Before getting into what I want to whine about, talk about Virtual True Dungeon 9.
I did four runs.
Friday, solo Hardcore, Druid.
I still am gunshy on solo Nightmare even more so as first run of a dungeon. So, I went HC and went with AC42 in a missile build. Basically just murdered things with a hammer, usually big, sometimes small. I cast three spells: Neutralize Poison, two cures where I didn’t really need to cast either.
It’s so different when dungeons end on a puzzle room. My general takeaway was that Butterfly Cloak becomes massively more useful as just need to limp into room 7 in order to have chance at win.
Solo remains really awkward as DMs are used to hanging out with a group of people rather than just one person for a long, long time. I figured out first puzzle, which was ludicrously simple, and third puzzle, which was much simpler than what I expected. Second was more challenging because I wasn’t given any real idea of what I was trying to do.
Friday, Gilligan’s Island Nightmare, Monk.
We didn’t organize well our group runs. At last hours, people threw together Gilligan’s Island themed builds. Our bard was the radio. DM worked with us well, doing things like having commercials between rooms. My Mary Ann build was intentionally “envious” – underpowered, yet monk is powerful and room 7 puzzle means party strength matters way less.
Saturday, Epic, Paladin.
I went with AC49 paladin Guarding two (barbarian, druid). We did fine.
Sunday, No Spellcasters Epic(!), Dwarf.
I continue to try to run Butterfly Cloak, after all, only one save mattered. AC45. Usually we do Nightmare, but Epic made sense when we didn’t have to deal out massive damage in order to win. It was fine. Room 7 was boring at this point, and our acting was terrible as we wanted to fail.
Lot of the same complaints as VTD7 and VTD8: why aren’t we underwater?; why don’t we have to save against charm?; saves largely don’t matter and Reflex and Will don’t matter at all.
On the other hand, I liked this dungeon much more. I don’t have a problem with animated monsters, and I thought the visuals were strong. The thing with wings should have had some flight ability to force ranged attacks, though. The room 6 monster had all sorts of interesting curses to unleash upon the party. They should have involved saves at times, especially Will saves, but it looked cool enough and did interesting things. There were effects that didn’t do damage or kill folks but reduced to hit, which was a nice alternative. Didn’t have the VTD8 problem of rooms seeming too similar to each other. Didn’t have the VTD7 problem of puzzles I didn’t care for.
Was a decent TD weekend …
And, then, I played in our Aberrant campaign, though I use “played” loosely. I fell asleep at one point while we were staking out a building.
Which got me to thinking about character roles/types and how superhero play may vary that.
My character doesn’t do investigating well. He doesn’t do intrusion well. Yes, he actually has a good Stealth dice pool, so he can stealth some, but … he wears a costume.
Superheroes are meant to be identified. They are public figures. They show up on the news. So, great, hide for a bit, then somebody sees you and … reacts.
Now, two of our party don’t have separate identities, though they also don’t look human. They do look like animals and a plant, respectively, so they can blend in. Our roguish character is good at intruding. I have a secret identity where taking off a mask makes no sense. Routinely, whether in the old days when I hung out with the flying brick military dude or now where I just kind of do my own thing, I don’t do anything while the intrusive sorts intrude. Then, they get into fights while I’m elsewhere and I never impact their battles.
Is it ironic that the most team oriented character thematically is the greatest loner of the party?
So, of course, GMs can have set ups where supers super rather than play like in a supernatural investigation game.
What does that mean?
What distinguishes superhero play from other play?
Again, public figures, but more importantly: Supers are distinguished by their power sets. They can overlap some, like multiple bricks or multiple energy projectors or whatever, but the idea is that characters have unique powers. Now, if you play a WoD vampire or whatever or play pretty much anything, you are going to look for niche protection and having distinct abilities from other PCs, but supers … in my mind at least … are specifically about having extremely distinct powers. Even if you can do the same things as other characters, like fly or blast stuff with energy, you do it in a unique way that informs the narrative.
I rarely use my abilities. Even when I do do something, it’s often like research … when another PC is smarter than I am. Meanwhile, the sentient bee hive constantly uses his powers. His powers inform play.
What is my character supposed to be doing?
Electrocuting things. He’s not all that good at that, as the Gambit-y character does way more damage firing charged poker chips. Getting blasted by energy. That happened not that long ago when I was testing Force Field and realized there was no real way I was going to get hurt because of that power. Otherwise, pretty much never get energized, where I have additional defenses.
Not be Invisible Woman of the party as I arranged to cut my FF’s power level in half because it wasn’t supposed to be a primary ability and I’m not going to lean into it to protect other people … or will I? My powers are half electricity, half weather control. Protecting others with weather effects actually makes some sense.
He can power stuff that uses electricity – that has happened like once. He can change the weather – this is the only time he feels like he’s doing anything superheroic. Almost like I should abandon blasting and just focus on weather control effects that don’t accidentally murder people.
He’s extremely Wits-y, yet I only recall rolling a skill with Wits like three times in 35 sessions. He never rolls Rapport. He never rolls Biz in any meaningful way.
But, that’s also part of it, even when rolling skills, which is something that used to feel like a strength and used to feel productive, it just doesn’t feel like any rolls matter to my character. Now, this isn’t a character role problem, specifically, though maybe it ties into having no real role in the party.
He’s not perceptive. He’s not particularly social, though he also barely rolls any social skills other than Subterfuge.
So, this is a personal problem, but is there a greater truth?
I think there is. I think superhero play needs to lean into how powers interact with each other and the world. If just going to be superpowered investigators or whatever, could be playing any of a ton of modern supernatural games.
Identity should matter. In that it should be easy to maintain separate identities. If not going to have a secret ID, then just start being more like other games. It’s one of the most troperiffic tropes.
Stuff should happen to superheroes. Supers defend the world. They are inherently reactive. And, that stuff should happen constantly. There shouldn’t be time spent researching – that’s what Call of Cthulhu is for.
Supernormal stuff should constantly be happening. The mundane world exists, but it’s supposed to be a background for wild and crazy stuff happening, like alien invasions or citywide destruction or teleporting to other worlds. The GM used my character’s civilian background to set a session against a different backdrop. But, that backdrop didn’t really matter; all the situation did was yet again isolate my character from what everyone else was doing and limit the use of my powers. That obviously wasn’t the intent, and it would be more appealing to have things like that happen if my character felt like he was a superhero.
He basically just feels like a guy in a costume who happens to have powers that don’t really matter. Not all of the time. A lot of the time.
There should be a soap opera going on with NPCs. Sure, I like soap opera with NPCs in every setting, but the supervillains being related to the superheroes, the coworker in civilian life being a love interest or foil, etc. are genre defining.
While it’s true that every PC should be involved in what’s going on in any genre, in supers play, there should be background specific interactions. The alien super should have alien politics going on. The mystic super has supernatural stuff going on. There is a new supervillain that’s supposed to be my nemesis, so the effort is there. But, in a party fight, it just doesn’t matter.
Which brings me to: while it’s important to have group activities because this is a group game, it’s important in supers play that things happen to individual characters that highlight the differences between the characters and highlight that all supers are supposed to be vastly more competent than normal people are.
Part of my being so discouraged is that I play in another campaign where I’m just as irrelevant to what’s going on. It’s just tiring watching other people play games that I should love.
On the positive side, because I’m all about positivity, I played a HoR4 module last night, and it was fun. The mod could have been better, but I like it, and the specific experience was rather enjoyable. Given how discouraged I am with HoR4, it’s a nice counterpoint. Though, I actually enjoyed other recent intro mods; it’s the recent mods that are mid/high or high that just fall flat to me as whatever they are trying to do isn’t something I care about and they don’t do what I do care about.
See, positive.