More thoughts about the FKR X-Men game

Part I here

I haven’t stopped thinking about his game (I even watched The Gifted) and there are a few questions that need answering. Mostly, how would I run combat and other action scenes? We obviously want these to be fast-paced and dynamic. My solutions are simple:

1. No referee rolls. Only the players roll for actions. If there really is a situation that’s NPCs only and where chance is involved, I’d just ask a question in an oracle sort of way and roll a d4:

Is Pr. Xavier able to locate Emma Frost with Cerebro when she doesn’t want to be found?

  1. No, and… it hurts his big brain and he’ll have to recover from the backlash
  2. No, but… he finds another mutant who she mind controlled recently
  3. Yes, but… she’s aware he found her, and very pissed off about it
  4. Yes, and… he has a good idea of what she’s been doing

2. Lots of lists. Lists of adversary traits (with some inspiration from Dungeon Worlds monster moves); and lists of scenes or locations features (the way I used to prep for Feng Shui back in the day) so I am fictionally prepared for action.

from 1991 Marvel Universe Series 2from 1991 Marvel Universe Series 2

Non-Player Characters

Statting up NPCs without using numbers (one of my hard rules for FKR design) can easily be done like in OZR: when damaged, the enemy loses a trait (or move, or piece of equipment), which they can’t use for the rest of the scene.

The more important or powerful the character, the more traits they have. A successful attack removes the most plausible trait. Encouraging players to target their attacks or change their tactics to neutralise certain powers would be easy and very much in genre - and that’s certainly how I would play my bad guys (How do you shoot that optic blast now that Magneto has wrapped your head in a car door, Cyclops?”)

An opponent running out or traits is defeated - their actual health status at this stage depends on what happened in the fight; they might just surrender or run away.

Enemy traits also help establish the parameters of a roll: what happens on a failure, success, or overkill. (In the previous post, I forgot to make it plain that the game doesn’t offer a difficulty scale - I’ll post some clarifications next time.)

Some NPCs of various danger levels:

  • Human Rights rioter. Thick racist skull.
  • Weapon X base guard. Vigilant. Assault rifle. Uses squad-based tactics to surround, flank, incapacitate.
  • Toad. Superhumanly agile. Sneaks into pretty much anywhere. Spits sticky stuff. Catches something with his tongue. Gets rescued by Brotherhood members.
  • Magneto. Master of Magnetism. Iron will. Telepathy-blocking helmet. Flies using Earth’s magnetic field. Deadly or incapacitating metal attacks. Blocks any attack. Mold smetal into any shape. Levitates whole buildings to make a statement. World leader (Genosha). Makes grandiloquent, inspiring speeches.

Two notes about this:

  • Powerful baddies would get traits that kind of overlap, and some that don’t do much (such as Magneto’s Iron will). They’re there to soak up more punishment.
  • Weaknesses should be included in NPC writeups (and influence the results and conditions of a roll), but I don’t know if they should be traits - maybe the weakness is the last trait to go?

Art by Greenestreet on DeviantartArt by Greenestreet on Deviantart

Location Stunt Lists

This simply answers the question: What cool things could happen? For fight locations, it’s a list of features to be used for PC stunts. For example, the vehicles garage on a military base would have:

  • Catwalks and stairs to sneak, run and teleport on
  • Garage doors that can only be open from a bullet-proof guard station overhead
  • CCTV feeds; visible by garage guards; can be accessed by central command post if alarm is raised
  • Lots of tools to telekinetically hurl at enemies
  • A couple of humvees, a few motorbikes, and a helicopter to hijack or blow up
  • Barrels of petrol and piles of tires to set on fire
  • Grease pits with elevated vehicles and engine blocks swinging on chains

If I had a clear idea of what is happening in a location (a fight for example), I would also have a list of events as described below.

Action Scenes Lists

Whether a scene happens in a preordained location or not, having a handful of events, twists, and other ways to raise or change the stakes is always good. Continuing on the example above, if the plan was to have the X-Men escape from the base, I’d go with something along the lines of:

  • Shift change: 4 guards show up and cross the garage. 2 relieve the ones at the entrance, and 2 climb the stairs to the guard station.
  • Routine security call: guards test infrared cameras and goggles, motion detectors, etc.
  • Two off-duty soldiers are having sex or doing drugs in the back of a humvee.
  • If the alarm is sounded, groups of soldiers show up every few minutes. First regular guards, then heavily armoured, anti-mutant troops.
  • If the X-Men don’t escape swiftly or discreetly, they can expect the turrets outside pointing at the garage doors when they go through them.

Another Stolen Idea: Sub-Locations

Over a decade ago, French publisher John Doe released Les Mille Marches a pulp adventure game by Grümph that made an impression on me. I’ll dig it out of my shelves and read those rules again, but the idea I want to borrow is simple: you don’t need a battlemap to use the environment in a fight scene. Just draw large squares in your notes, and write down some environmental conditions for each one, with advantages and . You don’t need to do this for every potential fight location, but it’ll add some flavour and tactical options to your set piece.

Characters can go from a sub-location to another willingly or not. Which sub-loc is contiguous to which depends on the fiction and/or of a map. Picture Wolverine tackling Sabretooth through a window, moving their clawo-a-clawo duel to a side alley where one or the other could take advantage of the conditions there.

Our military garage from above could have:

  • Catwalks: dark and sneak friendly, easy to fall down, easy to break to make opponent fall down
  • Security office: brightly lit, close quarters, people with guns
  • Grease pit: slippery, danger of being crushed, power tools
  • Through the garage door: not much cover, potential fire range, automated turrets

Date
30 May 2023