RPG Impact 5

Continuing with RPG Impact. The fifth RPG that had a big impact on me was Champions / Hero System. In my first Vampire group, one player was obsessed with Champions and arranged to run a game. At that point I hadn’t played any Supes RPGs yet, nor looked at GURPS, so I was delighted to skim through the densely packed Champions rules and contemplate all the possibilities. Character creation was slow but fascinating, different to the simplicity of the games I’d predominately been playing: Cyberpunk & Vampire. I was somewhat reminded of Warhammer’s Realm of Chaos books, the key difference being those powers were random and unbalanced by design.

I made a few characters, then settled on a character inspired by Eldar Harlequin Solitaires. I thoroughly enjoyed the character creation process; I vaguely recall pondering solo RPG ideas, again somewhat inspired by Narrative Wargaming from the Realm of Chaos.

How was the game play? Well, the first session was messy, silly premise, and mostly it was one big team fight. It was fun, even a nice change from the serious sessions I predominately played. Sadly, the game faded away, it was a few years until I returned to the system.

In the mid-90s, I run a short campaign with the group I’d been playing with since high school. It was fun, but the players didn’t quite gel with the system. Roughly they felt that whilst it was fun, it was too much work, and that they could have fun more easily with other games; not helped that 2 players were not keen on Supes genre. We discussed whether they thought things would improve as their system expertise grew. They thought even if they thoroughly read the rules, that they’d still prefer other games. By this stage I had Marvel Super Heroes and D.C. Heroes, plus I had a lot of experience with Palladium games, none of which appealed to them. Instead, we returned to the World of Darkness, primarily Mage and Changeling.

One of regular players loved GURPS, they convinced me to look in to it, using the Hero System as a comparison; awesome, another system I liked yet didn’t do much with for years 😉 Some time passed… I managed a mini-game of Champions using the new Fuzion system; although easier to play, the players gave similar feedback to before. In the 2000s I ran Aberrant a lot, resulting in multiple chronicles, plus some smaller chronicles with other groups, so I eventually got some long-term Supes gameplay 😉

I have met people that played Hero for years. Whilst the system is dense, I’d argue that it is not much denser than various D&D editions. Did I pitch the game in awkward ways? Or was it simply a case of player preferences amidst an option rich field?

For me, Champions/Hero System is ‘the one that got away’.

Part 6

Trinity Continuum Aberrant Erupts

At the time of writing Trinity Continuum: Aberrant is in the final 24 hours on Kickstarter. I’ve been waiting years for this event, a reimagining of Aberrant. https://www.kickstarter.com/projects/200664283/trinity-continuum-aberrant

Aberrant is a fabulous Supes/Super RPG that was part of the Trinityverse, now called Trinity Continuum. Back in the late 90s Aberrant presented a world obsessed with super powered celebrities (Novas), hyper focused reality TV (N!), individuals with the power of gods but also dark conspiracies, and power that tainted the Novas. The old game was very socially minded, why rob a bank when sponsorship and mercenary work is available, etc. The new Trinity Continuum: Aberrant builds upon this, but crucially there are some differences that I love! The game requires the Trinity Continuum core book, I wrote about this last year https://batjutsu.wordpress.com/2018/02/28/impressive-reboot-of-trinity/.

“What would you do with the power of a god?”

First a quick shout out to Ian A. A. Watson (@VonAether), who in particular has spent years trying to create a new Aberrant. There are many interviews covering the process, so here is a summary of the journey about how the old White Wolf merged with CCP Games. Richard Thomas formed Onyx Path Publishing and producing old and new RPGs. Later Paradox Interactive purchased the World of Darkness IP, whilst Onyx Path negotiated to buy Trinityverse outright, which is now solely owned by Onyx Path. Hence the IP of Trinity, Aberrant and Adventure! have had quite the journey.

Aberrant Trinity Batjutsu

I’ve run a few Aberrant games over the years. Some of the games were more like D.C. Comics or Marvel 4 colour style, more carefree fun, sometimes a bit silly. Whilst with my main I ran a dark investigation game for over ten years. This chronicle was about hope, about trying to prevent the inevitable Aberrant War. When we last played it seemed that maybe the PCs had helped solve so many problems, that the future looked positive; I’ll not froth about this campaign, whilst I loved it, typically with RPGs you needed to be there ;-). Like many RPGs the tone can be tweaked, along with keeping in mind PCs motivations and player preferences, to create the style wanted. The new Aberrant includes an examination of this, with an explanation of how to approach the different styles of Supes.

The system is not the old Storyteller one, instead using the Storypath. I’ve still yet to play the system but I do love what I read when I backed Trinity Continuum. In addition to the great momentum mechanic, is the idea of Scale. Scale is reminiscent of the old D.C. Comic RPG, but is designed to be easier to allow for quick decision making, allowing everyone to focus on narrative. From the Kickstarter page Danielle Lauzon explained:

“Okay, so Narrative Scale is for when you just want to know how badly you crush something because of your difference in Scale. It’s described liberally as a multiplier to your successes on a simple roll to get a thing done, but what that really means is that a Scale 1 difference doubles the number of successes you have to do the thing, Scale 2 difference triples, Scale 3 quadruples, etc. Narrative Scale is there for the following kind of scenarios “Superman flies through a building, and we want to know how much damage that does to the building.” We accept that he flies right through, so the roll isn’t to see if he can, but instead to find out his damage to help figure out if the damned thing falls down. Sometimes the SG might just look at a Scale difference and decide narratively that we don’t even need a roll, it just crumples.

I loved the old Aberrant the most out of the numerous Supers RPGs, even though I appreciated it had a few mechanic problems. I’ve read/run/played old Heroes/Champions, GURPS Supers, Mutants & Mastermind, D.C. Comics, Marvel and Palladium. For me, I think the old Aberrant presented both a great setting and rules that worked well enough. Trinity Continuum: Aberrant seems to stride the middle ground between these various systems, providing a vast range of powers, in a setting with different types of powered and baseline characters, with rules that better understand what they are focused on. I’d be very surprised if I don’t love the game when I run it!

Usually I’d write about different game ideas, even crazy ideas about merging various RPGs together. Instead I look forward to returning to my old long running chronicle, which included Adventure! and Trinity. The fact the group and I have had so much fun over the years speaks volumes about the game, and I am sure we will continue to love it for years to come.

The factions are still there, but there have been some important tweaks. Another titanic difference is that Taint is now Transcendence; Novas are no longer time-bombs towards physical and psychological disaster. Characters can still grow distant from humanity, for example Dr Manhattan (Watchman) is a great example of ludicrously powered individual who has very high Transcendence. Check out these two interviews for more details about changes:

https://thestorytold.libsyn.com/bonus-episode-aberrant-kickstarter-interview-with-steve-kenson-and-ian-watson

Onyx Path have a free Aberrant comic at http://theonyxpath.com/comic/you-are-not-alone-cover/

Join the Kickstarter at https://www.kickstarter.com/projects/200664283/trinity-continuum-aberrant

#TCAberrant #TrinityContinuum

Impressive Reboot of Trinity

I love so many role-playing games and in particular the old Trinity universe. So I was ecstatic when the Kickstarter for a new version was announced, it’s called Trinity Continuum, from Onyx Path Publishing. The old White Wolf Game Studio published the original Æon Trinity in 1997; the game became known as Trinity due to a lawsuit with MTV due to their Aeon Flux, something that I recall helped spread word about the game at the local games shop I worked at. Set in the 22nd century Trinity was about humanity rebuilding after the Aberrant wars, with the game focusing on psychic humans call Psions. Over the years the Trinity Universe was expanded over the years to include Aberrant (Supes) and then Adventure! (Pulp) A d20 version in 2004. There was also a Trinity Battleground wargame (see end for poster collection). Then it was gone…

Like so many others I’ve been running the same Trinity campaign for many years, linking characters across multiple timelines. A big part of the appeal of the old games is their diverse settings and how they relate to each other, however, the old games were clearly not designed to fit neatly together, which put some people off. The Trinity Continuum Kickstarter has revealed that how Trinity Continuum fits together was a core design, and having read the new manuscripts I am very impressed. The multiverse of Trinity Continuum generates Flux, which besides being a great joke about old lawsuits, very nicely gives a basis to the luck and powers of the people in the different eras. This also makes any Trinity setting cannon, allowing Onyx to publish different products without violating anyone’s campaign deviations. This was never a problem for me, I would buy things and adapt them, but I appreciate many gamers felt the old vast metaplot made new products irrelevant to them.

Trinity Continuum will be using the new Storypath system, which I think is a big improvement on the old Storyteller system. For example: the introduction of the Momentum is a great mechanic that gives failures now add to the Momentum pool, which the party can use to overcome problems later. Momentum can also be used to power skill Tricks. There is more to Storypath system, so definitely check it out. I saw a negative post about somebody not liking the idea of Momentum and “failing forward”, personally I think this is a great addition. As normal for me and my group if we want to tweak things we do, and I already contemplating testing these mechanics in other games like L5R and GURPS; all part of the RPG mental toolkit 😉

The Storypath system is also used by Scion, but each game universe has its own tweaks. I love this because it will enable easy transition between different game universes, whilst allowing each game universe to have specialised mechanics to enhance the gameflow envisioned by the designers.

The core Trinity universe eras have been expanded in the Trinity Continuum. The Kickstarter is for the core rules, with a focus on modern day games. This has been done with foresight, allowing for games ranging from things like the Bourne Identity, Chuck (2007, TV), A Town Called Eureka (2006, TV), Fringe (2008, TV). There is nothing stopping a group from playing less action and super science games, such as focusing on the Æeon Society in the modern day that links to an era spanning campaign about the organisation over time.

A Kickstart add-on is Trinity Continuum: Æon book. This covers the original Trinity 22nd era, but there are a few tweaks, 99% of which I love. What is particularly impressive is how the Unity part of the setting is being given rules to help demonstrate the point, designer Ian Watson explained in an interview about how Psions can empower another Psion, like in Orpheus. One of my players always emphasises reasons for teamwork and they are going to love this tweak.

In a Polyhedron interview there were many gems such as a future settings of Anima, which will be set in 2084 (Total Recall, Remember Me) emphasising Implants and Memory Tech, and focusing on questions of identity. Another focus is people retreating to virtual realities after the Aberrant War, I wonder if full-borg conversions will be an option, or at least remote controlled androids, something like Surrogates. There was also mention of an era set in the ancient world, a Sword & Sandals style game; this was inspired by the Adventure! game notes of Doctor Primoris (who later became Divis Mal).

Another important point discussed in the interview was how diverse the old Trinity games were due to the global scale of the setting; it’s always great to have more game specific material. The new version will be building upon this legacy, which will include an expanded look at Africa, which never got its own sourcebook back in the old days in part due to them having so much to expand on; I’m sure it would have eventually if the games had not been cancelled.

Trinity Aberrant Books

There was such much I wanted to write about this Kickstarter, I had planned on summarising my own games but that would be too big a project and miss the point of highlighting what other people need to know about the Trinity setting. Thankfully lots of information is now available about the Trinity Continuum as well as the Storypath system via the Kickstarter. So before I end I will give a few campaign ideas that I have been pondering.

Psions Lost In Space / ST: Voyager: A Jumpship takes a group of people to a new colony, but they end up lost and so far away they are cut off from Earth. A campaign emphasising survival and testing the Unity ideas of the people aboard.

Paramorph Time War: empowered by the Trinity Continuum’s Flux, and assisted by many books, films as well as my trusty GURPS reference books. A vast Time War. Since leaving my old job games master job running Play-By-Mail games, one of the designs I have part finished is a way of tracking dynamic timelines, but due to how grand the game goal was I had to strip it back, and focus on a smaller project. I also have work from old Suzerain game focusing on time travel in tabletop games. Running a single player campaign would be much easier, imagine playing a character like Max Mercer seeing the sheer scope of the cosmos and trying to figure out how to help our species, add in the complication of other time travellers doing the same thing. This could be done for a group, maybe the group need to combine powers to jump.

Attack of the Titans / Kaiju Planet / Pacific Rim: Maybe set after the Aberrant War in a world that was even more devastated. Maybe beastlike Aberrants are left behind on Earth, but they have mutated further to become giant mindless entities. Can humanity defeat these Kaiju, and if so at what cost in lives and further global devastation?

Nova Terminators: Maybe the Op-net was destroyed not just because two Novas had a war, maybe there was a 3rd Nova that planned on world domination by initiating WW3 and ruling the remains like Skynet (SkyNova). In this world SkyNova succeeded and humans are now fighting a losing battle against Terminators. Maybe this game focuses on Daredevils and Psiads?

Æon Amber: Last year I finally got around to reading the Amber series by Roger Zelazny, Arthurian style court drama on a multiverse scale. Although travelling between every universe fighting other powerful factions is a bit too grand in scale; the TV series Sliders is a good example of this. Given that I am also looking forward to Changeling: The Lost 2nd Ed, maybe I can add this in as well? A nice way of cramming on more epic gaming in to limited playing time.

Lords of Light: Another Roger Zelazny book in which a human crew arrives at a planet but struggles to survive, so they alter themselves becoming vastly powerful entities. The crew masquerade as Hindu Gods subjugating the planet’s native inhabitants. A very interesting story following Sam trying to overthrow the crews control of the planet. This story would likely make a better fit for a Nova/Aberrant style game.

I’m sure many gamers are contemplating other campaign ideas, particularly the classic: Atlantis, Roman era, ancient Egypt dynasties, Aztecs, Mystic China, etc.

Trinity Battleground

At the time of publishing there are 19 hours of the Kickstarter left. There are lots of stretch goals unlocked, so join in and reap the benefits even if just for the new PDFs and the $15 for most of the old 1st Edition Trinity books. I think Trinity Continuum seems to balancing the modern RPG approach of specialised rules whilst not sacrificing a broad ability to run so many games, this alone is a great reason to join in. https://www.kickstarter.com/projects/200664283/trinity-continuum-aeon-rpg/description

I dug out my old posters, publisher catalogue from working at Tower Models and the Trinity Battlegrounds wargame.

Trinity and old White Wolf Posters

 

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