My daughter is a Taylor Swift fan (a ‘Swiftie’), and I have a running joke where I sing “Look… what you made me do” as a lounge singer. I was thinking of all y’all this morning, and that song came into my head… because you need to look… at what you made me do.
Stalwart has had a few knocks against it, and I have accepted those as functions of the system. It doesn’t do street-level supers all that well. It doesn’t have a lot of granularity. The dice get swingy (especially at the higher end).
This change addresses all those concerns.
In my proposed change, there are two ‘types’ of tiers: human and superhuman. The human tiers roll 1 die, and have SVs of half the die rating +1. Human dice range from D4 to D10 (I go back and forth on the D12, but for right now it's not there)… So if you are an enhanced human who has been given a dose of the Freedom Formula, you have D10 Might and Reflex. However, the moment you cross the line from ‘human’ to ‘better than human’, you now roll two dice, starting at 2D6 and peaking at 2D12 (with 2D20 reserved for cosmic entities). However, there are also places between these tiers where we can mix and match dice to create more granularity… For example, at the Meta tier, you roll D6+D8… for these tiers, the SV is the average of the two dice, which creates a nice, smooth scale.
Human Tiers
Superhuman Tiers
This would also change dice shifts a bit, since you would shift your lowest die up +1… so you would shift down from 2D6 to D4/6, then down one more to 2D4… you would shift up from 2D6 to D6/8, then to 2D8, then to D8/10… this mechanically distinguishes humans from superhumans, and creates a remarkable amount of granularity. I am not too concerned about balance… as a quick thought through this, Arrow is an Expert human (so he attacks with D8), but he also has Aim +3, so he’s averaging 7 to hit (max 11), which means that he can reasonably use his bow against someone with Titanic Evade (10). The numbers don’t scale to the point where they are impossible. I plan to play test the HECK out of this before making edits, but I’m seriously considering this change to the core mechanic.
I've had a few conversations around the dice in the game, and different options for reducing the swinginess of the options. I had already published one alternative, but I've come up with a second as well... here is a picture of the working draft of this page. Feedback is welcome! (By the way, the 2 or 3 always failing on 2D keeps this statistically similar to the current rules for automatic failure).
I distributed the 47-page draft of the revised Core Rules to the Kickstarter backers yesterday, and I'm pleased with how the draft is coming along. I've expanded and clarified rules throughout, better organized the gifts, swapped out all of the art for public domain pieces (so that the entire core rules falls under a Creative Commons Share-Alike License), and revised language throughout for the concepts of Tier and Level.
I also debated about the Character Sheet - Aldo (a.k.a. Dragonfly) has made incredible form-fillable sheets (which I keep asking him to revise, because I keep changing concepts)... but I felt like I should have the entire rulebook be my work. I felt a tinge of guilt for using something someone else had made and putting it in my book, even if it's 'only' one page. It's still his work, not mine, and he technically owns it, I don't. I will keep links to his character sheets on the new web site, and I encourage you to use his character sheets. They're great.
But there's one thing that is still bugging me. I don't like how the naming for Tags works. While there are some tags that introduce new concepts (example: Leadership gives you a specific bonus in a specific context), others just grant bonuses to existing abilities (examples: Concentrate gives you extra Force; Stalwart gives you bonus hero points). I am thinking of getting rid of the new names for all of the second type of tag, since these only require more thinking... okay... Dodge gives you extra Evade (so, why don't I just have the Tag be 'Evade' and have it give you more Evade?). I know the answer - I didn't want confusion on the player side of saying 'wait, I have Evade twice on my sheet... which one do I use?' If you have "Evade 5" written in one section and "Dodge (Evade +2)" written somewhere else, at least you know that they are not the same thing. However, just placing these under the Tags section should be enough. I think the confusion potentially created by having the same names under Tags is lower than the ongoing confusion created by 'what does Concentrate do again?'. I think it's better to have fewer names and concepts than more.
I am playing a bit with the point-based character building rules, and trying to set up a little more of a structured approach; I personally like the randomness of character generation, but I also think that having a fixed point-based method would be helpful. One of the problems with the existing point-based method is that it's pretty heavy-handed; it basically gives you an average die of your tier. That's fine at D8, but gets problematic at D16, where you have D16 across the board (which is pretty powerful). If we go with the idea that the 'average is that you have one die of your tier, one die higher, one die lower, and one die two lower, we end up with these numbers:
D8 (10, 8, 6, 4) = 28 points (currently 36 points)
D10 (12, 10, 8, 6) = 36 points (currently 40 points)
D12 (16, 12, 10, 8) = 46 points (currently 48 points)
D16 (20, 16, 12, 10) = 58 points (currently 64 points)
It seems reasonable to set the benchmarks at D4 (16 points), D6 (26 points), D8 (36 points), D10 (46 points), D16 (56 points), D20 (66 points). This means that a D4 character is D4 across the board (well, yeah), and a D20 character might end up with D20/D20/D16/D10. These work pretty well.
Today, I spent a decent chunk of time changing the rules
for invulnerable and impervious, linking these to power instead of might. My
thinking was that this would give greater variety to heroes, since the
characters with invulnerability tend to be the big bruisers, and the
might/endure combination makes them very powerful with the single stat.
However, halfway into the process of initiating this change, I realized that it
created all sorts of weirdness - characters who shouldn't have high power
ratings suddenly needed them to justify the invulnerability they should have
had (and did with the higher might). I'm hitting the point in editing and work
on the game where I realize that every change I think about making ends up
being a step backward - the design is pretty solid as-is. I keep reminding
myself I've been working on this game for decades (in significant ways), and
everything I have learned about game design has already been baked into the
core system. There isn't a lot I can do 'better' without making foundational
changes to the game. It's very, very good at being what it is. I'm going to let
it be that.
Also, after drawing Modi yesterday, I decided to draw her Olympian parallel today, the great Prince Heracles. My 'War of the Demigods' storyline is about the children of the elder gods and their efforts to establish a new home as their old ones were dying. Modi was a leader among the Norse gods, and Prince Heracles was a leader among the Olympians. They will both appear in Stalwart '85.
However, it is not particularly granular, and it starts to get messy when you have more dice shifts involved. I was thinking of swapping weapons out from a dice shift to a set damage rating. This would be based on half your tier SV. It then looks like this...
Wonder boy is Prodigy tier (D8[4]2) and Might D6. His battle staves deal D6+2 damage (instead of D8).
The Canadian Badger is Legendary tier (D12[6]3) and Might D8. His claws deal D8+3 damage (instead of D10).
The thunder god is Titan tier (D16[8]4) and Might D16. His hammer deals D16+4 damage (instead of D20).
It makes weapons a little bit cooler, but carrying Mjolnir SHOULD make you a little bit cooler. I think maybe I scale back throwing the weapon as a -1 die shift; the thunder god deals D12+4 when he throws Mjolnir. That also makes sense to me.
I also like how this works for found weapons; when the Brute picks up a tank and starts hitting people with it, he gets to add the full half SV to damage, but it degrades 1 point with every hit. If he's legendary tier with Might D12, he deals D12+3 with the first hit, D12+2 with the second, D12+1 with the third, and after that he drops the shattered piece of tank he's still holding, because it's no longer useful as a weapon. In a bar fight, when a normal person picks up a chair, it deals +1 damage with the hit, shattering on impact.
I don't think I want to port this over to trick weapons, though... trick weapons do double-dip on tier (using the same die for both attacks and damage), and it might make more sense to tie damage to reflex... the archer with D6 reflex is going to deal less damage than the archer with D12 reflex. That seems logical.
As I am tinkering with the layout for Stalwart '85, I had a little bit of a revelation; I wanted the 'core rules' (40-50 pages at the front) to be totally under the Creative Commons License, and the back part of the book (maybe 120 pages) to be my copyrighted material; I realized that if I use the art of public domain characters throughout the first part of the book, and only use my original characters in the back part, I get to have my cake and eat it, too. I've been having a lot of fun playing with the public domain heroes, and adapting them. I particularly enjoyed adapting Moon Girl's Moonship. Here it is!
In fact, here's my free micro RPG for Captain Battle.
In combat, Captain Battle always goes first. When you attack (because you don't have any other choices. The game is called "Captain Battle"), roll 1d6 and see below.
1. You disintegrate your foe with your pistol. Earn all of the experience points.
2. You defeat your foe with your American fists of justice. Earn a million experience points, and the hearts of 1d6 x100 nurses.
3. You flex your muscles and your foe runs away. Earn half a billion experience points, and also increase your popularity +1,000 (oh, never mind. You already have infinite popularity. Okay, it's now infinite +1).
4. Roll twice.
5. Roll three times.
6. Do all of these things.
I've posted an update to the Kickstarter with two characters who will be in the KS-24 superhero pack (that is released under a Creative Commons CC-BY-SA 4.0 License... these are drawn from the database of Public Domain Super Heroes, but I'm adding my own twist to each of them (and doing my own designs largely). I've got about twenty more to come... (although stretch goals may increase this even further).
I added a special reward for backers within the first 48 hours... and I really think you want to get this. I kept laughing at myself as I was working on it tonight. If you happen to have seen a particular blockbuster superhero movie that might be in theaters right now, you're going to want to get this.
I'm in the zone with this Kickstarter. No lie. I REALLY want to post the picture I drew, but I'm saving it for backers only.
Some background for the Kickstarter Campaign...
***
The Startling Company of Comic Publishers (also called SC Comics) was a relatively minor comics company that started publishing in 1948. They launched a series of romance, war, and western comics, with titles like "Two Hearts", "Patriots in War", and "Wonders of the Wild West". However, when Kirby Jackson was looking for work after his time in World War II, publisher Gordon Richards offered him a job - launch a line of superheroes with his own title, "Startling Comics Presents".
Running for 57 issues from July of 1951 through March of 1956, Kirby Jackson (along with several uncredited assistants) churned out superhero adventures featuring, among many more, the Powers Squad, Tribune, and the Blue Bowman. You were always aware of these characters growing up - and your uncle, who was a huge comic collector, had a particular affinity for these characters. He always had the comics around the house when you went to visit him, and he loved talking comics with you.
However, it was no big surprise when Startling Comics declared bankruptcy in 1979; they had been running on fumes for over a decade, and their superhero line never recovered from Kirby Jackson's departure in 1956 (after they refused to increase his pay per page from $10 to $12). They continued to reprint his books continually from the time he left until they went bankrupt, despite turning out relatively scant new stories in the superhero genre. A suspicious fire at their warehouse - that destroyed much of the original art - was the final nail in the company's slow decline.
In an amazing turn of events, the bankruptcy of the company caused the rights to the characters to fall into question. When Kirby Jackson decided to pursue legal action to get these rights (which he considered a longshot), he was shocked when he appeared in court and representatives for SC Comics failed to appear; the judge awarded the rights to Mr. Jackson. Many believe that the same people who could have claimed copyright had bigger problems - notably their insurance fraud case - and were trying to put as much distance between themselves and the company as possible.
Moved by the public outpouring of support for him, and for the love these characters were receiving, Mr. Jackson decided to allow the characters to be used for the Mighty Doc Stalwart Annual #2, and he would allow a young up-and-coming creator to assume the rights for $1 so that the characters could continue.
At the end of the 'greatest comics jam ever', Kirby Jackson himself appeared and, to anyone who had contributed to the issue, he offered entry to the lottery. Dozens of creators held their breath as the lot was drawn - someone would be able to build upon the legacy of these characters created decades ago by Mr. Jackson.
You were as shocked as anyone when you won.
Scooter eventually became a creative voice as well. He sent in a story idea that served as the foundation for the “Return to the Future” storyline (Mighty Doc Stalwart #127-130), and at fifteen, started contributing story outlines (paid $3 per outline), that were adapted into backup features, almost always featuring his favorite characters, the Stalwart Legion of the 28th Century.
So, it was somewhat appropriate that as of Mighty Doc Stalwart #251, at age 24, he was hired full time as the editor-in-chief of New Stalwart Press; he was the one who was tasked with hiring the replacements for Byron John, the brothers Mike and Theo Pretzlaff, who took over the book going forward.
He had big ideas. He launched the Spectacular Stalwart Super Society. He started negotiating television and toy rights for the characters. He started to look at ways to merchandise Doc and his world, building the brand beyond its humble comic book origins.
But one of the biggest and most outlandish of his ideas was unveiled at the New Years’ Comic Con ’84, two weeks into his tenure as editor-in-chief. He organized the first ever ‘Independent Comics Company Summit’, where dozens of small publishers and independent creators met together in Ballroom B of the Grand Castle Hotel to share an idea he had.
The “Big Two” were doing huge crossover events, bringing together their major characters to battle a huge cosmic threat on a grand scale. He wanted to do something similar. He knew that New Stalwart Press, though a successful company, was nowhere near the size and scale of the Big Two, and wouldn’t be able to do such an event independently.
However… he suggested that everyone in the room, if they wanted to work together, could pull it off. His pitch was simple: The Mighty Doc Stalwart Annual #2 would be a collaborative story where dozens of creators, representing dozens of smaller companies, would come together to tell a story with each of their signature characters joining together against a huge cosmic threat. They would all continue to hold the copyrights to their own characters, granting one-time rights to publish them here.
Over the next twenty-four hours, what might be the greatest comic book jam session of all time took place, as dozens of creators worked together to build a story and crank out 64 pages. This was released to much fanfare; each creator received 100 ‘limited edition’ copies to sign and sell at conventions, and the book was released through newsstand distribution. Each creator kept a few original pages, and these were distributed in a lottery system. All proceeds were donated, and many of the creators who contributed suggested that this was a ‘launch point’ for their independent comic companies.
But, I mean, I don’t have to tell you all about this. You were there, after all.
And the Kickstarter will reveal how it all went down.