Wednesday, September 16, 2015
Necessary Evil 2 - Released!
Well, it's out. I don't know much about it, but I'm interested. The blurb:
The villainous resistance of New York City was one of the last to hold out against the alien invasion. The evil v’sori responded by placing the island of Manhattan beneath an unbreakable energy field.
Trapped within, the city’s toughest and most cunning super villains must battle it out for food, weapons, resource, and dominance. But they are not alone. A strange creature swarms in the sewers and subways. Powerful gangs rise and raid their rivals. The Black Hand controls a vast black market of scavenged goods. And rumors of a way out are–so far–nothing more than street gossip. Only the strong will survive, and only the most calculating will eventually…
…BREAK OUT!
DTRPG link is here.
Additional notes specifically mention going to street-level supers and that's probably smart as a concession to challenging the players. Original NE could get tricky as more super type supplements have been added to the game over the years - but that's part of the fun of running a super-powered game right?
Also setting it in a real place (well, sort of) is a nice change too.
Anyway, I don't have it yet but I likely will soon and I'll have more to share then.
Wednesday, February 11, 2015
Combining City of Heroes and Necessary Evil - Why Not the Rogue Isles?
Z3-R0 at the beginning of his career in crime |
For one, the campaign is all about juxtaposition and if I have villains running around the "villain homeland" it loses some of that feel. I need them to be reminded that they are "fighting the good fight" whether they like it or not.
Second, the Rogue Isles are a dump and no one cares about them compared to the attention given to Paragon City. What are the big landmarks in the Isles? There's not much. The interesting, memorable stuff is over in the big city where people actually want to live.
Thirdly, Paragon is where the money and the power is. If you're interested in taking control of things, then you need to go to the center of things, and that is not the Rogue Isles.
Boss Thunder out for a stroll |
In-game I intend to justify it by saying the Isles were blasted by the V'Sori early and often. Much like before, it's a somewhat anarchic zone that is monitored but not occupied. We may take a trip there during one of our missions, but it's never going to be the focus of the whole campaign.
No, there's really very little mercy here |
Astro-Ranger suspects this might be an old Arachnos base ... |
Tuesday, February 10, 2015
Combining City of Heroes and Necessary Evil - the Content
Well, that's certainly still relevant |
So now that I have a framework for how I think I can run this, I need to decide on the meat of each session. Since it's still "Necessary Evil", regardless of setting, I'm going to start with that.
The core plot unfolds in 11 adventures. Originally it was 10, but the explorers edition added an 11th which is good because the original finale was not good and I was planning on changing it anyway. With the reset to Paragon City I plan on changing it even more. For those familiar with the adventure, Star City has a sort of plot of its own tied to its history, and it ties in to the original finale. I'm planning to drop that whole element anyway, rendering that particular plot point meaningless. My players also finished the first 3 plot points back in 2010 when we started this and we're keeping those adventures with a little bit of a retcon to reset them in Paragon City. So I have 7 core plotline adventures. These are pretty much usable as-is with simple changes to names, locations, and some NPC's to reflect the new setting. There's only one other major setting discrepancy and I'll talk about that below.
Iconic characters like ... Fusionette! |
Finally I have to think about working in the flavor of City of Heroes. I think there should be some kind of touch point to Paragon City in each session. CoH had a lot of landmarks, like statues and islands and buildings and those could play a part. There are a lot of good and evil organizations and those should have a role. There are also specific heroes and villains that show up in the game and those make it feel like home too. My initial thinking is that each session should involve a group, a location, and an individual character in addition to whatever A & B plots are happening. Frostfire was a big adventure run at the lower levels in the game. One session will probably deal with Frostfire, the Outcasts, and the Hollows. If I can find a plot point that would tie into them nicely, so much the better. The Hollows zone was also tied into the Trolls and the Circle of Thorns and might lead into something with those groups in either the prior session or the next session. Officer Wincott was a normal cop in the zone and he might show up too. Laying out a web of these kinds of connections is the real challenge here in my eyes.
Faultline ... err "Overbrook" Dam - infested with Vahzilok |
Battle atop the dam! |
- Just add in the NE version of Atlantis. I'm still toying with this but it really seems like the easy way out. I'm of two minds on the concept too:
- Adding in something new that significant to the setting detracts from the effort to make it feel like Paragon City and shouldn't be done.
- Think of it as an "expansion" for the original game - new zone, new race, new other character options - all of these things are pretty common elements in an MMO expansion, so why not take advantage of it?
- Find one entity to replace Atlantis - maybe the lost magical city of Oranbega can serve as a less-watery stand-in? How about the Shadowshard? Maybe Cimerora? Croatoa? I really just need a lost city that's difficult to access and has magical elements to fill in.
- Part-out the Atlantean story elements to other areas instead of trying to go for a one-to-one replacement.
Honestly my initial reaction was the second bullet, but after taking a break for a few days and coming back to it, I'm leaning more towards the first one. Most comic book settings have some kind of Atlantis, so it's not like it's a genre violation. Also, characterizing it as an MMORPG expansion is really starting to appeal to me, especially since I'm using a no-longer-active MMORPG as the setting. I need to make some more notes but it has a lot of potential and requires a lot less ret-conning effort to the adventure.
Monday, February 9, 2015
Combining City of Heroes and Necessary Evil - the Framework
Once I decided to combine these two things, I took a look at what I had to work with and how I wanted to integrate them:
- Necessary Evil has 11 adventures that form the main plot, plus 20-odd more written adventures, plus a random adventure generator which is pretty solid. There is plenty of material here for a year-long campaign - it's more a question of what I'm going to leave out than what I need to add in. I'd be doing that even if I ran it in the original setting.
- NE has its own setting and its own lore and some of the reveals in the adventure are very much tied to that setting. Changing the setting means changing those elements in some way or leaving them out entirely.
- Paragon City has extensive lore, numerous characters, and a lot of enemy and friendly groups that players interact with during the game. On a basic level there is some reassignment that needs to be done but my players may want to know what happened to certain groups or teams or characters during and after the invasion, so I have to think beyond just renaming NE's NPC 's with City of Heroes names and re-write how the whole invasion went at a high level. This will give me some guidance when stuff like this comes up on the fly. I've been working on this the most over the past couple of weeks and I'm pretty happy with where it's going.
Speaking of Faultline Dam ... |
- I'm keeping 10 of the original 11 core plot adventures. There's one I didn't like. Now my players have already done the first 3 back when we started this game years ago. So really I have 7 original core plotline items left.
- I like about 18 of the "other" NE adventures and think I can adapt them to Paragon City fairly easily.
- Assuming I can fit in roughly 3 "plots" per session then this leaves me about 11 slots to work in something specifically tied to City of Heroes - about one per session.
Atlas Park - head-on! |
Monday, January 26, 2015
The New Campaign for 2015: Necessary Evil - with a twist
Things finally came together and I had a chance to fire up a new campaign alongside our continuing Pathinfinder adventures. I've been wanting to play more Savage Worlds, I've been wanting to play some kind of super-RPG, and I've been thinking a lot about City of Heroes, so ...
The Heart of Steel Canyon |
- Familiar to everyone? Check.
- Easy to visualize iconic locations? Check. (plus I have lots of screenshots to refresh memories)
- Well-known heroes and villains and organizations to play various roles in the campaign? Check.
- Conflict with canon? Nope, since the game closed two years ago I can pretty much blow up whoever and whatever I want after a certain year.
- Online resource with tons of information? Check.
He's sort of a steampunk Dr. Doom who's always plotting something |
Atlas Park lives again! |
Thursday, December 5, 2013
Super News Thursday
I keep bumping into superhero RPG news this week so I thought I would share:
Mutants and Masterminds
- Emerald City is out in PDF and will be out "soon" in print
- Next up is the Cosmic Handbook
- Q2 2014 is supposed to see the compiled Gadget Guide book released
- Gen Con 2014 will see Freedom City 3rd Edition
- The "weekly PDF" for 2014 will be the Atlas of Earth Prime, a series of articles on the rest of the world of Freedom City and Emerald City
- Pinnacle is working on Necessary Evil 2!
Tuesday, June 22, 2010
Necessary Evil - Session 7 - Other Peoples' Hostages
- The whole episode with the Gray One was my second attempt to get the new player to join the team. as you might have guessed from the description, he didn't. Again. more on this tomorrow.
- The main focus of the evening was supposed to be rescuing the first family and that's where we spent the majority of the time. The game ran somewhat later than usual because of the restaurant business but everyone did well and as far as I can tell had a good time with that part. They came up with a decent plan, made it work, and achieved their goal with no casualties on their side.
- I say everyone but I mean my 4 original players. The new guy didn't have much to do because he walked his character right out of the team in the first part of the evening. Sorry, I can only spend so much game time catering to one player. When you actively avoid joining the rest of the party, and go so far as to jack with them, practically taunting them, before running off, I don't think you have a right to complain when you don't have anything to do the rest of the session.
- Overall I feel good about the system and the campaign. It plays fast and loose and I am enjoying the DMing part of this quite a bit. I have decided to make a cheat sheet for Savage Worlds to make sure my players have options in front of them as I think they could do more with grappling, tricks, and wild attacks than they have. Plus it's easier to keep track of modifiers when they are on one sheet in front of you rather than scattered throughout the book.
- Next up will probably be some underwater adventuring... Atlantis Awaits!
Thursday, June 17, 2010
Necessary Evil - Session 6 - Curse of the Monolith!
Tuesday, May 25, 2010
NE Character Close-up: Night Terror
Monday, May 24, 2010
NE Character Close-up: MegaStrike
Saturday, May 22, 2010
NE Character Close-up: Night Blade
Friday, May 21, 2010
NE Character Close-up: Nisavin
(For a change, here's something not written by me. This is the character background for Nissa in the Necessary Evil campaign, totally written by her player.)
Meredith Gibson grew up in the small town of Astoria under the watchful eye of her father, a small-town Southern Baptist preacher, and her mother, the ideal preacher’s wife with her ultra conservative looks, thoughts, and values. For most of her years, Meredith lived happily in her surroundings of a typical, simple, small-town life. As the only child, Meredith was doted on endlessly by both of her parents. But, when Meredith was just 15, her mother became very ill and died suddenly from a mysterious illness that even the most highly trained specialists couldn’t explain. Meredith would never fully recover from the loss of her sweet mother. The loss sent Meredith on a dark, steep path in the wrong direction on the roadmap of life that her parents had created for her.
Meredith soon tired of what she now considered her dull, claustrophobic, small town life and wished to travel the world. She was able to convince her father that by traveling the world and exploring places she had only read about or seen in movies, she would be able to stop grieving the loss of her mother and start living the life that her parents always wanted her to have. While he was hesitant to let his only child, his precious daughter, stray so far from the safe confines of their small town, Meredith’s dad knew that she would eventually go with or without his blessing.
Using her own savings and the money her father gave to her upon her departure, Meredith was able to travel from town to town frugally as her mother had taught her how to handle her money. Meredith met some fascinating people on her travels and most of them were kind and generous just like the small town folks she had grown up with. One night after dinner and a few drinks with friends, Meredith was walking alone back to her cheap loft apartment on the East coast. It wasn’t the best of neighborhoods but she had taken this same route many times in the past few months she lived there and had never felt any reason to fear for her safety. Before she even realized she wasn’t alone there was suddenly a stranger’s hand over her mouth and another strong hand around her waist. She briefly felt the cold touch of the stranger’s cheek before he sank his teeth into the soft skin of her neck. Meredith couldn’t move, couldn’t scream, she couldn’t break free from the clutches of the stranger that would forever change her life. Her world went completely dark.
She awoke alone in the alley near her loft. She was groggy and unsure of how much time had passed and what happened in the lapse of time. Meredith went to her loft, showered, and crawled into her warm bed for a solid night’s sleep. The changes weren’t immediate but it was only a matter of days before Meredith realized what she had become. She craved the taste of blood although she knew it was wrong, she had to have it to survive. She tried drinking the synthetic blood that was readily available in the vampire underworld and it sometimes helped to get her through the day but it was a far cry from the real thing. Meredith realized she could never return to her small town life and started the process of creating her new identity. There were some positive attributes that came along with the undeniable blood thirst. Meredith became unexplainably strong for her 5’5” slender frame. Her light brown hair had turned a beautiful dark black color that complimented the much lighter complexion of her skin. Her eyes turned darker as well although if she didn’t feed regularly they would turn a chilling color of deep red. Even though she didn’t struggle with the typical aversion to the sunlight, Meredith had a difficult time finding a typical job for a beautiful woman in her early 20’s.
Most recently, Meredith met a fellow vampire, Josie Sibohan, who was looking for a young vampire to serve as her personal assistant, manage her travel schedule and keep track of her expenses. Josie was much older than Meredith but looked almost identical to the striking young woman. Soon, Josie and Meredith, who had changed her name to Nisaven at Josie’s request, had forged a bond much stronger than a simple working relationship as Josie taught Nisaven how to control her urges and use her new found strengths to her advantage. Nisaven was a quick study and Josie relied on her for just about everything. They were together the day of the alien invasion……
Friday, May 7, 2010
Necessary Evil - Session 5 - Red Hammer!
As our villains relax after their underground adventure, they get a call from Dr. Destruction informing them that the Red Hammer has returned and is killing V'Sori and their sympathizers very publicly, along with some other Omega cells as he apparently still considers the supervillains his enemies too. Additionally...
- My team has very limited social skills - no persuasion, limited intimidation and streetwise. Nissa's mind control makes up for a lot, but I would be happier if we had a few more option besides it and Night Blade's Jack of All Trades edge - we're relying on a lot of default rolls to get through the non-combat encounters. I will say that this lack does lead to some very funny situations and we are having a lot of fun with it.
- City of Heroes is a very handy tool to have when running a supers game as it makes creating character images (and building images too if needed) easy and fun, both for the players and the DM. So much of the Supers genre is visual, having a picture of Hero X in his costume adds a lot to the game. The Champions MMO would work too. If you are interested, both games have free demo versions that have full access to the character creator so you can work through a characters look then drop them into the city and take a few snapshots of your new hero or villain in action, all without spending any money on it. The COH demo can be found here. The Champions Online demo here.
Wednesday, April 21, 2010
Necessary Evil - Session 4 - Underground
- This was a pretty loose session. Since we hadn't gotten together in a while we spent a lot of time talking about things other than the game. I didn't push very hard since part of the reason we get together is to chit-chat and once we got started we stayed on track pretty well. That said one thing I like about Savage Worlds is that it plays so quickly that we had time to to that talking and we still got through a complete adventure with 2 combats, some legwork, and some roleplay/negotiation. Most other systems would not have allowed us to do that.
- The Underground Irregulars are not especially well detailed in the book so I described them as part street gang, part homeless people, part resistance group and a little like the Outsiders from the Batman comics. There may be some minor supers among them but it's mainly regular humans who have chosen to live outside society and they are not liked by the aliens. The romantic interest with the leader was something that got started in session 1 so I was pleased that the players continued with it and it turned out to make things a lot easier for them.
- Mechanically there was some confusion for all of us with the G'Roks - they aren't mentioned as having heavy weapons for their claws which are described as "razor sharp and hard as steel" so I ruled them to not be heavy attacks. Now this matters because 3 of the villains have heavy armor and if you don't have a heavy weapon they are essentially immune to that attack. You can bypass armor by attacking at a -6 and I decided the G'Roks would try to shake them hard if they couldn't bite through but it would take the same -6 to set this up. This really decreased the threat level of the things, which is my fault. When I read over them before I saw the heavy armor descriptor for them and just assumed they had heavy weapons too. Reading it when the fight started I realized they did not. I probably should have thrown in more of them to make it a slightly bigger threat but I didn't.
- Defenses are interesting as we discussed after the game. Heavy armor means you are immune to non-heavy weapons but it doesn't actually raise your toughness - it's just a property that you can have regardless of the toughness number. MegStrike has the highest toughness in the group at 15, but he doesn't have heavy armor. At first I thought this was a problem but after looking it over most normal guns and weapons do about 2d6 or 3d6 in damage which is unlikely to do more than Shake him in one hit, so he is already nearly immune to normal weapons anyway! Most man-portable heavy weapons do 5 or 6d6 or more in damage which is going to punch through everyone's defenses (including his) anyway and heavy armor doesn't help you there. So it looks to me right now like if you really want to be tough, you don't sweat heavy armor - you just build up your toughness. Heavy really only helps if you want to be bulletproof but do not want to build up your vigor stat to high levels. It lets those pistol rounds bounce off but it means when they bring out the bazooka your toughness of 8 is going to be a problem. This is the kind of stuff that really only comes out in play and ensures that your second character will be much more efficient than your first.
- Bennies continue to be used very conservatively - none were spent until more than halfway through the game, mainly in the robot fight, and everyone ended with at least 1. It's smart play, but I would like to loosen this up a bit, I'm just not sure how.
Tuesday, April 13, 2010
April Campaign Plans -- Necessary Evil
Saturday, April 10, 2010
Necessary Evil - Session 3 - Playing Through
Monday, March 22, 2010
Necessary Evil - Session Two, Part 2: Driving Lessons
Sunday, March 14, 2010
Necessary Evil - Session Two, Part 1 - "Homecoming"
Friday, March 5, 2010
Necessary Evil - Session One - The Campaign Begins
- Everything I read said the drones should be pushovers for the heroes and the adventure has 12 of them guarding the prison. I only used 8 and ended up with 1 dead villain and 2 wounded villains. It's not the toughness of the drones, they are easy enough to destroy, but it's their gun - it's a 3d6 blaster cannon that can fire 3 shots per round, or one shot per round to overcharge it and make it 'heavy'. Since all of my villains have heavy armor the drones fired one round on normal single shot then switched to overloaded mode after that. I had 4 already inside the building then 4 more showed up on round 3 and caused all kinds of carnage. Without the Heavy option the drones are no threat to the villains, but with it small groups of them are very nasty - I even had them fire at separate targets to endure no one was being bennie-drained and it still hurt. I'll be thinking about this for awhile, but 12 of them would have been a TPK I am sure.
- FireStrike's death was entirely due to being out of bennies. The player said he thought we would stop after the bank robbery so he felt fine burning them all - he didn't realize how fast things played and that we would have time for a second scenario. I offered to let him keep using FS as in this campaign you aren't dead unless you choose to be, with some possible complications (like a rescue mission as session #2) but he decided to let him go and make a new character for next time.
- Heavy armor is important and it's kind of like mega-damage armor in Rifts: Having it doesn't mean you're invulnerable to everything but NOT having it means a lot more things are going to hurt you.
- The game plays FAST (as advertised) but it doesn't feel abstract or "lite" at all. It has a lot of the positives I associate with old-school D&D. You don't need a 3-page character sheet to have a mechanically interesting character. By the end of the night I felt like we had a pretty good handle on the flow of the combat system.