or something even more diabolical, and they’re going to be looking for that money and who “found” it (of course, they believe the hero stole it). And all of this trouble because the character was Lucky.

Immunity

Immunity gives a character supernatural immunity to diseases and poisons. It’s a very popular advantage. Of course, Mr. Carter had to do something about that.

I had his scientists come up with a disease that would kill off anyone with the “super gene” that meta-humans had. Carter had a cure, of course. The only problem was all those super fellows who bought Immunity were, well, immune to it.

Find Weakness

My favorite trick has to do with Find Weakness. This little puppy lets characters observe their enemies to find a weakness in the defenses of a target. The better they roll, the more damage they can do.

A lot of combat monsters take this one. I always let them. They only use it once.

Carter designs supervillains with a weakness the heroes can exploit. These villains he calls his “throw-aways”: punks he can throw at the heroes to watch their fighting styles and skills. He shows the heroes films of the throw-aways and shows them the weakness he’s “found.” Then he sends them out to confront the baddie, armed with the knowledge he’s given them. They find the throw-away, engage him, find his weakness and hit him as hard as they can.

This little strategy always has the same result.

The villain’s eyes go wide, he mumbles something about forgiveness and the hero watches the life slip out of his eyes.

Killing a villain is a major crime. Heroes are expected to bring the bad guys in alive. But there’s no need to worry. The hero can rest assured that Mr. Carter’s lawyers will take care of everything.

The Retirement of Mr. Fabulous

One last story that I can’t take full credit for.

One of my players, my buddy Danny, came to me after a game session with a problem. He had been playing a character for the whole run of the game, a very popular character who went by the name “Mr. Fabulous.”

Out of all my Champions campaigns, Mr. Fabulous was one of my favorite characters. He was a modest little superhero with just a little bit of super strength, speed and endurance and a whole lot of heart. He dressed up in a colorful costume and fought for truth, justice and the American Way because it was the right thing to do. He always took a morning jog along Hennipen Boulevard and a mob of kids would follow him as far as they could. He bought ice cream and hot dogs at the little mom and pop drug store on the corner for lunch and he always had time for an autograph.

Oh, and he fought crime, too.

That night, Danny told me that Mr. Fabulous was going to retire. He really loved the character, but he felt it was time to let him take off his mask and get on with his imminent middle age years. We talked about it for a while and I gave him a suggestion. At first he was shocked, but then, as he thought about it, he agreed it was the only way to end the story of Mr. Fabulous. We shook hands and the very next week, the event we discussed took place.

Mr. Fabulous did indeed announce his intention to retire. Carter and US throw a huge party to celebrate Mr. Fabulous’ twenty years of fighting crime. The event was on the front page of every newspaper in the nation.

On the morning before his retirement, Mr. Fabulous stopped in the mom and pop drug store for his ice cream and hot dog. A young kid with frightened eyes was there with a gun, taking money out of the register. Mr. Fabulous held up his hands and tried to talk the kid into putting the gun down. The kid, with eyes full of tears, lowered the pistol. For some reason, Mr. Fabulous’ Danger Sense wouldn’t stop ringing in his ears. He turned around a little too late and took a bullet from the kid’s older brother right in the face.

The ambulance arrived ten minutes after the incident. Mr. Fabulous was found, barely alive and in shock. They turned off the siren five minutes outside of the hospital.

The death of Mr. Fabulous was a dark day in my campaign. He was one of the first super heroes, a mentor to more than half of the members of United Superheroes. A national day of mourning was held and we spent an entire game session on the funeral, listening to each superhero talking about their memories of their hero.

What did this accomplish? What does this little incident have to do with using a character’s Disadvantages against them? Well, every character has one single disadvantage in common, and it isn’t on their character sheet. Sometimes we don’t see it, and it often becomes invisible in a superhero campaign. That little Disadvantage is that each and every one of us is mortal. In the world of superheroes, we sometimes forget this. While each of us would like to live forever, it is often a character’s death that defines him, not his life. Mr. Fabulous died trying to talk a scared little kid out of doing the wrong thing. He could have pounded the hell out of him, but he didn’t. He died trying to stop a crime without using his fists.

What was Mr. Fabulous’ Disadvantage? He had a Code vs. Killing. Carter found out about it and set up the whole incident. But this time, his little gambit backfired on him. He thought killing Mr. Fabulous in a simple robbery would dishearten the superheroes of Minneapolis. He was wrong. It brought them together, creating a bond that could not be broken. And he was sloppy. One of the heroes began digging and found out the kids were paid to commit the crime. It was the beginning of the end for Mr. Carter.

But that’s another story.

-John Wick hit us with Legend of the Five Rings CCG, then the L5R RPG. Now he’s sailing the seas looking for booty in Seventh Sea. Just don’t call him Long John – he hates that.

All Used Up

April 22, 1999 in Articles

Ideas are the chief currency of storytelling. They’re the building blocks of any story, whether it be a roleplaying game, a novel, a film, or what have you. Without an idea, you’re sunk.

New ideas—or at least the creative modulation of existing ideas—drive new projects. Execution is certainly critical, but the core of an idea, properly understood, will expand in the process of development to touch on every aspect of the work. The value of a good idea cannot be understated.

A question commonly asked of storytellers is, “Where do you get your ideas from?” There’s no simple answer. Life experiences, other stories, quirks of personality, all come together in the forge to meld into something that is hopefully new and interesting to the audience.

A question that should be more-often asked is, can an idea be used up?

I submit that it can, and that in fact this is not a rare event. A storyteller can come along who so masterfully and thoroughly investigates an idea that when the story is told, it leaves the idea hollowed-out and of little use to others. A spent idea is a barren field, and nothing new can be grown there; the best anyone can hope for is to simply plow away ceaselessly, cutting the same dry furrows into the dessicated soil. This does nothing to advance the cause of storytelling and leaves precious little entertainment value for those who have consumed the previous storyteller’s investigation of the idea. When a crop has been that thoroughly harvested, it’s time to move on to better land and other ideas.

This situation, this peril, is of tremendous importance to genre storytelling, the area in which roleplaying games function. RPGs need simple, easily grokable ideas to help new players understand what to expect, and to differentiate themselves from other RPGs in similar genres; few new rules systems are so compelling that they can push aside an entrenched game in the same genre, as demonstrated by the ceaseless hordes of wannabe AD&D replacements. It’s the idea that makes the difference. But when an idea has been used up, designers should look further afield for something new and different, rather than tilling the same sterile rows.

I’ll cite two recent examples. In 1986-87, DC Comics published the twelve-issue comic book series Watchmen, written by Alan Moore and illustrated by Dave Gibbons. Watchmen took the idea of the super-hero and projected it into our world, then extrapolated, in a realistically speculative way, the effects of super-powered beings and costumed crimefighters on the twentieth century. The historical changes conceived by Moore and Gibbons were phenomenal; no less so, however, than the changes that occurred in the idea of the super-hero itself. The storytellers turned this diffracted history back onto the main characters, the super-heroes, and the force of history’s weight all but destroyed them. In the course of Watchmen’s twelve issues, readers saw the idea of the super-hero brought to the pinnacle of achievement—and then hurtled down to be dashed on the rocks below. Moore and Gibbons destroyed the idea of the super-hero. There’s simply nothing left there.

Other creators can scrabble in the dirt and one-handedly spill their seed, but that’s the extent of their accomplishments. The best they can hope for is to tell a decent story and tell it well; any chance of truly finding something new and revelatory in the super-hero genre has been lost, and any creator with his or her sights set higher than self-stimulation would do well to move on. The genre is spent.

Another, wildly different, genre has received similar treatment, this being the genre of classical occult conspiracy. Long a favorite of subculture addicts and free-thinking scholars, the tangled skein of the Masons, the Holy Grail, the mystical architecture of London, the descendants of Jesus Christ, and the rest, was a genre that stole quietly into popular consciousness. Wilson and Shea’s Illuminatus! trilogy did a lot to bring topics such as these to the fore, but they simply popularized a much older idea and wedded it to another one, that of contemporary conspiracies. No, the work that put paid to the genre of classical occult conspiracy was Umberto Eco’s Foucault’s Pendulum. Eco’s book ran the genre in circles. First it presents the whole body of the genre as a joke, something not to be taken seriously. Then it becomes an exploitable commodity, and an enlightened, academic pastime. Finally it asserts itself as a very large and very terrible reality, a reality that keeps itself purposefully obscure. Along the way, Eco touches on countless elements of the genre, weaving them all together into a grand tapestry. Anyone with even a passing interest in the genre who read the book doubtlessly found their favorite sub-genres represented, whether it be the fate of the Templars or the secrets of Rennes le Chateau. Eco’s assembly is so adroit and his scrutiny so pernicious that, by the end of the book, it becomes evident that there is really nothing else to say. What could you say? Like Moore and Gibbons, Eco nurtured a genre into its fullest, most vibrant flowering, and then cut it at the roots.

Works such as Watchmen and Foucault’s Pendulum are storytelling manifestations of Orobourus, the worm that eats itself. They feast so brilliantly upon the bounty of their topics that they leave nothing but scraps, to be picked at by vultures who insist that yes, there is still some meat here amidst the wreckage. But there is no such succor—unless one is satisfied with being a vulture.

GMs and players looking for fresh challenges and stimulating experiences should open their eyes. Why would you toil in the rotting vineyards of a household whose master has moved on? It’s a big world out there, and there are many fertile fields upon which a quite respectable homestead could be staked out. Don’t be satisfied with table scraps fit for vultures; demand something different, something with life and passion behind it. If RPG companies can’t give it to you then for god’s sake, strike out on your own! What idea fascinates you? What is it that occupies your mind in the time before you sleep? Look at the things that compel you, that challenge you, and see if you can find your next game among them. Keep clear of the ideas that you merely consume passively, as if by rote; look ever to the ones that nag and prod.

Eventually, of course, even the driest field may yet again bear fruit. Given time, and a new iteration of culture in which to operate, spent genres such as super-heroes and classical occult conspiracy may find new forms, new champions, and rise reborn. But this is a lengthy process, even a generational one. In the meantime, open your eyes. Go west, to the frontier. Shake the dust from your shoes and say goodbye to the vultures—better nourishment lies over the horizon.

John Tynes is the co-author of Unknown Armies, a roleplaying game of transcendental horror and furious action.