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Comic based narrative

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Blunder
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Joined: 09/25/2012

Hey guys,

I've gotten a couple of playtests in under my belt for my superhero game, and it has been met with quite positive feedback. I've tried to incorporate some of the points made into the latest iterration, but the big point is what I thought I'd ask you guys about here.

So the main feedback was that the final villain fight was rather anticlimactic, and the overall villain narrative was quite weak (I'm pretty aware of this as the villain bit is the area I've spent the least amount of time on)

I was thinking at the start of the game you'd choose a comic, which came with the game, certain crime cards which, instead of being the standard card with a test, outcome and pass/fail, would direct you a page of the comic you chose showing a confrontation with the villain himself, with outcomes for if just let the crime occur, if you stopped the crime and if you failed to stop the crime.

Now in my minds eye, you'd essentially be playing a comic book to its conclusion, and to allow replayability there would be various events in the comic and only a few would come up each time. My friend who is a creative sort but not a gamer immediately shot the idea down due to:
a. people wanting to create their own story not be on the rails.
b. lack of replay
c. the mechanics of reading a comic is quite clunky in a co-op

I'm curious what gamers/designers think and if there would be a way I could tweak it!

JustActCasual
JustActCasual's picture
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Joined: 11/20/2012
Act Cards

Maybe break up the story into 3 acts, represented by jumbo cards with story segments.
For Example:

ACT 1
Flip up Act One card "The Citizens are Restless" which has a few panels of the citizens throwing rocks at a generic hero. Act One cards have a small passive ability: maybe this one requires the heroes to make an additional Mental success on each crime to keep their cool. After each hero has defeated a crime on their own we come to...

ACT 2
Flip up Act Two card "Using Alien Technology" which has a few panels of a shadowy figure buying alien tech from mean looking aliens. Now we know why the citizens were restless! Alien mind control! These would have the functions of a regular crime, but more difficult. Once the heroes are able to beat it together we move on to...

ACT 3
Flip up Act Three card "...Orchestrated by Maestro" which has a splash panel reveal of the supervillain and a couple of panels detailing his super powers. This probably has an immediate effect (all heroes lose one mental die), as well as acting like a Super Crime (maybe with a way to reduce difficulty using crimes solved, similar to MarkKreitler's Justice Point mechanic on the other thread).

Doing it this way still gets the big supervillain reveal, but ties it into things that have happened earlier in the game arc. You get your comic art, but in a more gamic form (which is kind of silly and works for replay). It also influences the game right off the bat, which makes the players interested in the resolution. (It would also be really fun to put the game information in the speech bubbles ie. "With my screeching Violin of DOOM I have taken a mental die from each of you! You'll never get the 10 mental successes it would take to defeat me NOW!!! Bwahahaha!!!")

Some other possible Act cards:
Act 1: "Your Maiden Aunt is kidnapped" When you visit relatives you don't regen as much energy.
"The Central Library is missing" Training mental powers costs more
Act 2: "Using genetically engineered minions"
"Using an asylum breakout as cover"
Act 3: "...and now you will rue the day you chose to oppose Lord Crushington!" Immediately take 3 damage.
"...which was a mere distraction for THE EVIL MIDNIGHT BOMBER WHAT BOMBS AT MIDNIGHT!!!!" You may not use JP to lessen challenge.

The grammar doesn't quite work, but this can be fixed. Mostly I just want to make the modular nature clear: even with just these we already have 9 possible stories.

GrimFinger
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Joined: 08/06/2008
JustActCasual wrote:Maybe

JustActCasual wrote:
Maybe break up the story into 3 acts, represented by jumbo cards with story segments.

I think that's a great idea.

Blunder
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Joined: 09/25/2012
Great ideas

Well thanks largely to this thread I've had a bit of a rethink on the crime mechanics.

Now I envisage a normal crime coming out a turn and at the same time an evil villain scheme ticking away on its own.

Normal crimes will cause bad things to happen on the board, or will add to the anarchy of the city, so if you ignore them the incognito actions will weaken and when 10 anarchy is reached the villain is revealed and any unresolved villain crimes are automatically deemed to be a success.

The villain crimes will come out one at a time, and will be in the form of bigger cards (I'm thinking tarot/dixit size) which essentially captures a small scene from a comic. The one i've come up with currently consists of the supervillain "The Chemist" using new hallucinogenic drugs downtown. If you stop the crime you won't have to face his perfected hallucinogen grenades when you have the final showdown. If you let it pop or fail to prevent it, then he'll be using them against you in the final battle which will mean once per turn in the final fight someone will use a power against their friends as they are tripping out :)

I think that'll be a better dynamic, you still will get the comic book "feel" but without the clunkiness of a whole comic.

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