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Dragon Raid Adventure Learning System

So, as Piet chronicled in his previous post, we played Dragon Raid over Easter. Despite Piet’s review of 6 out of 10, which I tend to agree with, Dragon Raid is worth playing as a curiosity in gaming history.

Dragon Raid is a game about very specific ideas surrounding a particular faith, and the mechanics and official adventures that I was exposed to seem to be designed to ensure that players are interacting with these ideas almost every time they are engaging the system.  The game includes Character Strengths like Joy, Love, Peace, etc., Character Abilities like Merciful Compassion, Hatred of Evil and Righteously Mingle with Evil,  and a “Word Rune” system where reciting bible verses has a defined mechanical effect in play.  This sort of clarity of focus reminds me of the discussions the came from the Forge that I am seeing a lot of in the modern indie games I’ve been picking up. However I feel like it drops the ball in the execution of these mechanics.  They were clunky, required a lot of calculation and charts and could use some refining when compared to something like Dogs in the Vineyard, which also touches on similar religious overtones, but asks the player different questions.

And questions is really what a game is all about.  Sadly if you came to Dragon Raid with questions about faith and Christianity and the whys and hows of it all.. Dragon Raid will not answer them. For a game designed in 1984 I think there are some ways in which it was conceptually ahead of its time.

If I have one recommendation to anyone who plans on trying out this game, don’t try to create the characters by hand. I’ve put together a quick spreadsheet that will have your Light Raider rolled up and ready to battle evil in no time!  Check it out and let me know what you think.

Dragon Raid Character Sheet

 

The Infinity Gems are a set of near-infinitely powerful artifacts in the Marvel universe.  The blue Mind Gem grants its user incredible psionic power, reinforcing any existing psychic abilities they may possess.  Its wielder can to pour through the thoughts and dreams of of others, and form mental bonds that transcend any distance.  In conjunction with the other gems, it can allow access to every mind in the universe at the same time!

The Elder of the Universe known as the Grandmaster was one of the earliest owners of the Mind Gem, since then it has passed through the hands of Moondragon, Professor X, Ms. Marvel and Beast.

The power set provided below will allow you to use the Mind Gem in your Marvel Heroic Roleplaying game.

The Six Infinity GemsFurther Reading: Infinity Gems on WikipediaInfinity Gems on Marvel DatabaseMind Gem on Marvel Database

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The Infinity Gems are a set of near-infinitely powerful artifacts in the Marvel universe.  The purple Space Gem grants its user the powers to travel through and warp space to their whims.  It can alter the space between objects, especially when this contradicts the laws of physics.  In conjunction with the other gems, it can allow a person to exist in all places at once!

One of the earliest owners of the Space Gem was an Elder of the Universe known as the Runner, but it has since been in the hands of Thanos, Pip the Troll (who kept it between his toes), and Iron Man.

The power set provided below will allow you to use the Space Gem in your Marvel Heroic Roleplaying game.

The Six Infinity Gems

Further Reading: Infinity Gems on WikipediaInfinity Gems on Marvel DatabaseSpace Gem on Marvel Database

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There was an interesting topic of discussion over on Margaret Weis’ forums regarding the designer’s decision not to include a trait to represent Intelligence in Marvel Heroic Roleplaying.

To quote Cam Banks, the Design Lead for MHRP, on why Intellect was not included in the game:

I admit to being biased toward the physical in creating power traits.

Almost every power trait is a physical expression of powers, and if not physical, it’s a psychic or magical or energy-based kind of thing. There’s no super powered charisma, either, although there is Mind Control. I went for power traits that covered expressions or effects, and in almost every case Intelligence falls outside of that. Using Senses [for Amadeus Cho’s QUANTUM PROBABILITY AWARENESS power set] may seem like a cheap dodge, but it wasn’t – it’s a way to represent the expression of that kind of hyper-intelligence, much as Strength or Stamina are expressions of a powerful musculature or endocrine system…

He continues later on in the thread:

…I do want to underscore that I don’t consider Senses to be the universal power trait for super smarts. We didn’t give it to Reed, we gave it to Amadeus Cho. I believe it definitely belongs in a Hyper-Intelligence Power Set, but then I believe we should be talking about Power Sets anyway, not power traits. The game wasn’t designed to be about the power traits as standalone elements.

You can do a lot to represent certain uses of intelligence with the Senses power, or the Mimic power with a limit built around technology. Check out Forge in Civil War: X-men, or Amadeus Cho in Civil War: Young Avengers / Runaways for great examples of that.  There is a special place in my heart for the sort of raw brainpower intelligence that an Intellect trait might represent, and in my MHRP games, it would feel totally appropriate.

Luckily for me, Margaret Weis forums user Doc Hydrogen, who also writes for the blog overgeeked came up with a write up for an Intellect power trait that I think is spot on.

Intellect

Intellect may be used in action or reaction dice pools.

Intellect covers reasoning ability and learning. A character with a high Intellect rank tends to be knowledgeable and well-educated.

Enhanced Intellect d8 represents two to three times the normal human intelligence, meaning you’re highly gifted or one of the smartest people in a nation.

Superhuman Intellect d10 indicates as much as ten times the intelligence of a normal human, meaning you’re one of the smartest people in the world or clearly beyond the normal range of human intelligence.

Godlike Intellect d12 indicates your intelligence surpasses even the smartest people in history, possibly bordering on the cosmic.

This is a common superpower, representing everything from mutation-enhanced intelligence to natural born smarts. As with many power traits, it’s often assumed to just work if there’s nothing challenging the hero, or if using Intellect is part of the description of an action (like figuring out the proper trajectory for a flight to take to minimize flight time).

Just as some other traits (Strength, Stamina, Reflexes) represent the raw ability but not necessarily the knowledge to use it, Intellect represents sheer brainpower while Specialties such as Cosmic, Medical, Science, and Tech represent the actual education, knowledge, and contacts represented by diligently studying those subjects.

So, how would I use these new intellect powers for good?  Below I present to you my datafile for Mr. Fantastic / Reed Richards, circa Fantastic Four #570 when he joins the Council of Reeds.

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Who?

My name is Rob. I am a geek living in Toronto, Ontario, Canada.  I’ve been playing roleplaying games for just over a decade. I started out playing Advanced Dungeons & Dragons 2nd edition, and stuck with D&D into 3.0, 3.5 and 4e, with a few of White Wolf’s World of Darkness games sprinkled in.  I’ve since moved on to everything from Savage Worlds, ICONS, and Jaws of the Six Serpents to Fiasco and Starblazer Adventures. My current gaming obsessions are Marvel Heroic Roleplaying and Dungeon World.

Along the way I’ve played some card games (mostly Magic the Gathering), War Games (mostly Warhammer and Warhammer 40,000; the current obsession is Fantasy Flight’s X-Wing Miniatures Game), Video Games (wasn’t Mass Effect great?) and Board Games (go play Lords of Waterdeep, Settlers of Catan or Arkham Horror, they are a blast!).

If you really drill down to my roots though, it all started with Steve Jackson’s and Ian Livingstone’s Fighting Fantasy books.

Why?

I’ve had a long fascination with how things work, and why things work; when it comes to gaming, I’ve always fallen on the “System Matters” side of the debate (not more than setting and players and all those sorts of things, but it is an important variable.). I’ve enjoyed reading other’s thoughts on the topic and think there will be some value, if only therapeutic, to throw my voice into the mix.

Additionally, a lot of the games I have been running have a strong culture of fan-made adventures and content, and I plan to post some of the stuff I’ve created for others to make use of as they see fit.

Wait… Thac0s at Midnight? Huh?

mmm. thac0s…

homer-drool