Michel Fiffe's COPRA. |
Please Note: This is not an announcement of any sort or form, nor should it be construed as being indicative of any sort of game book coming from Goodman Games. It is entirely a flight of fancy. However, if any powers that be would be interested. You know where to find me.
Super Crawl Classics would be an adaptation of the rules used in the Dungeon Crawl Classics and upcoming Mutant Crawl Classics RPGs for super-hero role-playing. This is just a loose pitch, and it would undergo some serious work to make things fit best with the rules. There would likely have to be some changes to the paradigms of the rules used (Funnels, for example, wouldn't work well in making a super-hero game in my opinion).
There would be classes for different sorts of super-heroic archetypes, and there would probably be races as a separate thing built around some of the concepts often used within super-hero comics.
Super Crawl Classics wouldn't be a generic super-hero game. The idea isn't to make a universal system that would allow you to create and play any sort of comic book super-hero character. In fact, Super Crawl Classics would focus on weird heroes, making a super-hero game that has a vibe similar to the weird fantasy feel of Dungeon Crawl Classics. My elevator pitch of the concept of the game would be that it would be Fletcher Hanks meets Grant Morrison's Doom Patrol meets the early issues of Rob Liefeld's Youngblood. Add some hard men/women from Warren Ellis' comics for seasoning.
You can't not have the influences of Jack Kirby on Super Crawl Classics either. His ideas of ancient and new gods, ancient aliens seeding the cosmos with being of powers, and cosmic entities vying for superiority against the back backdrop of time and space is too important to ignore.
Thematically, Super Crawl Classics would draw upon the looseness and energy of the Golden Age of comics, with the surreality of Morrison's classic Doom Patrol run and Peter Milligan's incredible Shade The Changing Man reboot, and the insanity of Rob Liefeld's comics. Heroes and heroines would be raw and primal, powerhouses that change their worlds merely by existing in them, and the menaces that they face would be weird. These are people with great powers and abilities, who are saving the world, but they don't always have to like what they're doing, or who they're working with.
It would also draw heavily on the public domain characters of the Golden Age of comics for world building. There are are great concepts tucked away in the pages of comics from the 30s and 40s that never had copyrights or trademarks registered for them, and they can be the basis of the world within which your super-powered characters will seek out adventure.
Benjamin Marra sketchbook pages. |
But, the important thing about Super Crawl Classics would be that, like with the Dungeon Crawl Classics book, the people picking up the game would know instantly that they aren't just picking up your typical super-hero role-playing game.
Obviously filling an RPG book with this sort of mind-exploding art wouldn't be cheap, which is why it would take a Kickstarter to raise this up to what it would need to be.
Now, it is a fact that I'm not a fan of the whole "Appendix N" concept, because I think that a lot of people take the books listed in them to the exclusion of the broader world of fantasy fiction. The bibliography of comics would have to be extensive and highlight some of the many strange comics and characters that have come out during the 75+ years of super-hero comics.
Tom Scioli's Super Powers backmatter for Young Animal |
I would probably beef up the Luck ability into something akin to how the classic Marvel Super-Heroes RPG had Karma. Characters could earn Luck, in the same way that they earn XP, and that would go into a pool that starts out like the other abilities, but grows through heroic actions. Luck is something that super-heroes would need a lot of to survive and succeed as they go along.
A lot of the options for powers would come from the various classes (or races), but there would be some more universal powers and that characters could draw upon as well. You would have to have magic, because of the Doctors Fate and Strange. Characters would be powerful beings.
The ability score modifiers would have to be increased to handle the increased range. You would still use 3d6, but your character's ability scores would also be modified by class and race to beyond the capabilities of mere mortals.
This is just the pitch. Super Crawl Classics would be a game of goddesses and monsters, heroes and villains, all played out against the tableau of all of time and space. It would be a big, powerful game. Probably the most powerful of the * Crawl Classics RPGs. They've got fantasy with Dungeon Crawl Classics and the post-apocalypse with the upcoming Mutant Crawl Classics, and then this can be taken as bigger with the Super Crawl Classics RPG. Maybe we could get Becky Cloonan to draw the cover.
If you can make this happen, you know where to find me.