Inferna (NYPD cop who got energy powers after being caught in a radioactive accident) turned into a energy being…

Inferna (NYPD cop who got energy powers after being caught in a radioactive accident) turned into a energy being…

Inferna (NYPD cop who got energy powers after being caught in a radioactive accident) turned into a energy being when she absorbed a nuclear bomb.

Trash Panda (enhanced talking raccoon) fought against animal control and a Constitution that didn’t extend her human rights but got turned into this years must have plush doll. Still she got her revenge and saved her owner Sickle with advanced trash panda cybernetics.

Sickle .(former Soviet super spy who defected), nearly died to convince her former KGB partner to defect but was saved by her teammate Trash Panda

Culchulainn the Irish demigod struggled with taxes and immigration enforcement but bravely took every energy rifle shot to shield his companions and only warp spasmed once. There was a write in vote from the Irish American community but he wasn’t elected President in 2016. Still he beat up RobotCop!

Devilman (alien representative of the Galactic Authority, a space cop with near magical advanced tech who looked like a demon) was the one to present the evidence that the divisive, populist, orange skinned Mayor Drumpf of NYC and 2016 Republican candidate was being funded and backed by the Russians!

I recently finished a 5 session game in Worlds in Peril and was pretty happy overall with the results.

I recently finished a 5 session game in Worlds in Peril and was pretty happy overall with the results.

I recently finished a 5 session game in Worlds in Peril and was pretty happy overall with the results. For a bit of background I have been gaming since the 80’s and for the last handful of years, I have been leaning toward narrative style RPGs. I love supers RPGs and have run Villians and Vigilantes, Faserip Marvel, Mutants and Masterminds, Champions, Marvel Super Heroic Roleplaying, and have played in Masks: A New Generation and Worlds in Peril before running this arc. I had 3 players that are very experienced in traditional style RPGs and 1 very new to tabletop RPGs.

Our game was set in our version of the Marvel Universe (I have dubbed it the U812 Universe for my own amusement). The arc was about Hank Pym wanting to create a respected team of heroes in the wake of the events of our version of the Civil War/ Superhuman Registration Act.

For our universe, this game was the first appearance of Hyperion. His plan was to establish himself as a hero and then create a false flag Skrull invasion and then create on opportunity to become earth’s Big Daddy.

Character Generation

The PCs were the Hulk, Ant-Man, and two original characters. Character gen is great in that it is pretty easy to create a concept and I often hate the creative limitations that trad supers games have to “balance” power. I like the free form nature of WiP. However, I found myself wishing that the character sheet was a bit more helpful for players while creating their characters. I think we found some of the terminology a bit confusing because it differed slightly from the sheets to the rulebook. Also, limitations seemed a bit unclear to me. I understand and like the relationship between bonds, and the dehumanization of power level, but it seems these are categorized with power-limitations and weaknesses. To my best understanding, the only reason to take a weakness or limitation of a power in narrative but there isn’t really a carrot for it like there is for the social limitations. This seemed a bit murky to me. Part of me wants to divide essential items in half and include one-half with an origin book preprinted on one sheet and the other half on a sheet with a drive book. Though drives are a bit less permanent, Hmm

Bottom Line

I love that WiP isn’t concerned with power level and that powers are abstracted in a cool way. I’d like to attempt to redesign the character sheet to get players up and running more quickly, but though generation is slow compared to many PbtA games, it is still much faster than supers game I have played in the past. A small price to pay to be able to create the hero you want. Power based playbooks seem like a bad choice.

Moves

I think that the push move and the power profile mechanical relationship was very fun and created some tense moment in the action. Some of the tension disappears when the PCs realize that they should probably burn a bond whenever they Push, but that’s resource management, right?

Some players commented that they ended up using take down a lot. Personally, I don’t see that as a negative. I think it speaks to a well-designed move and use of conditions. You can do a lot with that one move.

I might contradict myself with my thoughts on the Fit In move. I like the move itself, but I found myself wanting more options to repair bonds and inspire more superhero drama. I found that we seemed to go into down time, talk about who burnt bonds and then mashing the rp for the burnt bonds and the Fit In move together and it felt a bit clunky to me. That could just be that I didn’t run it well. I fit in is fine, but I would like to see some moves that are more specific to disagreements, trust, etc. Having a beer with someone is good, but having a “come to Jesus” meeting with them is something a bit different I think.

Bottom line

I think the moves handle superheroic action very well and the fit in move helped us create some scenes that frankly I always tried to make happen in supers RPGs but rarely could get off the ground. However, I found myself wanting more social moves.

Bonds

I like the bonds resource. I think that choosing a relationship to damage in exchange for a heroic success is a good motivator to create to personal life scenes with heroes. One player was hoping for a more complex relationship mechanic similar to Masks, but honestly, I think it worked great. The PCs created scenes that wouldn’t have been there without the burnt bonds, IMHO.

Conditions

I love the flexibility of the conditions system. It being so open ended that it seemed you could mechanically represent anything. I have some sticking points when dealing them out to players. I get that the severity has to flow from the fiction and I see that as a plus of the system, but, perhaps because of my players trad game background (or my own) I felt myself feeling like a need additional justification to deal a critical condition. “Oh! It’s a critical condition just because you say it is?!” This is likely just my eye still twitching from years of running dnd. I also find that I needed to knock the villain’s condition threshold almost in half in order for fights to actually end. Was I doing something wrong? Whew, they can take a beating!

I need to get better at coming up with interesting conditions at each level as well. Practice.Practice.Practice.

Summary

When I think of what I want in a supers game I have a pretty concrete list. I want it to:

Allow different power levels to play together in a fun way.

Support freeform character creation

Focus on narrative vs crunch

Force players and gms to narrate their actions FIRST!

Facilitate the soap opera drama of team comics

I think Worlds in Peril does these things pretty well. Though I wanted a bit more social moves, I think this system did more to inspire downtime scenes with the bonds mechanic than other games I have played. And I also realize that the ruleset is about superheroes saving the world. More Avengers than Jessica Jones. I’ll definitely be running it again. I might finally try my hand at some custom moves.

I’m really happy with how our Marvel Worlds in Peril game is turning out.

I’m really happy with how our Marvel Worlds in Peril game is turning out.

I’m really happy with how our Marvel Worlds in Peril game is turning out. Last night was season 2 episode 2 and it seems like conditions, bonds, and the fit in move are really driving that soap opera aspect of team comics that supers RPGs seems to lack.

I’m also using an idea I picked up from the narrative control podcast for NPCs. It’s called Living City. Basically you give the players NPCs that are attached to other PCs. I think it really helps flesh out the PCs normal life.

So far so good! I want thank all my players for a great job collaborating!

i would just like to share that i played a great christmas one-shot with my group that regularly plays dungeon world…

i would just like to share that i played a great christmas one-shot with my group that regularly plays dungeon world…

i would just like to share that i played a great christmas one-shot with my group that regularly plays dungeon world the other day. Clover the anime protagonist, Slo-mo the time manipulator and Homie the living gangsta snowman saved Omega city from the terrifying Mecha Santa and his legion of robot elves with lightsabers, ending in the heroic sacrifice of Homie to cool down a nuclear reactor with his very body. It was a bunch of fun

Just ran the finale to my first one shot game and it went great!

Just ran the finale to my first one shot game and it went great!

Just ran the finale to my first one shot game and it went great! Everybody served to really like it and it really nailed the genre. I’m definitely going to be running more of this game!

One of my players thoughts on my first WiP one shot.

One of my players thoughts on my first WiP one shot.

One of my players thoughts on my first WiP one shot.

I got to play Worlds in Peril, the superhero game using the Apocalypse World engine, with +Lonnie Spangler last night. We’d played a couple supers campaigns using Marvel Heroic Roleplaying before, and had been looking to test drive this system. In a nice touch, the game was set in the same continuity as our Heroic campaigns (three of the players were vets of those games, and two of us were even playing the same characters from the last go-round), so it really felt like a continuation.

Overall, I was pleased with how it turned out. Getting the character (I was playing Hank Pym as Ant Man) statted up was easy and painless, and the way the system handles powers is freeform enough that it easily facilitated the way that superheroes do new and inventive things with their powers that you so often see in comics but which is hard to pull off in some RPGs where game mechanical effects are more rigidly defined. That had been one of the things that I’d always liked about MHR over something like Mutants & Masterminds.

One thing I appreciated was speed. MHR’s dice pool mechanics are cool, insofar as the dice you choose to include in an action are a kind of storytelling. By choosing which distinctions to invoke (and whether they work for or against you), your establishing what narrative elements are important to the scene. The downside is that you build a LOT of those pools, and sometimes that process can be slow, especially in a larger game. Worlds in peril seemed to have a similar level of freedom and player agency, but the resolution of actions would likely happen more quickly.

The other thing I liked is bonds. By tracking the bonds that a character has with various NPCs, and being able to burn a bond in order to snag a bonus, it invokes a lot of the interpersonal drama that you see in comic books really well. After all, comics have always been basically daytime soap operas with more punching, a fact that the CW network appears to have noticed and been quite successful cashing in on.

The one thing I didn’t like as much was a slight death spiral effect that we ran into last night. Now, it seems that part of this was that we bungled a rule, and made things mechanically harder on ourselves than they were supposed to be. Another part was some of the most statistically improbable set of unlucky rolls I have ever seen at a table. In a system were we would have expected to have at least partial success on an action more often than not, we kept botching. And once we’d taken some complications, the penalties on later rolls made it harder to dig ourselves out of the hole.

MHR was sort of self-balancing in this respect. Someone who gets hit with a lot of crummy rolls tends to earn a lot of plot points, which tends to facilitate the big “hero comeback” that you see in comics ALL the time. Getting that last night seemed harder, but I’m not sure if that impression will be true if we play again.

I’m definitely looking forward to giving that system another test run. 

https://plus.google.com/+ThomasFleming/posts/51r7DL3pAgj

Hi, again.

Hi, again.

Hi, again.

First of all, sorry for my English. I must confess I needed the help of Google translator and Wordreference to translate this long text from Spanish.

Step by step advance our first campaign with WiP. Yesterday we played the second session and although many things happened, we felt the time ran very fast.

The cast is formed by four heroes:

-A sprinter who can reach the speed of light

-A girl who can resize his body at will

-A powerful master of the four elements

-A lord of the arcane and mentalist (my character)

I can’t tell much about the story because I’m not the EIC, but I can do about the sensations this game system is giving to us.

In the first session, the characters creation took us much longer than we thought it would do. The main obstacle was to understand the concept of Profile of Powers and define what to put in each category. It was more intuitive for the veterans of other games and systems; but it seemed more complicated for the two more rookies that are used to characters with lists of skills, benefits, disadvantages, etc.

It also turned a bit complicated and perhaps unnecessary summing up an explanation of all the Moves for the players. It’s seems better to understand the mechanics of Moves on the fly, once the game starts and Moves comes to play.

The two fights carried out to the moment have been very dynamic and comic-styled. The second one, where three different groups were facing each other (two of the heroes including my character, about 20 armed guards and a group of three metahuman mercenaries), was resolved brightly and with a lot of dramatic moments, and took slightly over an hour, with some breaks to comment doubts about the Moves and to discuss some strategies among the players. If we had tried this combat with another system, we believe that would have occupied almost the entire game session and would have left the other two players who did not participate in the combat with nothing to do meanwhile. In fact, these two players asked the EIC to put off for the next session their own fight that was about to start, because they preferred to watch to the end that another one what it was like a comic book or a film, plenty of epic and cinematic action and not like a classic fight of dice and hit points.

The EIC sweated blood every time he didn’t remember the mechanics of some Move, but managed everything skillfully. However, something happened that had never seen in my more than twenty years of rpgaming: the EIC begged us to let him concentrate on the storytelling! I mean, he didn’t ask for time to search for a missing rule in the book, but to better describe the consequences of each Move! Awesome!

No need to say that WiP has won a new group of fans and we look forward to continue this thrilling adventure.

My final thought is: I must work to translate the spirit of this game to more traditional games with more complex dice rolling systems.

Thank you for reading this long post.

http://Wordreference.com

I am currently running Worlds in Peril as a Play by Posting game on RPGnet.

I am currently running Worlds in Peril as a Play by Posting game on RPGnet.

I am currently running Worlds in Peril as a Play by Posting game on RPGnet. It is working well and the players seem to be having a good time. The hard part is too remember to keep the pressure on. I am continually looking for the “tilt” in any situation to see what moves to make next.

https://forum.rpg.net/showthread.php?779790-%28Worlds-in-Peril%29-After-the-Leavening