Saturday, October 31, 2015

The Springfield Ghostbusters

My son's rendition of Homer and Bart as Ghostbusters

If you’re like me, you’ve probably spent the week watching Simpsons Halloween episodes with the Ghostbusters Roleplaying Game within reach. Obviously you’d want to put those together, so guess what? I’ve saved you the trouble!

Your Own Simpsons Halloween Special

Let’s use the Ghostbusters rules to bring a Simpsons Halloween episode to the gaming table. The first thing we need is some Simpsons.

Homer
Brains1Weasel Out of Things
Muscles2Eat Anything
Moves2Bowl
Cool2Borrow From Flanders
Goal: Eat, Sleep, and Cuddle With Marge

NOTE: If Homer is a player character, you might want to give him 5 more points in Traits, enough to give him the standard total of 12. The other Simpsons already have 12 Traits points. (Yep, even Maggie.)

Marge
Brains3Springfield Facts
Muscles3Carry Things
Moves3Clean
Cool3Raise Children
Goal: Keep Family Safe

Bart
Brains2Make Mischief
Muscles2Fire Slingshot
Moves3Ride Skateboard
Cool5Fast Talk
Goal: Have Fun

Lisa
Brains5Library Science
Muscles2Run
Moves3Play Saxophone
Cool2Debate
Goal: Save the World

Maggie
Brains4Escape
Muscles2Climb
Moves2Pacifier
Cool4Attract Attention
Goal: Defeat Her Enemies

Ghostbusters in Springfield?

Sure, why not? Here are a few ways we could bring professional paranormal investigation and elimination to the entertainment capital of this state.

Option 1: The PCs could be the players’ own Ghostbusters, visiting Springfield to take care of some spectral business.

Option 2: The players take the roles of the Simpsons family, who have (in the manner of a Simpsons Halloween special) somehow gotten into the Ghostbusting business. Professor Frink could believably invent ghostbusting equipment (such as his patented De-ghostifier), which the Simpsons could then acquire (along with a power source from Homer’s workplace).

Option 3: Who needs grownups? Bart and Lisa and their friends can get the job done, operating out of their Treehouse of Terror. They’ll need equipment, of course, but Frink could provide it (as above) or Lisa could develop it herself.

What Do Springfield Ghostbusters Do?

Here are a few story seeds for Ghostbusters operating in Simpsons territory.

  • Haunted Milhouse. Bart’s friend Milhouse has died, and his ghost is inhabiting his house. The PCs can trap the poor dead kid, but he reappears in his room the next night—Milhouse is a repeater! If the team wants him to stay gone (so they can get paid), they’ll need to satisfy his Goal: he wants his parents to remarry!
  • Krusty Kult. Springfield sees a spike in its clown population, as numerous clowns arrive to worship Krusty. The object of the clowns’ reverence has been broadcasting a mind-control signal as part of his show, and now he controls a clown army which he intends to use for some nefarious purpose. Will the Ghostbusters make a deal with the devil when they learn that the incarcerated Sideshow Bob knows a way to break Krusty’s kontrol over his kreepy kult?
  • Comic Book Die. Comic book characters are coming to life and causing chaos at the Android’s Dungeon! Luckily, all the animated comic characters are still comic book sized. Less luckily, even the “good guys” in the comics are behaving badly, thanks to a comics crossover event in which Radioactive Man and friends have been replaced by twisted mirror versions (bizarre, eh?). Can the Ghostbusters stop their heroes from wrecking the comic store without doing it themselves with their proton packs? (Pardon me…De-ghostifiers. Glavin!)

Wednesday, October 14, 2015

Politician Archetype for All Flesh Must Be Eaten

I wrote this years ago for a website that isn't around anymore (and I'm sorry to say I don't remember its name). It's a politician character archetype for All Flesh Must Be Eaten. Last night during the Democratic debate it popped in my head again, so I thought I'd share it.

Image: NBC

Politician
Norm

Str 2 Dex 2 Con 2
Int 3 Per 2 Wil 3
LPs 26
EPs 26
Spd 8
Essence 14

Qualities/Drawbacks
Attractiveness 2 (2)
Charisma 2 (2)
Contacts (Governmental) (2)
Humorless (-1)
Obsession (Political Power) (-2)
Resources (Well-off) (2)
Showoff (-2)
Status 3 (2)

Skills
Acting 3
Bureaucracy 3
Cheating 2
Dodge 1
Guns (Pistol) 2
Haggling 3
Humanities (Political Science) 3
Humanities (Psychology) 3
Notice 3
Seduction 2
Smooth Talking 4
Sport (Golf) 1

Gear
Government I.D. badge, briefcase, smartphone, campaign buttons

Personality
I was on my way to the top--the White House was surely only a few years away. All those years of kissing babies and telling the stupid public what they wanted to hear was finally paying off. I had a house in the ‘burbs, a wife and kids who looked great in the campaign ads, and a chauffeured ride to work every day in a government car.

Then this zombie thing started. At first I didn’t believe the crazy stories that people were telling. I mean, come on! People rising from their graves to eat living flesh? But when I came home to find a rotting corpse munching on what was left of the wife and kids, I realized the truth: my bid for the presidency was going to be delayed.

Now my very survival is a full-time campaign. I’ve managed to form an alliance with a few surviving citizens. It’s strange how something like the dead returning to life can make people from such different backgrounds work together--even those damn liberals. But the world has turned into a new two-party system: the Living and the Dead--and the Dead don’t vote.

Quote
“Put me in charge, my fellow survivors, and I will lead my party to victory!”

Thursday, August 27, 2015

GenCon 2015: Games I Played

Wanna hear about some of the games I played at GenCon this year? I hope so, 'cause here they are!

Ghostbusters: The Board Game


Ghostbusters is a cooperative board game with light roleplaying elements. You play as one of the Ghostbusters and undertake different missions. The one we played in the demo game involved one open ghost portal on the board, several weak ghosts, and one tougher ghost (Slimer).


We started in the Ectomobile, and used one of our actions to disembark. We could then move, zap a ghost, clean slime off a teammate, or deposit ghost traps back in Ecto-1. Your number of actions depends on your level, and is reduced by how many times you've been slimed.

Each Ghostbuster has his own special abilities and a unique way of gaining XP. (Everyone gains XP by busting ghosts; these are additional paths to XP.) Playing as Ray Stantz, for example, I could gain XP by cleaning slime off my teammates.


Weak ghosts can be captured by a single zap, while tougher ones require the Ghostbusters to score several hits with the containment beam (represented by putting a ringed token on the ghost in your Ghostbuster's color). After the Ghostbusters have acted, the ghosts move. If a ghost moves through a Ghostbuster's square, that 'buster is slimed. Finally, we roll the special die with parapsychology symbols to see if more ghosts emerge from the portal. (I hope they call this the Zener die.)


Most of the game pieces were still in prototype state during the demo, so it's hard to tell how impressive the final product will be...except that the ghost pieces were pretty nice.


Dungeon Crawl Classics

Jim prepares to destroy us.

My Internet friend James Walls invited me to join his unofficial game of DCC before GenCon started. I'd never played before, and was eager to try it after reading James's blog posts about running the game--especially his Star Wars: Stormtroopers version where his players were stormtroopers trying to take down a Jedi.

My Three Characters. None survived.

James ran The Well of Souls for the eight of us. We each controlled 3 level 0 characters. We faced ritual sacrifice, animated skeletons, a wicked puzzle we never did solve, and the most dangerous foe: each other. (James added an evil blade to the adventure to mix things up; he describes it in his blog post "The Blade of Eight Souls.")

In general, I like how RPGs have evolved over time. I'm not one of those gamers who misses the Good Old Days when we rolled up characters randomly and played simplistic scenarios where gaining treasure was more important than roleplaying. But I found DCC charming for some reason, and after our game I had to buy my own copy.


The Strange

Now available for purchase

Though I’ve read The Strange and enjoyed it, I hadn’t had a chance to run or play it until now. I got to play the Mastodon adventure (available for sale now), written by Bruce Cordell and superbly run by a GM named Randy. As it turns out, none of the players in this session had played the game before either.

This session was one of those where the game was even more fun than I’d been expecting. The end of the adventure was set in the Ruk recursion (which is a sort of alternate universe), and while it was cool to read about Ruk, it was even cooler to be there. My favorite thing about The Strange is the way part of your character sheet (and therefore, your abilities) gets replaced when you travel to a different recursion.

The Strange won several ENnie awards at this GenCon (the silver awards for Best Game, Best Setting, and Best Interior Art), which made me even more glad I got to try it out. And the next day, I was fortunate enough to get my rulebook autographed by Monte, Bruce, and Shanna.

Like many things that happened at GenCon this year, this alone made my trip worthwhile.

Doctor Who: Adventures in Time and Space

Our MVP

I continued my streak of playing Doctor Who: Adventures in Time and Space at GenCon—this year being my second. (Granted, it's not a long-running streak yet.) The adventure was “The Northern Knights” by Walt Ciechanowski. I won’t describe the plot of the adventure, in case you get a chance to play it. (Also, I was focusing too much on being clever to remember all the plot details.) But I wanted to say a few general things about the game.

My fellow players took the roles of the 12th Doctor, Clara, Madame Vastra, Jenny, and Strax, and I got to play Robin Hood! In my opinion, the MVP was the player controlling Strax. He was hilarious and had a great grasp on the character.

We also had a good GM (Jen). She was cosplaying as Captain Jack. What I noticed most about her was her skill at answering player questions in character. For example, a guard was delivering some expository information to us, and one of the players interrupted to ask a question. Jen kept speaking in the guard’s voice, but shifted his conversation pretty seamlessly to answer the player but still impart some extra information. She was also liberal with handing out story points, which I think made us more likely to try actions we weren’t super-skilled at.

Jen also gave us each two tiny plastic cybermats (adventure spoiler!), which cemented her as my favorite GenCon GM ever.

That's it for this year's games! Maybe I'll play more next year, or maybe I'll go even deeper into the pool of seminars and play even less. We'll see!

Thursday, August 6, 2015

GenCon 2015: New Releases and Other News

I'm still processing all the Gaming Goodness(tm) I encountered at GenCon last week, but I wanted to go ahead and get this info up first. I'll bore you about the games I played in a later post.

Lots of companies announced new products or presented other breaking news at GenCon. This isn’t a comprehensive list of GenCon announcements, just the ones I personally witnessed.

Monte Cook Games announced a new series of sourcebooks for Numenera, collectively called Into the Ninth World.
"The first product in this line will be a sourcebook called Into the Night, to be followed up next year with Into the Deep and Into the Outside. Into the Night explores the vast reaches of space beyond the Ninth World, Into the Deep details regions beneath the sea, and Into the Outside peers into ultraterrestrial and interdimensional realms beyond our universe." - MCG
The Into the Ninth World Kickstarter campaign started on August 5th.

Monte Cook Games seminar
Pinnacle Entertainment Group announced three new product lines. The one I’m most excited about is a Flash Gordon Savage Worlds roleplaying game, which they announced with a cool teaser trailer. Gordon’s alive! The other two are Fear Agent and The Goon, both based on titles from Dark Horse Comics. Pinnacle has posted a video of the Pinnacle GenCon seminar on YouTube.


And Wil Wheaton announced at the Titansgrave Q&A seminar that Tabletop season 4 and Titansgrave season 2 will begin production early next year.


Monday, March 23, 2015

Doctor Who Research in the 1900s

© mamsy / Wikimedia Commons / CC BY 2.0

I realized today, while researching the Victorian Era on my laptop at lunch, that I've been writing Doctor Who adventures since the days when research meant driving to the library to dig up books (using the card catalog system) and news articles (on microfiche). That makes me feel just a little bit like a time traveler myself.

Wednesday, March 18, 2015

Game Log: D&D Dragon Queen Session 5

Happy Pi Day!

We played D&D (5th ed.) for our latest game session, getting farther into Episode 3 of “Hoard of the Dragon Queen.” (See my earlier post if you want to read about our game covering the first part of Episode 3, aka Session 4. I didn’t write about the first three sessions. Hope you’ll forgive me.)

As before, the players were:

  • Dain, male dwarf barbarian, played by Christi.
  • Naeris, male drow paladin, played by Jay.
  • Copello, male human sorcerer, played by Jerrod.

It also turned out to be another special day for our game: it was Pi Day (3.14)! So according to Jay’s wishes, I bought pie. I meant to work pie into the events of the adventure, but it slipped my mind. Now I'm regretting that we missed out on enacting a kobold pie fight.

The PCs continued their exploration into a new room in the caverns they were exploring, which turned out to be the kobold barracks. Naeris led the way, intentionally not looking for traps. (This is because Naeris has, once or twice, taken wounds that would have killed him, yet lived. Naeris’s DM doesn’t believe in killing PCs unless it is dramatically significant, and Naeris has decided the reason he hasn’t died from such wounds is that he is immortal.)

So, Naeris triggered a trap. The ceiling above the following PC, Dain, collapsed, wounding Dain and knocking him down. The noise alerted the 5 kobolds and 5 winged kobolds in the area, all of whom attacked.

Filling in for the kobolds: Zombies!!!

Highlights of this combat included: winged kobolds dropping rocks on the PCs from above; Naeris wondering when the winged kobolds would run out of damned rocks to drop; Copello casting web on the non-flying kobolds; Naeris botching a spear throw and lighting the web on fire; Copello putting all the flying kobolds to sleep; and Dain bisecting a kobold who tried to flee. The party eliminated the kobolds, then rested.

Moving on, the party found a shrine room dedicated to Tiamat. Here they battled Langdedrosa Cyanwrath, the lightning-breathing half-dragon that fought (and technically killed) Naeris in the campaign’s first episode. (No blog post on that one, sorry.) Another enemy was in the room at the start of combat: a barbarian ally of Cyanwrath. Copello’s quick thinking made a major difference in how this scene went down, though: he charmed the barbarian using charm person before combat started, convincing the fellow that Copello and company were his friends. It took another turn or two to convince the barbarian to turn on Cyanwrath, but turn he did. This made the fight much easier for the PCs, and they defeated Cyanwrath. He still made them work for it, though, with his dual attacks and his lightning attack that could hit several opponents. Cyanwrath’s last action was to fatally wound the barbarian. (He was NOT pleased about his barbarian ally betraying him.)

I don't have a half-dragon mini. But I have a lizard man!

Once the fight was over, our heroes found a treasure chest. They triggered the trap protecting it (of course), survived the damage, and collected a supply of valuables, some healing potions, and a wand that is as yet unidentified.

Copello and the barbarian had a touching farewell, during which Copello asked the charmed fellow if there were any secret rooms in this joint. The barbarian said that the room to the east is a dragon hatchery, and that a concealed rope in this room leads up to a secret room. Then he coughed up blood and collapsed.

The party decided to check out the room up the rope first. Naeris led the way. The rope terminated at the underside of a rug, which Naeris threw aside. As he climbed out of the hole into a study of some sort, the room’s sole occupant (named Frulan Mondath, though I don’t think the players ever learned this) spotted him and moved to attack with her halberd.

Dain and Copello joined the fun in time to hear Mondath call for her guards. Copello immediately cast a web spell at the western doorway, immobilizing one of the six approaching guards and preventing any of them from entering.

The prone figs on the right are bodies the PCs stacked to keep enemies out!

Mondath was not at all happy that her reinforcements were cut off, and she expressed her displeasure by slamming Naeris into a wall and freezing Dain in place with a hold person spell. Copello tried to burn her with a fire bolt spell but missed, lighting the room’s large table on fire instead. Noticing that a large map and a collection of important-looking papers were lying on the table, Copello broke off from the fight to put out the fire so he could examine the documents after the fight.

Naeris recovered and put Mondath on the defensive. Copello taunted Dain about not being able to break out of his paralysis—which had the effect of pissing Dain off so much that he overpowered the spell! The finishing blow to Mondath came from the one-two punch of Dain slashing her with his greatsword and knocking Mondath into Copello’s cloud of daggers spell. All the daggers aimed themselves at Mondath and, in one smooth motion, stabbed her to death.

The party searched Mondath’s adjoining bed chamber, finding a purple cultist robe and a few items of more interesting treasure: a potion of fire giant strength, a potion of mind reading, and a dozen +1 arrows.

This is where we called it a night.


Post Mortem

I bought the 5th edition Dungeon Master’s Guide just before this session, so I could use it to reward the players with a few cool magic items. The campaign itself is mostly lacking in useful treasures, and the players had hinted that they were getting tired of only finding gold and baubles. This new DMG is wonderful, and led to the PCs finding the wand, the potion of fire giant strength, potion of mind reading, and the +1 arrows.

FYI, Lex Starwalker has a great overview of the DMG on his podcast Game Master’s Journey, in episodes seven, nine, and eleven.

Another thing I did before this game was visit the office supply store. (I love that place.) I got a whiteboard of my very own (I’d been using Jay’s) and some index cards in a smaller size than I’d seen before. The cards turned out to be great for tracking initiative order and NPC wound levels.


Another bit of prep I did between sessions was to print another copy of the PDF containing the campaign's enemy stats. Then I cut out each stat block, so that during combat I could take out the ones I needed and keep them in easy view, like below. This was MUCH preferable to flipping back and forth in the printout like I'd been doing before.


Finally, during this game I experimented with rewarding player behavior with pushes, as John Wick described in Play Dirty. Whenever a player did something entertaining or smart or in character or otherwise praiseworthy, they would earn either an inspiration die or, if they already had one of those, a push token. I like the inspiration die rule in D&D, but players can't collect more than one of those at a time, and I wanted to be able to reward every single occurrence of great behavior. So in addition to inspiration, a push lets a player add +1 to any die roll. The players didn't take advantage of their pushes much, so I'm considering bumping the die roll bonus up to a +1d4 or +1d6. I'm hesitant to open up unlimited inspiration dice, but that's a possibility too.

Have you experimented with anything like this? Or have an alternate idea for how to reward player cleverness (beyond XP, of course--something immediate)? I'd love to hear about it in the comments.

Thursday, March 12, 2015

Game Log: “DoomOS” for Marvel Heroic Roleplaying


I ran a one-shot adventure of Marvel Heroic Roleplaying Friday night, both to get more familiar with the system and to, I hope, jump-start a new game night. I've only played the game once, and hadn't run it myself till this occasion. But I've read the rule book three times—to prepare to run games that never materialized—and I find the system really unique and appealing.

Four players joined me for the game, only one of which had also played before. They were:
  • Jeff, playing Iron Man
  • Shannon, playing Spider-Woman
  • John, playing Daredevil
  • Kelly, playing Ms. Marvel

If you’re like me in thinking “One of these things is not like the other,” I’d like to mention that it impressed me how the Marvel system easily handles a group of heroes of what we’d normally think of as differing power levels; in a point-buy system, a street-level fisticuffs-based hero like Daredevil would be much less powerful than a cosmic-level hero like Ms. Marvel. But in this game, the two PCs playing those characters were able to take similar actions and it never seemed like one was less capable than the other.

DoomOS

The Event I ran (that’s what MHR calls adventures) was one I wrote for the occasion, called “DoomOS.” The heroes received a video distress call on their Avengers communicators. (By coincidence all the PCs were either current or former Avengers, so the players reasoned that this would be a good way to receive their mission trigger.) The call was from Willie Lumpkin, the mailman to the Fantastic Four.
“Thank God I reached you! Please help! The Fantastic Four are in trouble. The Baxter Building is under attack by…oh no!” The signal cut off.
The heroes didn't see anything amiss when they reached the Baxter Building, so they opted to enter the building via the standard lobby entrance instead of the roof (or smashing through a wall). They learned a few things from the receptionist: the Fantastic Four aren't answering their phone (a special blue one set aside specifically for calling them); only the FF can grant access to their suites (on the top 5 floors); and Willie Lumpkin was last seen heading up to visit the FF to deliver today’s mail and packages.

Iron Man tried to wirelessly hack the FF's computer system, but failed. This surprised Iron Man, because he was certain that he was smarter than Reed Richards and could easily hack his systems. Iron Man did, however, manage to gain access to the restricted elevator to the FF suites. The heroes headed upstairs.

(GM note: I figured the PCs would try to hack the computers, but didn't want them to succeed at that yet because that's what ending the adventure would depend upon. So I was happy that Jeff rolled poorly against the Doom Pool--but I wanted to reward his smart thinking, so I granted that Iron Man would still be smart enough to hack the doors. If, instead, he had rolled well, I would have ruled that he successfully hacked the door system but there was some sophisticated foreign code preventing him from gaining further access.)

Jeff kicked off the Iron Man/Mr. Fantastic rivalry.

On entering the FF's reception area on the first of the Fantastic Four's levels (the 31st floor), the heroes were attacked by the building's security system, in the form of electrified floors. Only Daredevil was hurt, and from then on all the PCs with flight took care to hover, and all the PCs without flight (Daredevil) stood on furniture or hung from a swingline.

Ms. Marvel set out to search the residential area for signs of life, but was attacked by a stun blaster that dropped down from the ceiling in the hallway. She and the rest of the team destroyed it, and Daredevil used his sonar sense to find two more defensive systems, which the group also destroyed.

Figuring it would be smarter to turn off all the defenses at once instead of fighting them in every room, Daredevil used his sonar sense again to locate the FF's computer center. Once he got a fix on its location (the 33rd floor) and relayed this to the team, Iron Man blasted a hole in the ceiling and proceeded to the 32nd floor, finding himself in the gym. He figured Reed would forgive the damage, and it wasn't too bad--the floor was smashed up, but the massive barbells and hydraulic presses that the Thing uses to keep in shape were undamaged.

The color printout is the Baxter Building.

Ms. Marvel continued Spider-Woman's search, locating the Human Torch unconscious on the floor beside his desk. Resisting an attack by gas emitters in the room, Ms. Marvel brought Johnny back to the rest of the group. (I had decided in advance that two of the FF would be on level 31, and that I'd let the players decide which FF members were there as they found them. They picked the Human Torch here, and the Thing later.)

Spider-Woman flew up next and physically smashed through to the target floor, level 33. She made her way through the chemistry lab and past the medical center to the computer complex. There, she found a bank of security monitors that showed where the rest of the FF were: Mr. Fantastic and the Invisible Woman were trapped in a glass chamber in the biology lab (level 33), and the Thing and Willie Lumpkin were snoozing on the floor of the kitchen beside an upended tray of cookies (level 31).

Oh, and she also noticed a large robot looming over her.

(GM note: At this point I realized I’d forgotten that I’d planned on the heroes finding Willie unconscious in the reception area where they first entered the FF suites, so I put him in the kitchen with the Thing instead.)

(Additional GM note: after the heroes discovered the Human Torch and the Thing, I opened them up as playable characters. We thought of a few ways to play this: (a) a player could trade in her current hero and start playing as one of the FF; (b) a player could take on the role of a FF member in addition to his current character; or (c) we could place the FF characters in a pool, and then each turn one player could take an action for one of the FF who hadn't acted yet in lieu of taking their other character’s action. By this point, I think all the players had settled into their roles and were happy with who they were playing, so nobody controlled Johnny or Ben. I was fine with that, and just wanted to provide it as an option in case any of the players were hard-core FF fans and really wanted to try those roles.)

Spider-Woman saw that the robot was built from a haphazard-looking collection of parts: computer monitors formed the head, roughly-joined computer cases served as arms, and random pieces of doors and other metal odds-and-ends made up the legs. A symbol glowed on each of the two computer monitors that served as giant eyes--an iconized version of Doctor Doom's mask.

Spider-Woman decided the makeshift Doombot could wait, and concentrated first on shutting down the building’s security system. She was successful, and turned to fight the robot.

(GM note: At this point Spider-Woman also learned that the FF’s computer system, which the players decided normally called itself “FourOS”, was now branding itself as “DoomOS.” She also learned that the system was transmitting a tremendous amount of data to an IP address in Latveria, the country Doctor Doom rules. But I forgot those details at the time she was accessing the computer, so had to slip them in later! I did this by simply telling the players I’d made that mistake, and caught them up on the info they should have had.)

Downstairs, the Human Torch woke up. Ms. Marvel and Daredevil asked him what he remembered. Johnny said he was uploading photos of himself to Facebook, and recalls hearing the doorbell, then loud footsteps that must have been the Thing going to answer the door, then the same footsteps heading back toward the kitchen. Ms. Marvel and Daredevil filled him in on the current situation. Johnny asked Ms. Marvel to help him find his teammates. She agreed, and Daredevil left them to crawl through the ducts to the lab level.

Back in the computer complex, Spider-Woman blasted the Doombot. Wait, that's not true--her Venom Blast does less damage than her Superhuman Strength, so she punched the bot instead. When it tried to punch back, she tore off its arm. The Doombot didn't last long after that. While Spider-Woman was cleaning its clock, Iron Man achieved a spectacular feat of hacking and shut down the Internet data feed that was sending FF data to Latveria.

Elsewhere on the same floor, Daredevil located Mr. Fantastic and the Invisible Woman. The chamber holding them turned out to be Reed’s experimental power nullifier. (It was, obviously, functional.) Unfortunately for Daredevil, the chamber blocked all sounds, so he couldn't hear the captives tell him which of the many nearby buttons would open the nullifier. But Sue had an idea—she tugged up the hem of her pant leg enough to show her green socks, and pointed to them. Daredevil got it, and pushed the green button, releasing the couple. (And now you know, True Believers, that the Invisible Woman wears green socks.)

Probably these.

Back downstairs, Ms. Marvel and the Human Torch found the Thing and Willie Lumpkin in the kitchen. Since the security systems that had knocked them out were now disabled, the Thing was already waking up. The heroes helped Willie recover, and the mailman told them his tale: he brought up the mail, and right after the Thing let him in and headed to the kitchen to grab some cookies to share with Willie, one of the parcels flew open and spewed hundreds of tiny metal doohickeys that skedaddled every which way. That's the last thing he remembered.

Leaving the Torch with Willie, Ms. Marvel followed the Thing as he headed for action, jumping up through the hole in the ceiling leading to the gym. Before our heroine made it through the hole, she saw the Thing punched into the far wall by a second Doombot. Landing in the gym, Ms. Marvel faced off with a Doombot with dumbbells for arms and hydraulic presses for legs.

“Kneel before Doom!” the cobbled-together Doombot said.

Ms. Marvel declined, deciding instead to blast the bot. Her first shot dealt serious damage. The rest of the heroes joined her soon after, and made quick work of the bot. At about that time, Iron Man shut down the DoomOS system and stopped the stream of stolen Fantastic Four data that Doctor Doom was stealing from his Latveria base.

(GM note: I had other ideas for Doombots made of different components—such as the Fantasticar—and figured I’d decide during play how many to throw at the PCs. Fighting the security systems took us longer than I’d estimated, so to keep the game from running too long I stopped at two Doombots.)

Reed Richards thanked the heroes for rescuing him and his family, purging the invading operating system, and thwarting Doctor Doom. Iron Man offered to help Reed get the computer systems back in order, using his obviously superior Stark technology. Before Reed could respond, Sue put her hand over his mouth and said they all appreciate his help.

System Impressions


This was the biggest my Doom Pool got for this session.

Before running this game, I had my doubts about the Doom Pool mechanic. The Doom Pool is a special pool of dice set aside for the GM. (The GM is called the Watcher, but I'll stick with GM here.) One use of the pool is to resist the PCs' actions when there isn't a specific NPC to target (such as when they want to break down a wall). Another is to add dice to a villain’s dice pool. The Doom Pool can grow whenever a player rolls a one and the GM chooses to claim the "opportunity" by buying it with a Plot Point.

I had assumed I would not take frequent advantage of the players’ bad rolls to increase the Doom Pool, because I don’t like to make things TOO hard for my players. Also, I am accustomed to cheating mercilessly behind my GM screen, adding or subtracting dice or just making up whatever result is dramatically appropriate at the time.

With this game, though, it feels more natural to roll everything out in the open. Maybe part of it is that we were all learning the system together, and wanted to demonstrate how the opposition put together their dice pools. At any rate, I quickly became addicted to seizing the players’ bad rolls and maximizing my Doom Pool. Another motivation for me is that a story typically starts out at a 2d6 Doom Pool, and the heroes were succeeding too often early in the game when they were rolling 4 or 5 dice vs a Doom Pool of only 2.

Also, the strategy of how best to improve the Doom Pool turned out to be fun. When cashing in on a player’s bad roll, the GM can either add a d6 OR increase the smallest die by one size (existing d6 becomes a d8, for example). Choices! Better yet, if the player rolls TWO ones, the GM can add a d6 AND step it up to a d8 without extra cost! This became my goal in life.

I was happy that Plot Points flowed like water during this game. Too often in games with a point-reward system (Bennies, Hero Points, Power Points) players are hesitant to spend them, or the GM forgets to award them often enough (I can be guilty of both). But in this game—perhaps due to my “buying” every possible Doom Pool upgrade by giving players Plot Points—the players spent them well. My favorite Plot Point award was to Shannon, for inventing Spider-Woman’s theme song.

Notable Quotes

“I bet it’s Dr. Doom.” - Shannon, immediately after Willie called the PCs for help in the first scene.

“Are you playing ‘Can’t Touch the Floor’?” - Shannon to John, after John spent a third turn explaining in detail how his Daredevil was carefully avoiding touching the electrified ground.