Well, Mearls started it:
This is a placeholder to remind myself to talk about core stories in my next post, particularly as they apply both to superhero RPGs and to the comics themselves.
Notes to Emphasize:
Core stories change over time.
Heroes get dull and predictable when writers forget their core stories and replace them with "Bad guy acts, heroes react, there is punching."
Most superhero RPGs assume "act/react/punch" is the core story.
What core story am I going to use for Gateway City?
Feel free to provide commentary while I'm gone. Talk amongst yourselves; I'll steal your ideas for the full post.
This is a placeholder to remind myself to talk about core stories in my next post, particularly as they apply both to superhero RPGs and to the comics themselves.
Notes to Emphasize:
- Different characters (and teams) have different core stories.
- Batman's Core Story is not the same as Superman's.
- The Fantastic Four and the X-Men have similar core stories based on familial connections.
- The Hulk has a very different core story.
- Batman's Core Story is not the same as Superman's.
Feel free to provide commentary while I'm gone. Talk amongst yourselves; I'll steal your ideas for the full post.
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Date: 2011-05-17 02:11 pm (UTC)no subject
Date: 2011-05-17 03:44 pm (UTC)no subject
Date: 2011-05-17 03:45 pm (UTC)no subject
Date: 2011-05-17 04:32 pm (UTC)no subject
Date: 2011-05-17 06:14 pm (UTC)Yes, Adam West was a better detective than Post-Miller Batman.
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Date: 2011-05-17 06:20 pm (UTC)I think that the core stories of any of the classic Fantastic Four runs (Lee/Kirby, Byrne, Waid, Hickman) actually has some similarity to the D&D core story: explore exotic and dangerous locales, encounter weird menaces, resolve the conflict, repeat next
monthtrade paperback.no subject
Date: 2011-05-17 11:02 pm (UTC)Watching old SUPER FRIENDS episodes...
Date: 2011-05-17 05:58 pm (UTC)* Introduce heroes really quickly.
* Don't show the first big fight, for some reason.
* People die off screen.
* One really big kick-ass fight that does get shown.
* One horrific act of violence with lots of post-Code blood.
* Finale fight.
This structure is really like a role-playing game. You could easily lay out a tactical map, put all the figures on it, and play it out. It's not that much different from HEROCLIX or the like. If you were rolling dice, these battles would be compelling from their strategic value. (What power do I use? Will my HP hold out? etc.)
This sounds more like "hero punching". Good for die-rolling, not so much for the stories you wanna tell.
Some other things to try:
* BIG DISASTER: some sort of event happens that is so huge, it threatens lives. (Old Super Friends episodes are great for this sort of thing.) Our heroes must coordinate with local authorities to stop something. (Perhaps an anti-disaster device must be taken to the epicenter, and only a superhuman is tough enough to do it. Or we need miracle engineering only a genius can provide. Etc.) Criminals take advantage of the disaster -- some rob banks, some start riots, some destroy property to help the disaster along, etc.
* SINS OF OUR FATHERS: As a legacy game, there may be unfinished business lying around from previous heroes and villains. For example, a trophy in an abandoned lair might be unstable or toxic, and thus needs disposal. (And where?) ... A former institution or neighborhood was ruined by a super-on-super fight, and the people live in poverty and hopelessness. Can our heroes use their resources to help? ... The children of former super-beings want to live a normal or straight life, but can't because of some stigma (or physical deformity). Should our heroes mentor them, advise them, or stay out of it? Are they watching a villain slowly emerging? ASTRO CITY and POWERS comics are good for these stories.
Re: Watching old SUPER FRIENDS episodes...
Date: 2011-05-17 06:24 pm (UTC)"Disaster Response" is high on my list -- in fact, the opening scenario is going to be the PCs responding to a disaster (jailbreak!) while the Justice League Unlimited is in Japan, dealing with a combination of disasters so over the top that it HAD to be a comic book.
As for "Sins of Our Fathers" -- there's a great big crater in the middle of where
Los AngelesCoast City used to be, and another one in Topeka. A core premise is that These Things Don't Just Go Away, and that's because they have Plot Hooks all over them.Re: Watching old SUPER FRIENDS episodes...
Date: 2011-05-17 07:15 pm (UTC)The prototype of this is Grant Morrison's run on The Doom Patrol, particularly the arc where they "fight" the Brotherhood of Dada. The brotherhood is weird, but not actually doing anything illegal. As a result, The Doom Patrol can't really act against them, because the act/react/punchings narrative isn't in place, and that's the narrative The Doom Patrol acts in. Eventually, the forces of the status quo murder the entire Brotherhood of Dada because, well, they're weird.
The Authority (Initially a Warren Ellis joint) had a lot of this. The heroes had an absurdly large spaceship that could open teleport doors into anywhere, and spent a lot of their time leaning on corrupt politicos and dictators, when they weren't just evacuating entire populations or ending wars by showing up and telling people to quit. The point was that if you have near-godlike power, you don't just have to foil Dr. Destructo's plan to tip LA into the sea, you can also proactively make mere humans stop being such utter shits to each other.
Planetary (Warren Ellis again) has a superteam fighting a parody of the fantastic four to "keep the world weird". They act as mystery archaeologists, finding and revealing the oddities and advances that the status quo have been keeping to themselves and using to increase their own power. The core stories are more a race against time to find the weird stuff.
In this case, the core story becomes "A group of fallible but well-intentioned people, each with a concentration of power roughly on par with a nation, decides that the way things are currently kind of sucks, and sets out to change the world for the better. Hijinks ensue as the mid-level ostensibly good guys (e.g. the US government) find that rules apply to them too."
Re: Watching old SUPER FRIENDS episodes...
Date: 2011-05-17 08:15 pm (UTC)Primarily, from what I've seen, by being even bigger shits to them.
Re: Watching old SUPER FRIENDS episodes...
Date: 2011-05-17 08:35 pm (UTC)Re: Watching old SUPER FRIENDS episodes...
Date: 2011-05-17 11:08 pm (UTC)Sometimes, it's just about being willing to lend a hand.
It sure doesn't involve the top-down might-makes-right espoused by The Authority, which differs in no significant way from our current Becausewecanocracy.
The best way to stop human beings from being utter shits to one another is to be a human being, and not be an utter shit.
Re: Watching old SUPER FRIENDS episodes...
Date: 2011-05-19 01:24 am (UTC)And yes, for those that need a more contemporary reference, the Justice Lords.
Re: Watching old SUPER FRIENDS episodes...
Date: 2011-05-17 08:18 pm (UTC)Re: Watching old SUPER FRIENDS episodes...
Date: 2011-05-17 11:10 pm (UTC)Re: Watching old SUPER FRIENDS episodes...
Date: 2011-05-17 06:39 pm (UTC)The Core Story paradigm is that elusive "what do you DO?" factor that so many games -- especially "darling" games -- just leave out.