October 29, 2004

Super-Hero RPG Reviews: Champions

by Matt Rossi

Based on the popularity of the previous post, I figure I'll start a series here on the Howling Curmudgeons featuring a specific super-hero or comic-book themed RPG line or product. I'm calling it a review, but it's not, exactly: my purpose here isn't to promote or critique so much as merely to discuss these games and how they draw inspiration from the comics. I have no idea how often I'll get around to doing this: I own a lot of these, as I pointed out in my previous post, but I tend to be somewhat of an uncritical consumer (although I didn't buy The Foundation when it came out... sorry, Dave, but it looked like crap from the beginning, sorry you got hosed) and so changing my tactic is going to take a bit of work.

First, the good word: Champions is unabashedly and deliberately trying to bring in as much of the comics as possible. Between creating a setting which goes back to the dim mists of prehistory ala Marvel Comics' Chthon and Gaea with a sword and sorcery flavor anyone whose read Chris Claremont's Kulan Gath storyline in X-Men or its predecessor in Marvel Team-Up, where Spider-Man and Mary Jane (acting as host for the spirit of Red Sonja, no less) fought KG would recognize and their focusing on select periods from the Revolutionary War and Victorian era to today, the guys at Hero Games are taking an everything and the kitchen sink approach. Since Champions is one of the oldest continuous superhero RPG's in existence (although by now the Hero System itself has done its level best to become a universal system ala GURPS) this isn't surprising: what is surprising is how cohesive the modern Champions universe has become. I'm telling you, you could easily imagine there being a whole line of Champions comic books, and not just because there already were. (Those older comics were, as you might expect, set in a different world than the current Champions setting.)

I often wonder what would have happened had the old Champions comics taken off. Considering it was around the same time that DC and Marvel were invading the RPG market with their licensed games, a push from RPG's into successful comics might have been interesting, indeed. Certainly the comics themselves were no worse than what was being put out by First or Comico at the time, which may sound like faint praise until you realize I'm a huge Grimjack, Nexus and Badger fan. Still, while an interesting notion, ultimately Champions comic books were not as successful as the RPG was.

One of the reasons for the game's success, especially during the Iron Crown years, were a series of extraordinary supplements put out by some of the leading lights in game development at the time (can you say Monte Cook? I know I can - also shouldn't forget Aaron Allston or Allen Varney) as well as art by guys like Patrick Zircher (who also did V&V art, I believe). More importantly, the game took a catholic approach to the comics: not being hamstrung by a license, they were free to model their rules and setting on whatever they wanted: this often resulted in supplements that allowed you to play whatever flavor of comic books you wanted. Were you into the DC silver age? Not a problem. Maybe you wanted to do a Dr. Strange-style magical campaign? Thanks to Allen Varney's Mystic Masters that was easy. A fan of Richard Dragon and the Bronze Tiger vs. the League of Assassins? Welcome to Ninja Hero. While the Champions rules had their down side (I'll discuss it more later) they did allow for a great deal of flexibility... the innovation of buying generic powers like 'energy blast' or 'transform' and then customizing them with whatever special effects you desired went a long way towards making the game so eminently suitable for a wide base of potential players - it's probably the single most copied aspect of the system.

By not being forced to emulate a specific comic book company, Champions reached out to anyone who wanted to play in a super-hero game. (It also indirectly led to a million websites with Champions stats for Spider-Man, Superman, and Spawn, but that's not the game's fault.) It achieved its greatest accomplishment with the publication of Champions 4th Edition, also known as the Big Blue Book, and followed by more than a score of those aforementioned excellent supplements from Iron Crown. I'm fond of the BBB for many reasons... hell, the cover art alone is a good reason to be fond of it. George would come back to do four other covers for Champions, including the cover for their 'Olympians' supplement, which was a pretty good comic book in-joke if you think about it. In fact, I'd have to say that spirit of awareness of what was going on in comics without being slaves to any specifc comic book or book line is what gave the game the longevity that the licensed lines couldn't match, while at the same time making it the juggernaut that endured when games like V&V and Superworld were falling by the wayside.

So, you may ask, what were the downsides? It can't all be good, right? This is true... all games have their achilles' heels, and Champions/Hero System is no different. First off, the basic mechanic can be a touch obscure to learn, although it's not all that difficult. It's ultimately based on rolling under a certain number on 3d6 based on your offense vs. their defense... the higher your OCV (Offensive Combat Value) is, the better your chances of hitting, while the better their DCV (Defensive Combat Value) is, the worse your chances of hitting are. It's not inherently difficult in of itself, although it does get kind of hairy at higher levels. Still, every Champions player gets used to the sight of a lot of d6's flinging around a table to determine damage (powers can easily be in the 12 to 16 dice range), and decrying it is sort of pointless: it's an ingrained element of the system. The real flaw of the game is in extreme rules lawyering, especially during character creation. There's always that one guy who can somehow squeeze maximum value out of a series of ridiculous disadvantages and who jobs out his powers with an excrutiating array of limitations and advantages that make him insanely powerful, if he can make the activation roll on his magical doo-dad or power armor suit or whatever. I've seen more sessions of Champions go downhill because someone's limitations require a ten minute slowdown in play to work them all out. Finally, the game is based around a SPD statistic and a series of phases that determines how often in a round you get to take an action... there are twelve segments in a turn, and the higher your SPD score, the more often you can act in a turn, up to twelve times. In my experience, and I freely admit this may just be a fifteen year run of bad luck, having characters with more than a 2 point difference in SPD scores leads to a lot of people sitting around a table waiting to go.

Also, The Hero System Rulebook is 360 pages long as of this writing, and it's printed on fairly thick stock, making it look even bigger than it is. As a contrast, the d20 Modern rules were released in a book which is around 350 pages long, and it's half the size of the Hero System. This is a quibble... I know Hero Games doesn't have the money that Wizards of the Coast does... but it can be daunting to try and get new players into the system when the book it is contained in looks to be as big as a family Bible. To their credit, Hero Games has released a Sidekick product to answer this issue.

In general, the modern Hero System and its Champions line is a worthy successor to the game. The setting is broad and has room for just about any style of comic book you'd care to emulate, from 'widescreen' world-girding superheroics ala The Authority or Morrison's JLA to street level heroics ala Miller's Daredevil, and anything in-between. The new supplements aren't quite as interestingly named or provocatively set-up as the Iron Crown era, but the system's changes are small: you could use any of the stuff from 4th Edition with minimal changes (let's see you say that about AD&D vs D&D 3e) and the new supplements are informative and broad as well. Champions, in my experience, is worth buying just to read it... the villains all cohere together and give you a real sense of a world that could actually be appearing in comic books, if you wanted to use them, and even if you don't the examples of how to create various powers out of the comic books are interesting. (The game really shines as an 'all-in-one' kit for modeling any effect you want, really.) And I'll always have a soft spot for Doctor Destroyer, the most unabashed Dr. Doom rip-off you're ever going to see, except he's even better because he's too big for any one super-hero group to be his foils... when Destroyer gets rolling, it takes a whole army of super-heroes to balk him. (Imagine if the Anti-Monitor had style.)

So, to sum up; Champions is the big dog of superhero RPG's, and it deserves to be. It's the one most open to any style of comic books you'd ever want to run, the one most obviously and openly willing to bring in anything, the one with the best pedigree and history (including, and it must be said again, Perez on art) and the one with the best backlog of supplements for previous editions, all of which can be used with the most recent revision of the game fairly easily. Finally, almost any Champions supplement could be used with one of the newer superhero RPG's, because the system uses benchmarks for its statistics and is fairly detailed... you can convert this stuff once you know the system, it's not hard. Also, it's fun to make characters with it. It's not my absolute favorite system on the market, but I come back to it often.

And they had their own comics line in the 80's. Then again, so did ROM, Spaceknight.

Posted by Matt Rossi at October 29, 2004 8:02 PM | TrackBack

Comments
#1 ::: Ginger Stampley ::: October 29, 2004 8:24 PM ::: link

Greg ran a great Champs game for a bunch of us a number of years ago which all of us look back on with nostalgia. I never did master all the math, though.

#2 ::: Matt Rossi ::: October 29, 2004 8:35 PM ::: link

Yeah, I probably didn't emphasize enough just how math-heavy Champions can be. It can be a fun game, but man, one of the reasons I actually liked Champions: New Millennium was the drop in math. Didn't like much else about it, though.

#3 ::: David Van Domelen ::: October 30, 2004 1:42 AM ::: link

Champions is why I don't need a calculator for arithmetic.

Also, the Champions comics are coming back. New Flare #1 came out a couple weeks ago.

#4 ::: Carl Fink ::: October 30, 2004 5:22 PM ::: link

I ran a twice-a-week Champions campaign for almost two years back in the '80s. It was only part of the "CS Universe" series of interconnected games.

Then again, I was running a game store at the time and most of the players were (although I didn't think about this at the time) unemployed or semi-employed twentysomethings.

#5 ::: Martin Wisse ::: October 30, 2004 6:03 PM ::: link

Forget Perez, didn't Champions also have Steranko for one of their covers earlier?

Never played the game, bit difficult if you're the only superhero fan in a town of 35,000....

Read the Champions comics though, which were ...somewhat amateuristic at times. Lots of cheesecake too.

And don't be dissing ROM.

#6 ::: Chris Durnell ::: October 30, 2004 11:29 PM ::: link

Someday I intend to use CHAMPIONS to run a campaign in the Marvel Universe where the FF gained their powers in 1961 and everything has more or less progressed in real time based on the publishing date.

Needless to say, much will begin to change starting in the 1970's. But the mid-seventies is when the campaign will begin, as the established heroes are getting a bit old and a new breed of heroes is needed to deal in an era where:

The Secret Empire Scandal has destroyed America's trust in Government.

America has lost the Vietnam War

Mutant Terrorism is on the Rise

And Spider-Man has not been heard from since 1971 (or was it 1973 when Gwen Stacy died?)

Directly inspired from a very good FF Annual in 1998 when the Thing was either thrown into an alternate universe dealing with him in 1998 in a setting when the FF gained their powers in 1961 (versus the generic 10 years ago) or simply dreamed it when he became unconscious in an accident.

I asked around the game store which system was best, and the guy told me HERO.

#7 ::: Matt Rossi ::: October 31, 2004 1:17 AM ::: link

Martin - nope, Steranko did Heroes Unlimited, which I am not qualified to comment on... it was a Palladium system game, and I've not owned it or played it. As for ROM... well, I gots to diss ROM as he existed as a Parker Brothers toy, man: he just wasn't a very good toy. The comic was written by Bill Mantlo, yes? I can get behind Mantlo.

Chris - if not the best, certainly one of the easiest to find and use. I'd actually recommend the Marvel Super Heroes game, though, if you can find it: the rules are out of print, but they've been released to the web as PDF's by TSR/WOTC (so you can download them without it being piracy, as I understand it... if I'm wrong someone will doubtlessly correct me) and if that's impossible, Champions will certainly do.

#8 ::: Stephen Reid ::: October 31, 2004 2:09 PM ::: link

Champions was my first SHRPG, so of course I'll always have a soft spot for it. The supplements were, indeed, generally fantastic; Aaron Allston's Strike Force still stands as the single best SHRPG supplement I've ever read. I can quote chapter and verse from that sucker.

Heroes Unlimited did indeed have the Steranko cover. I ran a campaign using it for a while - it was the most unbalanced, stupid campaign I ever did, although sort of fun even so. Like all Palladium games (that I ever saw / played), it's a mish-mash of about five different systems that barely works.

Last word on Champions: I think the Hero System should be remembered, years from now, as being the wellspring from which GURPS sprung. They were doing the generic system thing before Steve Jackson even had the acronym thought up. Only thing was, of course, that Hero/ICE never had the cash to do, er, Hero Napoleon. (I saw GURPS Age of Napoleon in a games store two weeks ago. I can still hardly believe the range of supplements for that game.)

#9 ::: Matt Rossi ::: October 31, 2004 3:45 PM ::: link

While I love Champions to death, it's inaccurate to say it inspired GURPS: Steve Jackson's 'The Fantasy Trip' predates either system and might well have influenced Champions, not the other way around.

#10 ::: Greg Morrow ::: November 1, 2004 10:13 AM ::: link

I sort of but not really reviewed Strike Force once upon a time.

Champions is my alpha and omega of SHRPGs.

#11 ::: Jeff R. ::: November 1, 2004 2:46 PM ::: link

Anyone else play champions more as a squad-level superhero tactical game than as an RPG? That's how it always ended up in the groups I was with. Not that it wasn't fun, of course.

This was well before the big book, of course; during the era of the amazingly broken Champions II and III books. (After we finally hit a parity point on SPD inflation, we get Piercing Points and an entire new arms race...)

And, of course, the nominal plots behind the battles royal, well, were widescreen way before widescreen was cool. (And that ill-fated intersection with both a bank and a research lab on various corners took ever-so-much abuse...)

#12 ::: Chris Durnell ::: November 2, 2004 11:11 AM ::: link

I thought the entire point of Super games was to play it as a squad level tactical game. There was a bit more "in character" than, say, Battletech, but that was it.

Unless you are in a contrived situation where the heroes are always around each other (X-Men who not only fight together but live and train together), there's not a lot of room for roleplay when the fighting does not occur. But I have never seen a campaign with that group scenario. I think a JLA/Avengers mindset dominates where each in their mind player-character stars in their own book and the campaign is just when they show up to team. And it's the solo book where the real roleplay action (character development, supporting cast, alter ego life) happens.

Since the game is played when everyone is together, I've never seen the GM emphasize roleplay because by nature it would deal with one individual character's life and other players would have nothing to do. I'm sure this problem is solvable, but I never saw it addressed. But I also haven't played a supers RPG in over 10 years.

#13 ::: Matt Rossi ::: November 2, 2004 11:43 AM ::: link

Well, most of the Super-Hero RPG's I've played have had heaping dollops of character development in between the action... I still remember in the Chessmen game having my PC accidentally kill a guy, stand trial for it, and have his arch enemy attack during the court martial, and the best part is, no one else was left out during all this. Or our time-travel adventure to the old west, where my PC actually managed to defeat a charging man-bull via a knockout gas grenade. Delivered orally. Via a last-minute bow-shot.

God, I loved that game.

#14 ::: Kevin J. Maroney ::: November 19, 2004 12:08 PM ::: link

GURPS postdates Champions by four years (1982 vs. 1986 for the first editions of each), and GURPS shows the influence clearly.

While the core mechanics of the GURPS system owe a lot to Jackson's earlier invention (The Fantasy Trip), there was nothing in TFT like the advantages/disadvantages system which was pioneered by Champions. Even the "advanced" TFT (Advanced Wizard, Advanced Melee, In the Labyrinth, all published in 1981), which had a character-creation system which was more elaborate than the rudimentary one in the "basic" (mini-game) system, didn't have those.

#15 ::: Matt Rossi ::: November 19, 2004 12:24 PM ::: link

Influenced? Surely. I don't think you can say it inspired it, though. As I said, I think Jackson had it in mind when he created TFT, and so Champions/THS would be more of a 'state of the art' when GURPS was in development.

#16 ::: Marc ::: November 19, 2004 5:48 PM ::: link

Our (that is, Matt's and my) supers games always tended to emphasize roleplaying and character development, often by following the formulas of team books and ensemble TV shows: we'd alternate between plot-driven episodes that could accomodate any characters and spotlight episodes that focused on a particular character's tribulations or origins. I loved the sessions where the party trekked to the monastery where Rook studied the martial arts, or the sleepy southern town (with a horrible secret) that gave us Mantis, or the Bogatyr spotlight Matt alludes to above. Over the course of a year, we'd managed to gradually cover everybody without ever derailing the plot for more than a week or two at a time. The trick was to make sure there was enough action (combatively and dramatically) to keep the rest of the party busy while fleshing out the spotlight character's background and supporting cast.

Comic books, especially team comics, are so attuned to the soap opera of ongoing continuity that a really faithful supers game should try to capture that, I think, and one way is by playing up the character development. My proudest moment as a GM in the Chessmen campaign may be when a certain silver-tongued arch-villain actually talked half the party into going rogue and joining forces with him... right, Matt?

#17 ::: matt rossi ::: November 20, 2004 8:48 AM ::: link

Was that before or after I found myself jumped into the body of one of the greatest assassins in the world and was facing off, finest Mexican stand-off style, with the other, and then without turning away from each other we shot a whole lot of people coming to do us bodily harm?

#18 ::: Marc ::: November 20, 2004 9:32 AM ::: link

Shortly before, I believe, as you were working for Bedlam at the time...

#19 ::: Matt rossi ::: November 20, 2004 9:35 AM ::: link

That was really just one of the best string of games, and that session was possibly the best single session of a game I've ever played in.

Ah, Dead Flowers, Mikey Mayhem and the Bedlam Boys, Zodiac... we had some good villains.

For anyone who wasn't in that game, apologies for rampant nostalgia.