Friday, August 15, 2025

Superhero Team Concepts

In the middle of the night, I was thinking about superhero teams, and how to build them with archetypes that fit roles. I started to think about re-framing this; instead of thinking about 'roles' (mentalist, tank, damage dealer, speedster...), I would think about building a team from a storytelling perspective, in terms of origins. I realized that part of the reason the New Teen Titans work so well is because they frame things from an origins perspective, and it provides so many more storytelling opportunities. I haven't thought about this too deeply yet, but here are some examples:

  • Technology (Cyborg). Bring in stories about technology and the impact of new technologies. 
  • Supernatural (Raven). Stories focused on magic, other realms of existence, and supernatural powers.
  • Mythology (Donna Troy). Ancient gods and monsters.
  • Cosmic (Starfire). Other planets and alien races.
  • The Sea (Aqualad). Stories set in underwater environments.
  • Villainous Past (Beast Boy... kind of). The former allies now enemies hold a grudge.
  • Under the Shadow (Robin). You were a sidekick, and are trying to establish your own identity, but a lot of the villains that your mentor has still hold a grudge against you.  

Having such a wide range of origins gives the GM a variety of hooks that personalize adventures to the characters while giving a grand scope to the game. If all of the characters are teenagers who were transformed in the same lab, you immediately have fewer options for built-in ways to progress the story. Conversely, if each character has a unique origin and also has three pieces of 'unfinished business' in their origin, all the better. For example, my technology character could have a rival inventor whose tech ended up in my cybernetics, a bug in my software that could be exploited (and which I'm trying to have fixed), and a previous participant who 'failed' to adjust to the cybernetics, and who went mad. Instant adventure seeds that are personalized to the characters.

This comes up because I have really wanted to start a solo campaign, and while I feel like it should be focused on Doc, I'm just as intrigued by starting a "New Teen Titans" or "New X-Men" sort of game. I also kind of want to go a little more Doom Patrol with weirdness and a little less prototypical heroes like Doc or a Justice League. I could see New Stalwart Press witnessing the success of the X-Men and Teen Titans in the early 80s and deciding to start a comparable series... something to ponder. I also like the idea of the whole team being 'under the shadow', as this team would replace a team from the previous generation who had disappeared. Rooting the campaign in an unresolved mystery gives an instant hook ("Whatever happened to the Force of Five?") and matches the vibe of both New Teen Titans and New X-Men, since both replaced earlier teams with the same moniker.

Some Work of Noble Note May Yet Be Done

My oh MY but it's been a few months... I thought I'd give a personal update, and then hopefully get back into some gaming stuff sooner than later.

I last checked in some time around April... since then, we've learned that the chemotherapy treatments I was receiving (even after they adjusted to a more aggressive chemo treatment) seemed to be having little effect; the tumors on my spine, pelvis, and ribs have continued to grow, with new tumors appearing in the last few months. Treatments may have been slowing it down a little, but not much. My doctors at Roswell suggested I get a second opinion, and after Mary (who has been a super hero) called around, we ended up meeting with a specialist in Pittsburgh, who decided to move from chemo to a newer nuclear medicine called Lutothera. The problem was that it's a more expensive treatment, and our insurance company REALLY didn't want to pay for it. Fortunately, the doctors in Pittsburgh are tenacious, and at the end of June I got approval for the treatment. I received my first treatment on August 1, and tolerated it well enough. Initial scans showed that the nuclear medicine went right to the tumors, and seemed to be getting to work. The idea here is that the nuclear medicine should be able to destroy the tumors, so I am also on a regimen of meds that are supposed to re-grow the bone, because the tumors are going to leave weak points in my bones, leaving me susceptible to fractures. So, I am taking it relatively easy, walking at least 15 minutes a day, and feeling some genuine hope for the first time in months. There is a very real possibility that my prognosis has changed from months to years to live. We'll see. I will receive three more treatments of the Lutathera, once every 60 days. I should receive my final treatment on February 1st. and we'll do a scan shortly thereafter to see how effective this has been. I'm hoping for 'very'.

Unfortunately, at the same time Mary's mom had a recurrence of her own cancer, and it ended up taking her life at the end of June (on Grace's birthday, and the day before Mary's birthday...). So, while Mary has been battling to get me treatments, she has also had to bury her own mom. She's been through a LOT. 

Far less importantly, but not insignificantly, I've gone through the process of retiring due to illness, and have had to navigate that whole process about seven years earlier than I expected to... 24 years is a pretty good run, but I had wanted to get to thirty. I'm proud of my career and what I've accomplished, but it's also difficult to say goodbye to a huge part of my life when it hasn't been on my own terms. Our teacher's union hosted a wonderful retirment party for all of the retirees, but it felt like they spent a lot of the evening focused on me, which was a bit overwhelming. 

Yesterday, Mary sorted the last of the things that she had received from her mom, we finished re-organizing our closets, and I was notified that my retirement paperwork is completed, and 'the check is in the mail' for my retirement benefits. My principal and vice principal also stopped by and brought me a retirement gift that they had for me - it was genuinely nice to see them. It felt like the end of many things.

This morning, I woke up feeling like I'd turned a significant corner. As Mary and Grace begin the ritual of gearing up for the school year, I am sitting here sipping my coffee and thinking about the world to come. I contemplate the final verses of Tennyson's "Ulysses"...

Not unbecoming men that strove with Gods.
The lights begin to twinkle from the rocks:
'T is not too late to seek a newer world.
Of all the western stars, until I die.
And see the great Achilles, whom we knew.
Tho' much is taken, much abides; and tho'
Moved earth and heaven, that which we are, we are;
One equal temper of heroic hearts,
To strive, to seek, to find, and not to yield.

Wednesday, April 30, 2025

Falling Into Stalwart '85

When crafting the rules for Stalwart ’85, I somehow missed rules for falling damage (thanks to Rick H for bringing that to my attention). Hmf. Well, let’s correct that! 

A normal human has 8 hp. A fall of up to 10’ is minimal damage to most humans (you might twist an ankle, but you are likely to come away from a 10’ fall none the worse for wear). A fall of 20’ or 30’ is likely to result in a broken bone or two, and a quick Internet search reveals that a fall of 80’ or more is often deadly. 50’ can be life threatening. Okay, that helps set some context. At the other end of the spectrum, the Hulk can fall thousands of feet and suffer minimal damage; he’s soaking 10 points, and we’ll assume that making his Reflex check would net him zero overall damage, but maybe 10 points if he failed… so setting a ceiling of 20 points of damage is reasonable. 

If we say that you suffer 1 point for every 10’ fallen, with a maximum damage of 20 points (200’), and you’re allowed a Reflex check for half, that seems reasonable enough (a normal human is felled at 150’ or more even with a successful Reflex check – and probably dies). Supers are going to be felled but not die… because they’re supers. The Reflex check is DT 4, so a normal human suffers zero damage (.5 rounded down) on a successful Reflex check falling 10’, and only 1 point on a successful Reflex check falling 20’ or even 30’.

Tuesday, April 22, 2025

Building up that Rogues' Gallery

One of the strengths of the S85 world from a gaming perspective is that the villains outnumber the heroes, and the heroes aren't that strong or well organized. The 'problem' of stories set in Superman's Metropolis is that Superman is there - you don't really need anyone else when he's around. However, in Doc's Meridian, there are a handful of heroes, and they aren't very powerful. Doc himself is basically the Thing's power set with Reed Richards' intellect. He's powerful, yes, but not in the same league as Supes. That said, as I move forward, I do so wanting to add more villains to the game but not many heroes. One of the mistakes that I see supers games making is focusing on the heroes of the game world. In my experience, people want to play their own supers in the game world, and don't want to necessarily play the pre-generated superheroes. So, my focus should be on the villains. Players can focus on the heroes.

Parenthetically, this is one of the problems I’m running into with the Public Domain – the heroes outnumber the villains, and the villains are largely forgettable. I’m struggling to find really good villains to adapt to S85.

I spent a little time reviewing Doc’s rogues’ gallery, and it’s a really solid assortment of baddies. There weren’t a lot of gaps. I still have some iconic archetypes to fill in (there’s no ‘hunter’ villain yet, for instance; there’s no weather controller), but the biggest gap I noticed was in teams. I have a handful of both super and villain teams, but the comics are full of teams that are themed to work together, and S85 doesn’t have much of that. The good news is that the format of the Stalwart Phile is perfect for this exact need, so I’m going to devote a few Stalwart Philes to adding supervillain teams to the game. Here are a few examples of what I’m thinking:

  • A Russian team that are ‘heroic’ but also 1980s Russians, so it’s complicated. This could be a team you hold your nose and work with, or that you do battle against. Or maybe both.
  • An element-themed team.
  • A chess-themed team.
  • A snake-themed team that works for Vyperion.

Unlike most of the groups I’ve presented thus far, these are groups that always work together; they probably have matching costumes. They’ve got some team maneuvers that they’ve developed, and which can give them some other options in play. From a GM perspective, they are modular - you can design an adventure where the heroes go against a team of Russians, but you can easily sideline some of the members if needed to balance against your supers. 

Saturday, April 12, 2025

Stalwart Phile #3 Now Posted

I've got the Stalwart Phile #3 now posted, and I am very pleased with this model for building the game going forward. Obviously, I based these on the old Marvel FASERIP Marvel Phile from Dragon Magazine, and it's a great format for me to work in. I can take a weekend and cobble one of these together, getting a substantive release out without feeling the burden of a 'complete' release. 

The companion adventures, of which I have done two (one is exclusive to KS backers) is working under similar conditions; these are long enough to represent an individual comic book issue, but short enough that I don't get bogged down in getting halfway through a draft and then giving up. I have a model in place that I can keep building on, and that was important to me to keep the game growing. If all I do is Stalwart Philes and short adventures, there's a solid foundation for the game to grow going forward.

Wednesday, April 9, 2025

Not Your Classic Time-Travel Adventure

I am looking at how Stalwart Phile #2/3 and Stalwart Adventures #2 can work together. I have the idea for a time-travel adventure that isn't a time-travel adventure at all. The idea is that there are two events that are linked by a few decades, and the adventure takes you through the linkage. Here's the idea of how these might fit together so far...

Act 1 - Decades ago, on one of their final missions, Freedom's Four defeat Doctor Voltus in his castle by trapping him in a closed cicruit system within his castle; they know it is a temporary fix.

Cut Scene 1 - In the present, the modern-day heroes (or Doc Stalwart if playing solo) meet with the retired older Liberty Lass and Bronze Beacon 2, who recount one of their final battles; we learn that Captain Reicher is up to something, and that something might be bringing back Doctor Voltus. Liberty Lass dons her gear for one last mission...

Act 2 - Travel to Doctor Voltus' old castle; a battle with Captain Reicher and minions. (Modern hero team with Liberty Lass).

Cut Scene 2 - Set up a device that can 'trap' Doctor Voltus; create mechanical keys in play that must trigger to permanently trap him so he can face trial for war crimes.

Act 3 - Final battle with Doctor Voltus with some triggered events built into the battle.

Cut Scene 3 - Funeral for Bronze Beacon 2? Something to finalize the events. Maybe have an event where the wrist bands he carried are donated to the museum his neice works for... set up the future Bronze Beacon? Historical comment about how this event was later ret-conned to include BB 3 even though that was never 

Hmm. I solved a lot of this as I was blogging. I know that I spoke about this at some point, but writing is really a thinking process as much as it can be a process of revelation; I talked to my students earlier this year about how I don't use writing to put down the things I already have in my head. Sometimes, I sit down with only the vaguest idea, but the PROCESS of writing it down and getting it out in front of my eyeballs allows me to see how the dots connect. That is exactly what happened here. What I ended up writing down is a lot more than was in my head, and much better organized, than when I started. Writing process for the win! 

Saturday, April 5, 2025

Cataclysm Cover Final

Whew! I honestly have NO idea how Perez or Byrne was able to knock out covers with dozens of characters how they did. This was a really challenging piece for me, and I ended up having to make a few concessions with the layout I don't love, but squeezing all these characters in was harder than I expected it to be. Here it is... the cover for the Mighty Doc Stalwart Annual #2. The adventure is written, so I have to do final edits and should have that posted to KS backers later today...