[net.games.frp] DC Superheroes Role-Playing Game

jagardner@watmath.UUCP (Jim Gardner) (06/18/85)

[...]

The DC Superhero RPG showed up in our local game store last
Thursday and initial opinion is positive.  Seems like something
you might actually want to play (as opposed to TSR's Marvel
Superhero RPG).

Like most other Super RPGs, this is a "buy your character with
points" game rather than "random dice rolls".  Combat is very
simple (perhaps too simple), but it has some nice features.
Unlike Champions, for example, where the person with the highest
DEX always moves first in the segment, characters add their DEX
to a D20 roll, and high result goes first.  That's the nice part.
The not-nice part is that there is no system for Recovery during
combat; you get hit, you stay hit (what are heroes going to do
without post-segment 12 or the chance to play dead for a bit while
you take a breather?)

Other stuff: the system is entirely based on logarithms (interesting
approach).  In other words, an increase in a particular characteristic
gives an exponential improvement in performance.  (Batman, for example,
who is simply a strong normal has STR 5; Wonder Woman who casually tosses
around cars has STR 7.)  Don't know how this pans out in combat yet -- no
one has really done more with the game than a few mock skirmishes -- but
it makes certain calculations really easy (adding logarithms to
multiply things).

The package includes a book of powers and skills (nothing new, but it
is as complete as Champions I, II, and III put together), a GM book
with tips on how to handle adventures and campaigns, an adventure with
the Teen Titan characters (a little too simplistic for my tastes),
and stats for a large number of DC characters.  For those who like
and read comic books, these stats are extremely useful.  Once and
for all, you can find out how strong Superman is and get a complete
list of his powers.  A friend of mine is busy at this moment translating
these stats into Champions terms for use in a Champions campaign
sometime soon -- the conversion process is not included in the game
(who's surprised?) but it is fairly straightforward.

Possible weaknesses: no provision for character disadvantages a la
Champions, Superworld, etc.  The rules DO state that you can choose
to role-play such disadvantages and that the GM can introduce stock
"sub-plots" that are based on Hunteds, Dependent NPCs, etc.  However,
no effort to encourage these.  Personally, I always thought the character
disadvantage concept was one of the nicest in other superhero systems.
It forced the player to make his/her character more than a list of
numbers designed to kill things.

Experience points can be used like karma points in Marvel Superheros,
i.e. you can spend your experience points during an adventure to improve
your chances of succeeding at a task or to add to damage done in combat.
They can also be used to upgrade stats, powers, or skills.  Observation:
it looks to me that characters change very slowly in this game.  Unlike
D&D where you get quantum leaps of ability with every level, I suspect
your characters will stay relatively the same for a long time, even more
so than in Champions.  Of course, I may find that I'm wrong once I've
had a chance to play the game for any period of time.

All in all, DC Superheroes RPG is a real game, unlike the Marvel
Superhero RPG.  (Very quickly, the Marvel version is too chaotic
to be able to play anything but the pre-defined characters that
come with the game.  Every time they get a new hero, they invent
a new set of powers to cover what the hero can do in the comics --
no consistent framework for creating your own characters or ranking
created characters.)  I don't know if the DC game is interesting
enough to draw people away from other superhero games (maybe there
will be some good modules), but if you've always been interested
in superhero games but have never started on one, it's well worth
examining.  If you're a fan of DC comics, the comparative stats are
probably worth the price of admission.  (Who's really more powerful;
Darkseid or Braniac?  You could be surprised.)

				Jim Gardner, University of Waterloo

blumberg@ihuxw.UUCP (Marc R Blumberg) (06/20/85)

> From ihnp4!cbosgd!clyde!watmath!jagardner Tue Jun 18 09:42:54 1985
> [...]
> Like most other Super RPGs, this is a "buy your character with
> points" game rather than "random dice rolls".  Combat is very
> simple (perhaps too simple), but it has some nice features.
> Unlike Champions, for example, where the person with the highest
> DEX always moves first in the segment, characters add their DEX
> to a D20 roll, and high result goes first.  That's the nice part.

This is the system used in V&V, and it's not as nice as it appears to
be.
Every round of combat requires a die roll for EACH character, NPCs
included.
If the GM is running a large villain group, this can be time-consuming.
In Champions, the GM can construct a SPEED chart before the game to 
handle the sequence. It is also untrue that in Champions the person
with the 
highest DEX moves first in the segment. There are at least three
provisions 
in the rules (that I can think of) that allow for a lower DEX character
to 
"beat out" a higher one:

1) Characters holding back from a previous phase may take their action
WHENEVER THEY WANT. This is a classic way for a group of heroes to
gnag up on a major baddie by hitting him all at once.
2) In "hostage situations," the perpetrator may always fire before the
hero advances, even if the hero has a higher DEX. This is similar to,
but not quite the same as, example number 1.
3) Performing a "Block" maneuver on a previous phase allows a hero to
act before his opponent on the next phase, even if that opponent has a 
higher DEX.


> The not-nice part is that there is no system for Recovery during
> combat; you get hit, you stay hit (what are heroes going to do
> without post-segment 12 or the chance to play dead for a bit while
> you take a breather?)

Agreed. But isn't there a healing power somewhere? This has a familiar
AD&D(tm) smell.


> Other stuff: the system is entirely based on logarithms (interesting
> approach).  In other words, an increase in a particular characteristic
> gives an exponential improvement in performance.  (Batman, for example,
> who is simply a strong normal has STR 5; Wonder Woman who casually tosses
> around cars has STR 7.)  Don't know how this pans out in combat yet
-- no
> one has really done more with the game than a few mock skirmishes -- but
> it makes certain calculations really easy (adding logarithms to
> multiply things).

The Champions system is also based on logarithms, but Champions hides
it much
better. Every 5 pts. in a power DOUBLES its effectiveness, so two people
with 65 Strength can lift as much a one person with 70 STR.
The difference is that the unit of power in DC Heroes cost 1 pt, and in

Champions it is 5 pts. Only the cost structure differs.

> The package includes a book of powers and skills (nothing new, but it
> is as complete as Champions I, II, and III put together), a GM book
> with tips on how to handle adventures and campaigns, an adventure with
> the Teen Titan characters (a little too simplistic for my tastes),
> and stats for a large number of DC characters.  For those who like
> and read comic books, these stats are extremely useful.  Once and
> for all, you can find out how strong Superman is and get a complete
> list of his powers.  

I haven't seen the packaged version yet, but if I remember correctly,
there were several powers which I thought would be included but
weren't.
Also, many of the powers are redundant. Minor gripe: Is Starfire that
prominent that they call an ordinary Energy Blast a "Starbolt?"
It is also apparent that many of the powers were created just because
certain DC characters possessed them (this is not necessarily a bad
thing, 
but it is fun to try to figure out which power was inspired by which
character).
Also, if your interests are to role-play the DC characters (Superman,
et.al)
this makes things so much easier. The big difference between this game and
the M*rv*l game is that this game encourages home-made characters, and
the M*rv*l game dictates the use of stock M*rv*l characters (also not a
bad
thing, if that's what you're interested in).

> A friend of mine is busy at this moment translating
> these stats into Champions terms for use in a Champions campaign
> sometime soon -- the conversion process is not included in the game
> (who's surprised?) but it is fairly straightforward.

Great! How about posting them? I get the feeling that Champions is played
much more on the net than the postings indicate. One of the unique things
about Hero Games, is that they encourage conversions between systems.
In the
long run, it sells more of BOTH companies products.


> Possible weaknesses: no provision for character disadvantages a la
> Champions, Superworld, etc.  The rules DO state that you can choose
> to role-play such disadvantages and that the GM can introduce stock
> "sub-plots" that are based on Hunteds, Dependent NPCs, etc.  However,
> no effort to encourage these.  Personally, I always thought the character
> disadvantage concept was one of the nicest in other superhero
systems.
> It forced the player to make his/her character more than a list of
> numbers designed to kill things.

Agreed. This was a MAJOR gripe I had when I received my play-test
version.
I talked to the designer about this, and he agreed. I have not, unfortunately,
seen the final product, so I can't comment on what he finally included.
Perhaps if there is a need, a future supplement can include this.

> Experience points can be used like karma points in Marvel Superheros,
> i.e. you can spend your experience points during an adventure to improve
> your chances of succeeding at a task or to add to damage done in
combat.

Okay, okay. Here is something Champions DOESN'T have.


> All in all, DC Superheroes RPG is a real game, unlike the Marvel
> Superhero RPG.  (Very quickly, the Marvel version is too chaotic
> to be able to play anything but the pre-defined characters that
> come with the game.  Every time they get a new hero, they invent
> a new set of powers to cover what the hero can do in the comics --
> no consistent framework for creating your own characters or ranking
> created characters.)  
> 				Jim Gardner, University of Waterloo

I know, isn't that frustrating?


This is as good a time as any to administer a short Superhero RPG 
questionnaire(sp?).  It is short (one question).

Do you play any Superhero RPGs, and which ones?

This is terrific medium for sharing conversion ideas between the
systems.
For instance, I have created V&V to Champions conversion, which is somewhat
good. I can post it is there is any interest.


				Marc R. Blumberg
				AT&T Bell Laboratories
				ihnp4!ihuxw!blumberg