Archive for the ‘GM Notes’ Category

Marvels, Mutants, and the Murder Castle

March 6, 2012

Available right now in PDF from DriveThruRPG.com and later this month in print, the new Marvel Heroic Roleplaying game is by Margaret Weiss Productions, the same folks who brought you the SerenityBSG and Supernatural rpgs.  More to the point, they are the ones who did the Smallville and Leverage rpgs using a system called CORTEX Plus, a variation on their standard dice pool system from those earlier games that is extensively modified to suit the particular game and genre being emulated. With Smallville, you’ve got dramatic tv series with powers rules that under the hood could do just about anything the awesome indy game Prime Time Adventures can do, though with a more codified tactical structure.  Similarly, from what I’ve seen of the Marvel game, it does a similar job for high action serialized stories (ie comic books, or even, dare I say it, the pulps!).  As PTA is to Smallville, I see Spirit of the Century (or more generically FATE) is to Marvel Heroic Roleplaying.

Friends of mine worked on the book, and the preview I’ve seen so far looks beautiful.  I ran a demo of the MHR game at my FLGS, The Gaming Goat, this past Saturday.  This was to be part of the official ‘Launch Party’ for the game, but since the print books have been delayed a few weeks, the Goat’s party has been postponed until April.  I showed up, anyway, in case some didn’t get word of the reschedule. Good thing, since two players showed, and a third who was awaiting a later D&D Lair Assault game joined in.  Since we were pressed for time, rather than run the prepared ‘event’, I simply started with my players choosing their demo characters, and followed the premise that suggested; Spider-Man, Captain America and Wolverine walk into a bar…

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The DM’s Role/Rule in 4E, Organized Play, and Beyond

February 28, 2012

As a D&D child of the 70’s and 80’s, I’d never questioned the rule of the DM.  It’s our shared game, but the DM is the glue that holds it together.  The DM makes up the adventures (or prepares the published modules) and runs them, adjudicating both the players’ actions and what response the adventure has in store for them.  Players know the rules, but don’t have perfect knowledge of how those rules are applied in the game world for any particular situation.  In other words, the role of the DM is to rule.

But that’s not necessarily true these days.

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UpKeep on the Borderlands: Introductions

May 30, 2009

keepbw

This is the first in (hopefully) a series of articles on how I am approaching my first 4E D&D campaign. Consider this post zero; why I’ve chosen to use B2, Keep on the Borderlands as a basis to update, and my history with it.

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