Showing posts with label rifts. Show all posts
Showing posts with label rifts. Show all posts

Wednesday, August 26, 2009

Three Decades of Comic Book Gaming



My history of running/playing Superhero games began pretty much at their inception. In the late 70’s I was a kid hanging around Aero Hobbies in Santa Monica, California on the weekends, and I had access to every cool new game that came out.

Superhero 2044, the first Superhero RPG, just fascinated me. My 14 year-old brain had some difficulty wrapping itself around some of the rules, and that may have been because they are rather sparse. Most of the crunch seemed to have gone into the rather unique (at the time) patrolling rules, which in a weird way seemed to be a replacement for role-play. When running campaigns for friends (who had previously only played D&D), I quickly ditched the patrolling rules (although they still seemed to be pretty good for solo or one-on-one play), and focused on making sense of the rest of the rules. Talk about rules-light, you barely knew what to do as far as coming up with powers. I cut my “winging it” teeth on this game.

In my Superhero 2044 days, I came up with my own game world for it, called “New Haven,” a last vestige American state that was the only U.S. area to survive nuclear Armageddon. It was my own version of 2044’s Shanter Island. I considered it sort of an all-encompassing Sci Fi setting, and often encouraged players to not just think of running a typical comic book hero, but feel free to come with any kind of Sci Fi character that can be hammered into a world where superheroes exist. My players came up with some incredible PC’s for this milieu over the years, and characters that might seem more in place in a D&D, Rifts, or Cyberpunk game were common. I think New Haven was the most open setting I ever ran, and I used it as my superhero game world over three decades and spanning 3 game rulesbooks (all that I mention here minus Supergame).

As the 70’s were coming to a close, I had the opportunity to play a couple of games at Aero that some folk were playtesting for future publication. I have bittersweet memories of these sessions. It was a young couple, Jay and Aimee, who had created the game. While Jay was gregarious and supportive of younger people in the play process, Aimee was kind of a wicked witch, arguing with him the whole way about this or that rule, and denying players this or that action. A couple of years later I had my own disastrous attempt to run this game at Aero for some of the older assholes, a group of condescending, smelly weirdoes who should not have been hanging around a store populated with kids. Although that experience (and Jay’s lack of support of my attempt, despite his presence), helped sour me on Supergame. I think I was so crushed by that experience that I threw the book in the trash that night. I have to admit that I wasn’t much of a fan of the crunch anyway, based unnecessarily on square roots. In all honesty, it was cool at that young age to know people who created a game. It did have the distinction of being the first game to offer a power-buy system.

I was contacted by Jay earlier this year. Obviously, after 30 years of his game being out of print, he was still watching for Supergame references online (how else would he have found my little blog? You can count Supergame references on the internet on one hand). I had written negatively about the game, and he was a bit upset at my calling his game a Superhero 2044 rip-off. That was probably a bit harsh, but he and Aimee’s efforts may have been better placed as a supplement to 2044’s sparse power rules, rather than force people to whip out a calculator for every little action. Aimee’s very amateurish “art” style did not help. I remember one of her friends seeing my scribble of my character and saying “You have nothing to worry about Aimee”. What a thing to say to a 15 year old kid. That gives you a good idea of the caliber of older people who populated that scene. Very discouraging to younger folk. Well, no artist other than me had to worry about Aimee’s laughable superhero work.

Not long after my Supergame experience, I tried my hand at a series of Villains and Vigilantes games for my friends (away from the negative older pricks of Aero), and we had big fun with these. V&V had random character power generation, which when combined with the suggestion that players play themselves with superpower was the source of gigantic hilarity.

But by the mid-80’s I had found Champions, and I never looked back. All the way up to the late 90’s, it was my game of choice, and I ran many awesome campaigns. Despite the big rules crunch (which I usually hate – at least no square rooting was involved), I managed to get many of my D&D regulars into the game, most of whom didn’t even read comic books! I think the sheer customizability of the game appealed to them in the same way it did to my math-challenged brain.

Around 1999 I ended my final campaign with a huge battle against an alien invasion, followed by a presidential election that involved characters in a variety of ways. The election ended with a black, female president getting elected.

I took several years off from gaming until late last year, but now that I am in the swing again, I sort of hanker to put some more effort into Champions and a new campaign in New Haven. As I ran it more or less in real time, it would be interesting to revisit that world after almost 10 years. I just need to convince my non-comic book reading D&D players that comic book settings are a gaming no-brainer.