• Plumb-a-geddon
  • Thunderbolts & Dark Avengers
  • Mark Waid and his Digital Endeavors
  • Luther
  • Amazing Spider-Man #682
  • What if we were writing the next New52

Give us a call at 972-763-5903 and leave us your thoughts. If we use your voicemail, you’ll win an Ideology of Madness SurPrize.

Check out James’ new Kickstarter project! He’s working up an RPG with art by Knights of Reignsborough illustrator Jake Ekiss!

We’re running games set in the Knights of Reignsborough universe Fear the Con 5. Tim’s Escape from Dauger Island game telling the story of a super-villain prison break is already posted. Ghosts of Reignsborough, a supernatural game, and Squires of Reignsborough, a teen heroes game, are both coming soon!

We are living in a new golden age if you are a lover of super hero role-playing games.  With the release of Marvel Heroic Roleplaying, both major comics publishers have their worlds available to be utilized.  This is something that hasn’t happened in well over a decade.  DC Adventures was released back in 2010 by Green Ronin Publishing.  What I want to do  is give you a brief overview of the mechanics since it has been out for awhile and explain what seems to be the main objective of the game.

DC Adventures’ system is the third edition of the Mutants & Masterminds engine developed by Green Ronin Publishing.  The entire system is based upon the roll of a single D20.  Any action taken consists of the summation of an attribute and any bonuses or penalties versus a difficulty.  The difference between the total and the difficulty determines degrees of success or failure.   Instead of having hit points or body and stun like other games, conditions are applied to the characters as a combat goes along to hamper their performance.  This is done to better emulate the flow of comics as super heroes are always able to bounce back from even the most sever beatings.  The largest part of this book is dedicated to character creation which is done using a traditional point buy system.  A power level is agreed upon before the game begins which sets the amount of points that players have to spend.  From this pool of points, players purchase everything from attributes to powers to best describe what type of character they want to play in the game.  There are guideline put in place in an effort to keep characters balanced despite choices that players make.   In the Hero’s Handbook, the iconic heroes and villains stats and bios are provided and two more books are planned to delineate a large portion of the members of the DC Universe.  It also has a hero point mechanic that allows for some limited authorial control within the game.  These points are garnered for doing heroic things and are used to allow player to do such things as edit the scene or re-roll if necessary.

With the bulk of the book being dedicated to character creation, it is obvious that the focus of DC Adventures is the creation of your own hero to play in the DC continuum.  It is this character creation system that allows this game to shine.  Unlike it’s predecessors, no charts are necessary to determine the value of a power based on all the flaws that you would assign to it, nor is there the ability for you to create Vlad, the world-eater based on creative use of flaws and such.  The powers are also effects based so that you no longer have to page through reams of text to find the specific power that you need.  Instead, there is a smaller choice of powers and you define how it looks within the game world.  This provides a focus on creativity on the player’s part instead of a reliance on an encyclopedia of game mechanics which is refreshing to find in a traditional super hero game.  The glaring flaw is that it is very difficult for players to use existing heroes  from the DC Universe.  Power level, which is utilized to balance characters, can fluctuate wildly based on the choice of hero.  There is no inherent way for each character to shine built into the game.  If someone chooses to play Superman, there is the possibility of them easily overshadowing every other character even if they were not meaning to do this.

For those with a taste for a more traditional game, DC Adventures provides the flavor they would prefer.  It gives the ability to create whatever you would want without sacrificing the iconic characters that you would expect from DC.

Written on March 21st, 2012 , DriveThru RPG Reviews, Role Playing Games Tags: ,

  • Andrew sees John Carter
  • Andrews emo corner (aka The Melancholy of March Madness)
  • Aron saw Justice League: Doom
  • New Rocketeer book
  • Tim’s Painful Avengers vs Xmen Dilemma
  • Batman and Robin 7
  • Scarlet Spider 3
  • Journey into Mystery 635
  • Fantastic Four 604
  • Supurbia 1
  • Saga 1
  • The New iPad

Give us a call at 972-763-5903 and leave us your thoughts. If we use your voicemail, you’ll win an Ideology of Madness SurPrize.

Check out James’ new Kickstarter project! He’s working up an RPG with art by Knights of Reignsborough illustrator Jake Ekiss!

We’re running games set in the Knights of Reignsborough universe Fear the Con 5. Tim’s Escape from Dauger Island game telling the story of a super-villain prison break is already posted. Ghosts of Reignsborough, a supernatural game, and Squires of Reignsborough, a teen heroes game, are both coming soon!

Written on March 18th, 2012 , Comics, DC, Funny Books with Aron & Paulie, Image, Marvel, Podcasts Tags: , , , ,

I love comics, super heroes, and role-playing games.  Since you are reading this here on Ideology of Madness, I am going to assume that you love these things as well.  Allow me to offer you a virtual fist bump.  I’ld throw in the shoulder bump but I don’t know you that well.  We’ll get there though, I know it.  Where was I?  I was talking about comics, super heroes, and role-playing games.  Marvel Heroic Roleplaying was just recently released in PDF and should hit shelves at your local game store soon.  It takes these three things that I enjoy and puts them into one neat package.

Here on Ideology of Madness, Funnybooks is doing a multipart review of the game itself.  You can find the guys initial thoughts here.  They will be giving you a much more in-depth look at the system, and I don’t want to tread on ground that will be covered soon.  What I want to do is point out three things that elevate this game above the standard super hero role-playing game.

First, the game utilizes the Cortex + dice pool mechanic.  This is the process where you build a pool of dice from various things on your character sheet with the size of each die representing level of skill.  I find this a refreshing way of handling tasks as most other games of this sort either require a bucketful of one type of die or rely on one die to take care of everything.  I am a gamer.  I have a big bag full of dice that I would love to use and hardly ever get the chance to break out.  This game recognizes this fact and actively engages it.  Not only that, but the process of gathering dice keeps you engaged in the story and aware of what your character can do most of the time.  A secondary benefit of this dice pool mechanic is that it allows the game to engage the player on both the mental and tactile level.  It takes the propensity of gamers to play with their dice and makes it an important aspect of the game.

Second is the use of Milestones.  A milestone is a character’s connection to the world or the story line and is a unique way of tracking progress.  Each character can have up to two Milestones for each adventure.  These milestones can either be from the characters data file or from the event in which the character is taking part.  This provides a role playing drive for play to help direct decisions made without being to constrictive.   It also allows the player to view their character in two different ways.  They can take a more granular perspective and use milestones that drive the character personally or choose event-based milestones to help further the plot of the current scenario.  This allows for a wide variety of play to occur and be rewarded.

These  milestones are what actually makes the third thing work.  This is utilizing actual Marvel characters in play.  In other games, making use of canon characters can easily devolve into an argument over who gets which iconic character as they are the most powerful.  This problem is easily sidestepped with the use of Milestones.  They allow you to play whichever character you would like because your advancement is not tied to being a bad-ass, but to accomplishing the goals of the character or the story.  This frees up players to choose a character from canon that they would enjoy to play without worrying about being overshadowed as they will get their time in the spotlight to achieve whichever milestone they choose.  Personally, this would allow me to play Cloak without having to be concerned about balance as I am going to get my time to shine.  Yes, I like Cloak and Dagger.  Don’t judge me.  The other issue of using canon characters that crops up is which iteration to use.  In this game, there will be multiple versions of characters so that you can use the one that fits with the timeline or just choose the one that you like best.

Marvel Heroic Roleplaying captures the feel of comic books while defusing some of the more common problems found in this genre of role-playing game.  I look forward to the event books and seeing my favorite character’s data files.

Written on March 15th, 2012 , DriveThru RPG Reviews, Role Playing Games Tags: ,

  • ARON WENT TO THE MOVIES: JOHN CARTER and THE DYNAMITE BOOKS
  • MASS EFFECT 3
  • ANDREW AND THE RPG FLEA MARKET
  • AMC’s WALKING DEAD RETURN OF THE RAGEY RED TIM
  • AMAZING SPIDER-MAN 680 and 681
  • AGE OF APOCALYPSE #1
  • WINTER SOLDIER 3
  • AVENGERS ACADEMY 27
  • ACTION COMICS 7
  • MANHATTAN PROJECTS

Give us a call at 972-763-5903 and leave us your thoughts on the Third Annual Funnies. If we use your voicemail, you’ll win an Ideology of Madness SurPrize.

Check out James’ new Kickstarter project!  He’s working up an RPG with art by Knights of Reignsborough illustrator Jake Ekiss!

We’re running games set in the Knights of Reignsborough universe Fear the Con 5.  Tim’s Escape from Dauger Island game telling the story of a super-villain prison break is already posted.  Ghosts of Reignsborough, a supernatural game, and Squires of Reignsborough, a teen heroes game, are both coming soon!

We mention Adam Warrock in this episode.  Check out his fantastic comic book inspired music!

DriveThruRPG: Comicworld Ukraine

For must of us, the Ukraine is just one of those weird places on the Risk map that makes up what we consider Russia.  Even with the collapse of the Soviet Union and the independence of so many of the states that formerly made it up, most westerners know nothing about any of these nations beyond that they were formerly part of the Soviet union.  We certainly know little or nothing about their culture or history.

Comicworld Ukraine is designed to address this deficiency of knowledge for gamers who are interested in the area or who are simply looking for a new place to set their campaigns.  It is written by a self proclaimed Eastern European which gives it an insider point of view and, undoubtedly more accuracy.  This fact also shows in the writing style.  There is more than one occasion where it is clear that the writer is not a native English speaker.  It is certainly not bad and there have been any number of products by people whose first language is English that were much more incomprehensible, but occasionally, the author’s use of possessives especially is jarring.

Perhaps because the author is a native of the area, he is able to pack a great deal of information about the culture and the flavor of the country into this product.  While it is generic enough that it could be used as a resource for any super hero, or just any game set in modern times, it is designed with Icons in mind.  As such, qualities and challenges appropriate for the area and culture are provided throughout the product.  Adventure seeds that are geared toward the turmoil and landmarks specific to the country are also provided, making it possible for even someone who knows nothing about the area to create adventures and campaigns that feel accurate for the country. Read the rest of this entry »

Written on March 6th, 2012 , DriveThru RPG Reviews, Role Playing Games Tags: ,

Spelljammer is the best D&D setting ever. 

That’s right, I said it and I mean it.  Read it again.  Best.  Setting.  Ever. 

Does it have some ridiculous elements?  Sure.  I’m not going to deny that the Giff and Space Hamsters aren’t jokes, though I believe both were intentionally meant as jokes.  And yes, physics are different from what we know, but then every D&D game includes people throwing fire and electricity from their hands and the possibility of a person surviving a fall at terminal velocity.  And what D&D setting doesn’t have its ridiculous elements?  Dragonlance has not one, not two, but three distinct races which can only be called comedic relief.  If someone argues that they can play a Kender seriously, kick them out of your game and gaming group.  There are more layoffs and re-orgs in the Forgotten Realms pantheon than in a telecom company and almost as many employees.  It seems that the warforged in Eberron were made specifically to shut up that one player in every group who actually wants to play sci-fi rather than swords and sorcery.  And if I wanted to play Mad Max in D&D I would play Gamma World, not Dark Sun.

For those of you who don’t know the glory of Spelljammer, it was a campaign setting in the early 90’s which took D&D into space.  Through magic and some alternate interpretations of physics (just because that’s the way gravity works in our reality doesn’t mean it has to work that way in the D&D universe) players were able to take their characters off their home worlds and send them adventuring throughout the vast expanses of space, allowing them to fight dragons and explore dungeons on all manner of worlds.  At its best, a Spelljammer campaign can combine the best elements of Star Trek, Pirates of the Caribbean, and Lord of the Rings.  At its worst it can be Starship Troopers crossed with Cutthroat Island and, any of the D&D movies.  

Though there is a distinct possibility of awful, there is a good chance for awesome with Spelljammer.  To this end, I’m always happy to see people adapt the Spelljammer concept to new systems and that is exactly what Voidjumpers of Space does.  Voidjumpers drags Spelljammer into the new millennium by adapting the idea for 4th Edition Dungeons and Dragons. Read the rest of this entry »

Written on March 5th, 2012 , DriveThru RPG Reviews, Role Playing Games Tags:
  • Kevin Smith’s Comic Book Men
  • AMC’s The Walking Dead
  • Bendis on X-Men
  •  AvX Program Guide
  • Avengers Academy #26
  • Secret Avengers #23
  • No Place Like Home #1
  • Fantastic Four #603
  • Ultimate Comics All New Spider-Man #7
  • Marvel Heroic Roleplaying

Give us a call at 972-763-5903 and leave us your thoughts on the Third Annual Funnies. If we use your voicemail, you’ll win an Ideology of Madness SurPrize.

Believe it or not, Andrew went to see Ghost Rider 2.  We talk about it, one thing leads to another and we break the Internet.

Then we talk comics:

  • Amazing Spider-Man 679.1
  • Daredevil 9
  • Winter Soldier 2
  • Wolverine and the X-men #5
  • DCU Presents: Challengers of the Unknown

Give us a call at 972-763-5903 and leave us your thoughts on the Third Annual Funnies. If we use your voicemail, you’ll win an Ideology of Madness SurPrize.

Tony Moore vs Robert Kirkman

New trailers for the Avengers and the Amazing Spider-Man

NEW COMICS RELEASE SPOTLIGHT

  • Scarlet Spider #2
  • Batman and Robin #6
  • Justice League Beyond #1&2
  • Suicide Squad #6
  • Secret Avengers #22
  • Artifacts #14

Give us a call at 972-763-5903 and leave us your thoughts on the Third Annual Funnies. If we use your voicemail, you’ll win an Ideology of Madness SurPrize.

 

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