The Forge Reference Project

 

Topic: Many on one?
Started by: Sindyr
Started on: 3/19/2006
Board: Muse of Fire Games


On 3/19/2006 at 3:39pm, Sindyr wrote:
Many on one?

Looking at the comics, many of them are teams - the X-men, the Avengers, the Fantastic Four, etc.  And while they do go up against villain teams, its common for them to fight a single powerful foe - like Dr. Doom.

In the Capes system, four heroes against one villain will kick his ass very easily.

In the Fantastic Four universe, when the FF go up against Dr. Doom, even when he has no henchmen or other aids around, it is a pretty even match.

The first question I want to ask is what does everyone think of the idea of playing the Fantastic Four as a single character, instead of as four.

However, the real question I want to ask is how do you have an especially powerful villain that requires a team of heroes to defeat? One which is as powerful as story driving as four normal Capes heroes?

Message 19101#200379

Previous & subsequent topics...
...started by Sindyr
...in which Sindyr participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 3/19/2006




On 3/19/2006 at 6:35pm, jburneko wrote:
Re: Many on one?

Hello Again,

If I may offer a slight shift in concept.  From reading your posts, I think one of the things you are getting hung up on is the idea that this character or that character "should be" this way or that way BEFORE the game begins.  It's the idea that you create a villain and YOU decide before play even begins, "This guys, tough, this guy should require the entire Fantastic Four to beat him."  This is next to impossible in Capes.  Instead, you play that villain with all your heart and soul, and MAYBE it turns out, "Holy crap. this dude is a bad ass, who requires an entire team!" and maybe it turns out that he's a wennie wanna-be villain.

Believe me, I had this villain called Reverend Eden.  I was all set for him to be this earth shattering hell fire and brimstone villain.  But I failed to play him well.  He got bowled over by heroes and even his own henchman across only a few scenes where he failed to so much as establish a base of operations, yet alone bring about the apocalypse.  Oh, well. 

You play Capes when you are willing to allow the play itself to reveal things to you about the characters.  You have to leave your preconceptions of what "should happen" at the door.  That's just totally incompatible with Capes design.

With that said, the way for a single a villain to become that unstoppable force is Debt and Story Tokens.  It turns out that Debt is a GOOD THING.  Even when you're overdrawn, in play, the impact is minimal.  Amass Debt.  Amass Story Tokens by picking your battles carefully.  Then bring the full weight of that down on the other players.

Jesse

Message 19101#200396

Previous & subsequent topics...
...started by jburneko
...in which jburneko participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 3/19/2006




On 3/19/2006 at 6:50pm, Sindyr wrote:
RE: Re: Many on one?

I take your point - I guess your answer is that in Capes, you simply can't create a Villain that is four times more powerful than a Hero.

That while in other rpg's you can design a villain that requires 4 Heroes to beat, in Capes, everything else being equal (all players are equally smart, equally cunning, have equal debt and story tokens to start with, etc) 2 Heroes will most always beat 1 Villain and there is not in Capes any way around that.

So I guess you simply can't have a Villain that (all other things being equal) a single Hero *doesn't* have an even chance of beating.

Well, it's good to know that even a cool game like Capes has some stories that other games tell better - even if Capes is becoming my favorite overall. :)

Message 19101#200399

Previous & subsequent topics...
...started by Sindyr
...in which Sindyr participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 3/19/2006




On 3/19/2006 at 7:08pm, jburneko wrote:
RE: Re: Many on one?

Sindyr wrote:
Well, it's good to know that even a cool game like Capes has some stories that other games tell better - even if Capes is becoming my favorite overall. :)


I think you, may be missing my point slightly.  You can't *make* any specific *kind* of story happen in Capes.  You play as hard as you can and you discover what kind of story you made in RETROSPECT.  So, yes, you will get the story about the unstoppable villain that requires a massive team to take out, but you can't do it BEFORE hand.  You can only, discover that this is the kind of story it is mid-play.

I usually, think of it like this:  Capes should be played with 70% of your focus on the conflicts at hand, 20% of your focus on the events that have come before and about 10% focus on what might come to pass in the next scene or two, tops.  If you're trying to create a *specific story arc* or a *specific kind* of story in advance of play itself, you will fail, regardless of what the details of that arc or kind of story is.

Jesse

Message 19101#200401

Previous & subsequent topics...
...started by jburneko
...in which jburneko participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 3/19/2006




On 3/19/2006 at 7:47pm, Sindyr wrote:
RE: Re: Many on one?

I think we are fundamentally saying the same thing, in different ways.

Thanks for helping me out with this.

Message 19101#200406

Previous & subsequent topics...
...started by Sindyr
...in which Sindyr participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 3/19/2006




On 3/19/2006 at 7:51pm, Hans wrote:
RE: Re: Many on one?

Sindyr wrote:
Looking at the comics, many of them are teams - the X-men, the Avengers, the Fantastic Four, etc.  And while they do go up against villain teams, its common for them to fight a single powerful foe - like Dr. Doom.

In the Capes system, four heroes against one villain will kick his ass very easily.

In the Fantastic Four universe, when the FF go up against Dr. Doom, even when he has no henchmen or other aids around, it is a pretty even match.

The first question I want to ask is what does everyone think of the idea of playing the Fantastic Four as a single character, instead of as four.

However, the real question I want to ask is how do you have an especially powerful villain that requires a team of heroes to defeat? One which is as powerful as story driving as four normal Capes heroes?


Four different possibilities:

1) Have all the heroes on one character sheet, as you mention.  I have done this with super villain groups before, and don't see why it wouldn't work with heroes.    The powers could be the names of the FF themselves, and the styles could be things like "Reed comes up with gadget" or "excellent teamwork".

2) have the villain on multiple character sheets.  For example, "Dr. Doom", plus the non-person characters "Dr. Doom's Armor" and "Dr. Doom's Advanced Technology".  Someone would have to pay story tokens for the extra sheets, or you could also have these sheets under the control of different players.

3) Don't have the villain played in the scene at all.  In this case, the players share the narration of Dr. Doom's horrendous activities, but really they are just the back drop for the real story, which is the intereaction within the FF itself, with conflicts like "Goal: Ben becomes a normal human through Dr. Doom's Technology" or "Event: Johnny Storm impresses Crystal with his style" or "Goal: Sue rescues Franklin from Dr. Doom's clutches".

4) Don't have all the heroes played in the scene.  The scene could have all the FF, half the Inhumans, She-Hulk and Tigra all involved, but only Reed Richards might actually be played.  Other players might be playing non-person characters like "Negative Zone Eruption" or other seemingly secondary characters like "Baby Franklin".  In this case, while all the heroes might be around, the real story is the personal grudge between Reed and Doom, and all the other characters are just window dressing (and the other players are probably collaborating to make both Reed and Doom's life miserable in order to get them to hand out story tokens.)

Message 19101#200407

Previous & subsequent topics...
...started by Hans
...in which Hans participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 3/19/2006




On 3/19/2006 at 7:55pm, Sindyr wrote:
RE: Re: Many on one?

I love your ideas!  Especially #2, but the others ones too.  Thanks!

Message 19101#200412

Previous & subsequent topics...
...started by Sindyr
...in which Sindyr participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 3/19/2006




On 3/19/2006 at 7:57pm, Hans wrote:
RE: Re: Many on one?

jburneko wrote:
If you're trying to create a *specific story arc* or a *specific kind* of story in advance of play itself, you will fail, regardless of what the details of that arc or kind of story is.


I'm not sure if this is completely true.  I guess it depends on what you mean by "specific".  I will rephrase what you have said somewhat.  "The only way to make any kind of story arc or particular story of your design is to make it so incredibly interesting to the other players that they go along with you on it, and even then only the general outline may turn out as you expected."  I think this is what Tony is getting at in the "A/B Plot" discussion of the rule book.  You can't script something, but you can tempt other players into it.    

Message 19101#200413

Previous & subsequent topics...
...started by Hans
...in which Hans participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 3/19/2006




On 3/19/2006 at 7:59pm, Sindyr wrote:
RE: Re: Many on one?

Hans wrote:
2) have the villain on multiple character sheets.  For example, "Dr. Doom", plus the non-person characters "Dr. Doom's Armor" and "Dr. Doom's Advanced Technology".  Someone would have to pay story tokens for the extra sheets, or you could also have these sheets under the control of different players.


Thought just occorred to me:

How about a character on multiple Character Sheets:
Dr. Doom's Cunning (12 Abilties)
Dr. Doom's Resources (12 Abilties)
Dr. Doom's Powers (12 Abilties)
Dr. Doom's Luck (12 Abilties)

Of course it would cost 3 tokens to bring this character into play.

Sound doable?

Message 19101#200414

Previous & subsequent topics...
...started by Sindyr
...in which Sindyr participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 3/19/2006




On 3/20/2006 at 5:53am, Ben Lehman wrote:
RE: Re: Many on one?

Here's the real trick to playing a good villain in Capes:

Set the heroes against each other.

Drop a Story Token to throw down a conflict that they both care more about winning than stopping you.  Something like "Event: Reed Richards apologizes."  Bam!  You've got a mad fight between the heroes for control over that, and you can waltz off with "Goal: Dr. Doom conquers Latvia" easily.

yrs--
--Ben

Message 19101#200460

Previous & subsequent topics...
...started by Ben Lehman
...in which Ben Lehman participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 3/20/2006




On 3/20/2006 at 2:01pm, Hans wrote:
RE: Re: Many on one?

Sindyr wrote:
How about a character on multiple Character Sheets:
Dr. Doom's Cunning (12 Abilties)
Dr. Doom's Resources (12 Abilties)
Dr. Doom's Powers (12 Abilties)
Dr. Doom's Luck (12 Abilties)


Go for it!  Even more fun if they are played by DIFFERENT people.  Someone suggested in another thread something along the lines of "Galactus's Head", "Galactus's Left Foot", "Galactus's Right Arm", etc.

Message 19101#200479

Previous & subsequent topics...
...started by Hans
...in which Hans participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 3/20/2006




On 3/20/2006 at 2:52pm, Sindyr wrote:
RE: Re: Many on one?

Thank you Hans - and Ben, interesting strategy.  I hope I soon am able to actually play the game and start trying things like that out.

Message 19101#200483

Previous & subsequent topics...
...started by Sindyr
...in which Sindyr participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 3/20/2006




On 3/20/2006 at 3:35pm, TheCzech wrote:
RE: Re: Many on one?

Capes has a lot of balancing factors that keep conflicts from becoming too one-sided.  If I am Doctor Doom against four players each playing one of the Fantastic Four, I will likely lose any conflict they want to beat me on, but the rules conspire to keep that from happening.  Under that dynamic, story tokens flow from them to me, so while I may win no conflicts, they don't get any story tokens and I potentially get a bunch.

So what is likely to happen is that one or more of the other players is going to want in on some of that gravy, and they can do that in several ways.  First, at the beginning of the scene, they can grab other characters to fight on the villain side.  These can be quick non-debt characters like "innocent bystanders" or "bank robbery"...also handy for debt-free reactions. 

Second, and more importantly, they can introduce conflicts to challange characters other than Doctor Doom.  "Goal: Ben Grimm respects Reed Richard's leadership", etc.  With them expending resources on these conflicts, they can get story tokens but will have fewer resources free to oppose me.  In fact, if I as the Doctor Doom player want some more narrative power, I can introduce these conflicts myself and hope people latch on.

If none of this happens and the imbalance persists, the scene will end quickly because it is uninteresting.  As people play the game more and start to understand the nuances, quick scenes tend to no longer happen by accident.  In fact, it even gets hard to do quick scenes at all because players start to instinctively work to make every scene more interesting.

Message 19101#200491

Previous & subsequent topics...
...started by TheCzech
...in which TheCzech participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 3/20/2006




On 3/20/2006 at 4:49pm, Sindyr wrote:
RE: Re: Many on one?

Eris - this is awful.  The more I hear about the working of this damn game, the more I want to play it!

(grin)

Don't know if I will be able to find another 2-4 people in my area, but doing my darndest - including using all the web based player finding tools I can.

Very, very interesting post, Eric. Thanks.

Message 19101#200500

Previous & subsequent topics...
...started by Sindyr
...in which Sindyr participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 3/20/2006




On 3/20/2006 at 5:40pm, Sydney Freedberg wrote:
RE: Re: Many on one?

Hans wrote: 2) have the villain on multiple character sheets....


I did an entire post that's variations on this theme (entitled Ubering Characters) -- click the link for details, but for highlights:

Sydney wrote:
....Introduce a bunch of sidekicks / minions, ideally with Debt (Undifferentiated  is fine)....
...Create a character that's not a person, but a powerful artifact with a will (and usually Debt) of its own -- e.g. Sauron's Ring of Power, Elric's sword Stormbringer, even a fiery nimbus of power...
...the base character is a were-wolf (or were-dragon....), so when s/he transforms, the beast-form is introduced as a separate character with its own abilities -- and even its own Debt...
....Introduce a situation character that represents your base character's situational advantages, like "Ambush!" or "My tactical genius"....


And then there's Tony's nastiest tactic: Preventive Goals.

Sydney wrote: Tony used these to terrifying effect in a recent game: "Goal: Target my character with any kind of attack" to prevent anyone hurting him, "Goal: Slow my character's progress towards his goal" to prevent anyone stopping him," and "Goal: Predict my character's behavior" to render it nigh-impossible to narrate use of a time-traveller's foreknowledge against him. You could also use these offensively, e.g. "Goal: Cease writhing in agony at the piercing whine of The Amazing Shrill" or "Goal: Avoid any blow"

Forge Reference Links:
Topic 15306

Message 19101#200505

Previous & subsequent topics...
...started by Sydney Freedberg
...in which Sydney Freedberg participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 3/20/2006




On 3/20/2006 at 9:47pm, Sydney Freedberg wrote:
RE: Re: Many on one?

Having just seen your other thread:

The thing is, "many Story Tokens = many characters = many actions" is not, in fact, a sure-fire way to win when you want to. Believe me; I've played in, gosh, dozens of Capes sessions -- I live near Tony, don't be jealous -- and I've been a frequent, frequent user of this tactic. And it's a good tactic. It is, as you say, the most efficient use of Story Tokens: spend one Story Token now, get one additional die to roll this turn and every turn until the end of the scene.

But! It is not necessarily the most effective use of Story Tokens, because it only gives you those multiple actions during your turn. Once it's someone else's turn, and you're back to Reacting, you still have just the one reaction; and once everyone's taken their regular turn, and people are buying extra actions, then you're back to buying them at the "one Story Token = one action" exchange rate.

"But if I have so many actions in my regular turn, surely I can make sure I control everything and won't have to worry about anything afterwards!" Well, maybe. In my personal experience -- wow. So very much not. Again and again and again, I've had armadas of characters, only to have some crucial conflict still slide out of reach...unless I spend just one more Story Token for one more action. If the other players are on the ball, they can put things out there for you to want to win almost as fast as you can increase your ability to win them.

And maybe you do win everything you want. Congratulations! Now you've got fewer Story Tokens, and you're probably staked Debt in order to split your dice* and win things, so your Debt is reduced and your opponents have a bunch of Story Tokens. Guess what happens next scene?

* Because if you don't stake any Debt on a conflict, and your opponents do stake two (or more), you only get one die to their two (or more). And the odds are very poor for one die, however many times you get to reroll it, to beat two dice at even moderate values. The odds are impossible if one of those two dice is a six, of course.

Forge Reference Links:
Topic 19102

Message 19101#200532

Previous & subsequent topics...
...started by Sydney Freedberg
...in which Sydney Freedberg participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 3/20/2006




On 3/21/2006 at 10:46am, Tuxboy wrote:
RE: Re: Many on one?

Tony used these to terrifying effect in a recent game: "Goal: Target my character with any kind of attack" to prevent anyone hurting him


Fiendishly cunning, but would it protect him from being caught in an area effect targetting someone else? *VBG*

Message 19101#200575

Previous & subsequent topics...
...started by Tuxboy
...in which Tuxboy participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 3/21/2006




On 3/21/2006 at 7:38pm, TheCzech wrote:
RE: Re: Many on one?

Sydney wrote:
The thing is, "many Story Tokens = many characters = many actions" is not, in fact, a sure-fire way to win when you want to.


This is true and is worth reiterating, but in fairness, the dynamic may well be four players against one, not just four characters against one.  That's a completely different dynamic.

Forge Reference Links:
Topic 19102

Message 19101#200635

Previous & subsequent topics...
...started by TheCzech
...in which TheCzech participated
...in Muse of Fire Games
...including keyword:

 (leave blank for none)
...from around 3/21/2006