Thursday, July 1

New design journal from DC Adventures RPG

In their latest Design Journal, Steve Kenson and Green Ronin presents a short fight between Batman and some thugs. From what I can see, rules-wise it doesn't differ that much from previous editions, for good and bad. It does, however, seem slightly more streamlined. One part of this seems to be something called Routine Checks. From what I can see, that's when your skill or bonus is at a certain level compared to the DC, and in that case you don't need to roll. A bit like take10 in old D20.

It looks interesting, perhaps a bit bland (a complaint I've had about earlier editions about MnM as well), but the rules themselves seem solid enough. I have a preference in my RPG's that there should be some connect between "fluff"/ descriptions and the mechanics in some way. It doesn't have to be detailed or simulationist, but there should be a connect. For instance, the player starts out with casting a menacing shadow over the thugs, but this has no effect on the outcome of the battle. In a more Fate-inspired game (for instance) this could be applied as an Aspect on the scene, just as a mention about how that could affect the game.

Same thing goes for all the nifty attacks.. the player does all these interesting descriptions, but there is nothing in the game that rewards him for this, or supports him doing so. Once again, there is a disconnect between his creativity and what the mechanics do.

However, apart from that, it seems like a solid, nice system, and I'm definitely looking forward to it. (and of course, the main questions is whether to buy it or not.. but if I'm gonna buy this version, or vanilla MnM3... Knowing myself, I'll probably end up with both)

DC Adventures Design Journal #6 - DC ADVENTURES: "DC Adventures Design Journal #6"

2 comments:

Silverlion said...

I am foolish in my optimism for DC. I really hope it works for me in a way 2E M&M didn't, I doubt it will, but I still HOPE it will surpass those doubts.

Ulf Andersson said...

I share your thoughts. While I didn't find anything in particular wrong with MnM2nd (quite the opposite, the rules worked as they should), it just had a bland feeling. I can't put my finger on why really. I do hope that they will manage to get rid of this feeling in DC / 3rd ed.