Superheroes, not Superbowl
Posted by Joshua on Feb 8, 2010
Lat night we ran another session of Kapow!, my superheroes rpg that we’re playtesting, and I take it as a good sign that despite the fact that before we started a couple of our players expressed interest in watching the Superbowl half-time show, once we got going they forgot all about it. We had our first big set-piece battle, and it went really well I think. Everybody was engaged and involved, and despite the fact that it went for most of the session it felt fairly fast-paced and like they got a good amount done. They were facing off against the big boss and her 64 minions, so the fact we managed to wrap it up at all is good.
The group had tracked Alexandra LeGrande to a warehouse where she was training her army of Glammazons, and scouted it out to find a secret lab underneath. They decided to split their forces, with Harbinger (intangible scout) and Public Defender (Force Fields) sneaking in through the storm drains to confront and delay LeGrande, while Namaste (super-yogini), Akela (jungle girl), the Wraith (power-draining mystery man), and Redline (powered-armor/motorcycle multi-form) burst into the warehouse above to round up the Glammazons and prevent them from just running off.
The fight between LeGrande and Harbinger and Public Defender went particularly well, from my point of view. Once she revealed her supervillain persona, Olympia, and began chucking her pentathalon-themed weaponry (exploding discus, “switch-blade” javelins, and big old hammer) it became evident that one or two on one they were just no match for her. She KO’ed Public Defender in the first round, which really bummed him out until I reminded him that by the rules he’d be out for a maximum of three rounds or until one of his teammates revived him, whichever came first. Harbinger then spent his turn reviving him, which meant that he couldn’t stay phased, but managed to avoid her attack anyway and they were both back in action.
Upstairs the fight went pretty much as expected, with the heroes easily clobbering multiple Glammazons per round, though the Glammazons did manage to at least hinder them, and in one case managed to pile on enough to score as a knock-out on Akela…but her jaguar Nushka was able to revive her easily enough. The Wraith’s exotic power-drain power proved to be the most effective at dispatching large numbers of agents quickly, though Namaste was no slouch in that department either, just using her strength and acrobatics. Akela’s heightened senses allowed her to detect that the group below were having trouble, so she, Redline and Namaste headed down to the lab, leaving the Wraith to deal with the remaining Glammazons.
Once the full group (more or less) was assembled, they managed to combine their powers and take Olympia down, though she did get a good shot in, disabling Redline’s Super Strength with a javelin through his suit’s shoulders. Basically it worked exactly as designed: a boss significantly tougher than any individual was defeated by the heroes using team-work in a straight slug-fest, and once they had cleared the decks and gotten together it went only two rounds…no slow war of attrition in Kapow! It could also have easily gone the other way, I think; if she had been able to take one or two out and press the attack so the group couldn’t afford the time to revive them they wouldn’t have had the numbers needed to overcome her higher defense and she might have been able to defeat them all and capture them or escape.
It was also very gratifying that Wendy at least thought the villain was really cool, and seems to be looking forward to her escaping custody and facing them again some time in the future. Don’t worry, Wendy, you haven’t seen the last of Olympia!
It’s An Honor Just to be Nominated
Posted by Joshua on Jan 18, 2010
The Core Mechanic: 375 Blog Post Nominations to Open Game Table!
Tales of the Rambling Bumblers has five posts nominated:
- Reducing Dice Rolls for Random Encounters
- Skill Challenges: Threat or Menace?
- The Rule of Cool: A Useful Tool
- Keep Your Filthy Narrative Out of My Roleplaying
- RPGSystems and Granularity
Thanks to whoever nominated them. It really is an honor when somebody goes to the trouble of singling out even one of my posts as being worth people’s time to read. I really wasn’t expecting as many as five.

RPG Combat and Concentration of Fire
Posted by Joshua on Dec 14, 2009
Whitehall Paraindustries: Freedom From Hitpoints, Part II
There’s a serious problem with this approach however- if you attempt to use any system that resolves combat as a matter of attrition, you will bring Single Target Focus into being.
That’s the core problem with attrition, it means that you can only win by slowly removing a resource of your opponent- and that means the best way to win is to focus all your methods of resource removal on one target until it’s gone
See, I think Single Target Focus is realistic. I would argue that throughout history a big chunk of tactics tactics boils down to the offense trying to get multiple attackers on a defender and the defense trying to prevent that from happening. Concentrating fire works, whether it’s Greek hoplites wielding pikes so anyone approaching had to deal with two or three spears at once, to phalanxes trying extend their fronts or position themselves to outflank each other at the corners, to a wedge of cavalry charging a thin place in the line, to fighter jets maneuvering two-on-one in a dogfight. To the extent you want to spread attacks around, it’s to cover all the foes so they can’t do that, not because you can make good progress simultaneously everywhere.
Where a lot of RPG combat seems to me to be unrealistic in this respect is that players have supernaturally effective Command, Control, and Communications so they can always perfectly coordinate concentrating their fire, picking optimal targets based on how wounded they appear, switching targets as soon as they’ve downed a foe with no wasted effort, as if the players were a hive-mind. Early D&D dealt with this by having much more war-game-like rules for things like having to declare all your targets before any combat resolution, hard-and-fast zones of control so you couldn’t bypass enemy units, absolutely forbidding archery fire into melee or at point-blank range, strict resolution of the order of attacks so that all movement happened before any archery fire before any melee was resolved, making it difficult or impossible to disengage, and so on. Under these conditions, you were encouraged to balance concentration of fire against the chance of wasting attacks and the requirements and limitations of maneuvering.
There are “fixes” that you can make to encourage combatants to spread their attacks around, such as the ones Brian discusses in his post, e.g. a “Death Spiral” so that you can severely degrade somebody’s combat effectiveness well before you can eliminate them which encourages you to do that to as many foes as you can before you settle down to actually defeating them (Savage Worlds has something like this, with a Shaken result being sufficient to keep them from attacking while being a lot easier to achieve than eliminating them completely), but it’s not clear you really want to do that. Besides sometimes introducing their own problems, they strike me as addressing the symptom instead of the cause. You can encourage players to spread their attacks around instead of concentrating their fire, but they’re still going to be coordinating their actions with uncanny precision which to me is the real thing that makes the combat feel more like a game than a chaotic battle.
Mostly I live with it, because the cost of fixing the command and control issues seems to me to be too high in terms of limiting the players’ spontaneity, and my players (with perhaps one exception) are emphatically not interested in anything that resembles miniatures war-gaming. I sometimes rein in the table-talk to prevent them from spending excessive time coordinating what should be split-second decisions, but mostly allow them to fight like a well-oiled machine.

Nominations for Open Game Table Vol 2. Now Being Accepted
Posted by Joshua on Dec 4, 2009
The submission deadline for nominations of blog posts closes January 15th, 2010. I’ve streamlined the submission process so that all you need to is submit a valid URL. Up to 5 per submission form can be accomodated; but there’s no limit to how many you can send in. The nomination form, and more information, can be found here
Clobberin’ Time: Kapow! Playtest
Posted by Joshua on Nov 30, 2009
We had our first real (in the sense of using the rules and rolling dice) session playtesting my Kapow! Superhero RPG, and I’d say it went pretty well. We had one short combat, where the gang–who have decided to call themselves The Beacon City Brawlers–took out a dozen thugs armed with pistols and shotguns who were robbing a diamond exchange with startling ease. Startling to them, that is…one thing I was hoping to get out of the combat was to teach them how much more powerful they were than normals. We generally play in much, much lower power settings, so I think they found it gratifying when they realized that bullets really couldn’t hurt them.
The combat out of the way, we moved to the meat of the session, with them investigating a bank robbery by a group of masked, super-strong and fast women the press had dubbed “Barbie-zons”. The players got to invoke various of their shticks, with Jungle Gal scouting the bank with her heightened senses, The Wraith using his contacts to acquire the surveillance tapes, Redline using the Crime Lab in the base to analyze the tapes with facial analysis software, and even Namaste getting into using her knowledge of yoga and anatomy to analyze the way that they moved.
One thing that I realized in GMing is that even though I made up all the rules, and even wrote them down, I don’t have them all at the tip of my fingers, and the rules aren’t quite light enough for there to be only one thing to remember (e.g. roll vs. target). I’ll need to review them a bit before I run again. They did seem to work pretty much as I had hoped, to direct and resolve actions without getting in the way. There’s definitely a tendency for the players to ask for permission to try things that’s a legacy of other games we’ve played over the years, such as questions about whether they can move and attack, or does the move take their entire action, but I can definitely see them warming to the possibilities of simply being able to say “I phase through the top of the van that’s speeding away and into the seat next to the driver” without needing to make a skill check or negotiate it with the GM. Which reminds me, I did want to nail down the rule for over-awing somebody (along the lines of a Champions “Presence Attack”) before next session.
The session was it it was over before we knew it, and in fact we were fifteen minutes past our usual stopping time when somebody noticed and we had to wrap things up. People seemed pretty absorbed, and into their characters, and you can see the personalities starting to emerge. I’m really looking forward to the next session.