Ascendant DC Campaign Log. Justice League: Caribbean

First form our GM. Whom I will express minor annoyance with because I tried more than once to get him into the threat to help with discussing the feedback and he ignored me, so I was left to attempt to write this up, and copy it over too the forum, while trying to discuss it in depth with Archon and 2 of the Server Mods who were play testers, and yet this one thing was all I got out of him in the server, were it was needed most.:

“Buccaneer’s player rolled a 40 when seeing if he knew who Agent 0 was, aka the Original Batwoman.
Nobody rolled below 70 to ID the civilians.”

Next comes from Teleros, Server Mod, Playtester, and I’d like to think by now, friend.

The Italizied parts are things he’s responding directly too:

Woohoo, feedback :heart:!

Disliked the minimal clearly marked Magic options.
I think this may be mostly an issue of flavouring things, although as you were playing in the DC universe and Ascendant doesn’t really have the same kind of explicit split between magic & technology that might also have been a problem for him.

Did not feel the books well marked out a number of the rules and had difficulty grasping a number of rules. A particular detail was he points to cases of all the rules not being located in one place for most given things.
I think the main issue here from my reading of the rulebook is all the rules with Hero Points, but equally I’m not sure it’s practical to put everything in one spot without a lot of duplication, and it’s already 500 pages.

Does advise however that a large number of his complaints are possibly just the way the GM ran it, feeling that the mechanics did not pair off well with the narrative game style.
IIRC you did mention early on that your GM wasn’t using the social interaction stuff (eg Persuasion skill), but not having been at the table with you… .

Feels the cut off for ranks in Cosmic Control to mimic other powers was a little bit excessive.
You can have equal ranks in it to other Powers, it’s just that it being both DV + Protection means odd-numbered PLs require you to get (eg) Power Aptitude for it instead of Cosmic Control.

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Overall likes the system since all the difficult stuff is done up front and everything is done with a D100 roll.
Nice!

Feels character creation is the hardest part and is a bit of a tripping point.
Yeah, that’s fair. But chargen in a points-buy game will always be crunchy.

1/n

2/n

When the system is running properly, to my understanding, it felt like there was not a lot of heavy lifting on the player end after character generation.
Definitely.

Also really likes D100 systems and the inherent simplicity of the use of D100 systems, as well as the “Initiative: Roll d10, Add, and high number good, Everything else, Roll D100, roll low, lower is better.” Further likes that feeling that the lower the roll was on the D100, the more confident they felt just seeing that on there success.
Also nice.

Character gen did at various points feel confusing and hard to initially absorb.
I think a 2e rulebook might benefit from doing this in more depth, and including the pregen characters from Rogues Gallery. Though at that point I suspect you’d have to have 2-3 core rulebooks.

Player notes that Inquiry’s “Psycomitry+String-Theory” style powers are extremely difficult to mimic in this system, but are also extremely difficult to mimic in every system they’ve tried it in so far, so that it not necessarily a problem with the system.
Fair enough .

Also doesn’t feel the system does hyper specialized or “One trick pony” characters well. (Some comic book examples actually come from The X-men. Characters like Cyclops, Gambit and Shadowcat/Kitty Pride, that are fairly popular and that a lot of people would want to play around with a version of.)
At lower PLs you get more of this kind of thing, but the higher you go, the more you can (and in min/max terms should) round out everything more.

3/n

Player also mentioned not being especially fond of Simulation, but does understand the purpose of doing the heavy lifting during character gen, so that after that, all you need is 1 or 2 numbers form your sheet, and the numbers from your dice, and that informs you if you succeed.
Fair enough, and yes, gameplay at the table runs quickly.

Does find getting too that point more intensive than they like, and notes that “It’s not a pick up and play system, you have to be committed to the simulation aspect to play it, because you really need to figure out what your character can do ahead of time, to make game play smooth during the game.”
Definitely true if you’re Power Stunting a lot, I wouldn’t have thought so much otherwise - but that might just be me being more used to a simulationist approach.

4/n

Also enjoy’s the use of the D100 system as that is at his moderate level of experience, his favorite dice system.
:+1:

Likes that once it get’s it’s forward momentum going, it really moves smoothly.
As in speed / smoothness of play at the tabletop?

Dislikes the way things were laid out and presented in the rulebook. Formatting, Formatting, Formatting. Not fond of how much of the heavy lifting had to be done during character gen.
Not sure much can be done re chargen, but any specifics WRT formatting would be appreciated.

Also wishes for further support to be able to more easily build a no powers character that can keep up with the super powered characters, as a large percentage of people that will want to do a super hero game, will want to do characters like The Punisher, Batman or Nightwing.
Set it at lower PLs then. Or for Batman, ask the GM to outfit him with enough Singular Inventions that he’s still PL30 or w/e but has human stats.

Lastly, feels that supplementary attack options were not, all that well incentivized. However that criticism is admitted to have an X factor as, a good chunk of that might of been to due with house rules vs. actual rules.
Not sure of the house rules. Combat Manoeuvres are mathematically equal over time to basic attacks, and intentionally so, but maybe he meant stuff like Trick Attacks?

5/n

Pros: IF you have a group that wants to do what the game had in mind for it’s design, it runs like butter and velvet. It’s a well oiled machine that serves it’s intended goals very, very well.
I think we can call that a success.

Unfortunately the game is a lot more narrow than intended, as it was sold too the group as a system that could do basically any superhero on. When it seems best suited to playing, in earnest, the Ascendant Comic-book Universe.
I wonder, based on previous comments, if the group might have been more used to, or preferred, a narrativist-style game? Ascendant does let you play with Batman alongside Superman, and all the numbers work out fine etc, but perhaps the simulationist approach gives you less flexibility than what less physics-based systems would?

Also complains that the game feels somewhat arcane to get into, and that if you go in with out someone who has high system mastery going in, then the group is likely to run afowl of the system sooner or later even with best intentions. The system, to try to summarize this point, has a very high skill floor.
Hmm. I don’t think we’ve had this complaint much, but it might just be that the people here are just more at ease with this kind of thing? Look at all the Domain-level play stuff with ACKS for example.

Feels part of this is character creation is a bit obtuse. Scrying as an example, does not work the way the average player on the street might expect something called “Scrying” to work. And there are a number of other powers, that run into similar issues.
Fair enough. Always got to read what the abilities are in any game though .

6/n

Suggests that a video series of how to make Iconic Hero Builds (I want to make a character like Superman/Batman/Wonder Woman/Spiderman/Ironman/Storm/ext.) that is publicly posted somewhere that is easy to find would be invaluable toward allowing incoming new players to see how to handle the character creation as well as how to get the system mechanics to do the specific sorts of things they want it too do and to “get it.”.
Well the latest Kickstarter has finished, so maybe Archon can get on that for his YouTube channel? I’ve not got the setup to do that here.

Further suggests that some video’s showing a few one shot sessions to show the flow of the system in various types of play (Combat, Social Encounters, Investigations, Disaster Responses, ext.) would be good to help new prospective game masters come in and be able to quickly get a feel for how running the system works and to pick that aspect of it up more swiftly.
As above. We do have recordings of the official playtest in that channel FWIW, but I suppose it is a bit hidden.

Also suggests that a supplement book for Magic/Folklore/Mythology hero’s and villains, or an optional rules set that puts dealing with Magic/Folklore/Mythology hero’s and villains, into significant detail, would be very, very beneficial for anyone who wants to play in a homebrew universe instead of the Canon Ascendant comics universe and have magic, or anyone who wishes to play in a Marvel or DC comics game, which is a common staple of players for Superhero TTRPG’s in particular.
I think I addressed this earlier. Easiest way to do it is to say Cosmic / Annihilating damage = magic, but obviously that doesn’t include non-damaging magic.

7/7

Great Book, was not quite what he was looking for as the GM or what the group was quite looking for. Does however feel that it is a testament to the system that the worse issues we had, player issues none withstanding as no system can account for that, were mid level issues, and they as a rule something we could work our way around given some time and effort. Overall, fairly good core book, and feels like the big problem is a formatting problem. Observes that WOTC won back market dominance in the 2000’s because there copy editors were top tier at that time.
Thanks - and again, the more specifics on formatting issues, the better.

Note: There was some discussion after this that Teleros would make sure Archon saw the feedback, and of wanting to get the GM, Buccaneer and Inquiry’s players, as well as myself, bouncing off Teleros and Archon for some feedback at some point down the line.

8/N

So, first thing first. I do like the system. Once I got a bit use to D100 as I am more acclimated to dice pool systems and D20 systems, it clicked very well.
Thanks :grinning:.

I, am actually gonna suggest that it might make sense to tweak initiative to try to make it uniform with the roll low mechanic the rest of the system uses. I say this because I lost count over the campaign of the number of times various players had to be reminded that you roll high for intuitive because they got so use to trying to roll low on everything else. I don’t know for sure this would work. But I think it might at least be worth a bit of tinkering with.
Simplest way would be to just roll and subtract your Initiative bonus from the result. You’ll get a lot of negative numbers (“1d10 - 15” or w/e) which may cause more issues if players aren’t used to negative numbers, but it’ll work just fine.

I also liked the versatility of the Heropoints, once we understood how to recover them and got a ruling set down that if Player 1 has a no kill rule, and player 2 decides to murder bad guys in there faces, that player 2 doing that does not cost player 1 his hero point recovery.
RAW as written you get penalized if you violate your Code of Honor. How far you want to take that WRT team-members doing stuff is something you have to sort out at the table with the GM.

I will be frank, I forget if that was a house rule or a rule in the book, but before we had it established for this campaign it cause a lot of intra-party strife and with out it the campaign would of fallen apart before it’s midway point instead of making it to completion. They are, once understood and that one pitfall is cleared, a very versatile resource and well mapped out in there use.
:+1:

Despite all of that however, these 4 people looked at the rules for Income and money, and Completely got it dead wrong. Not only that, they each looked at them independently, and all got them completely dead wrong, in the same manner.
Looking at the Income rules I admit I can’t see a problem, but maybe that’s just me? The main rule I keep in mind here is Income+21 for annual income; I’ve not had to worry much about cash on hand and such.

*A big pain point there was having text but not having the chart right there with the text. *

And this was not the only time this sort of thing happened, but it sticks out in my mind because it’s so particularly absorbed that it’s perfect o draw attention too that pain point. (And I know Archon told me at the time we figured out we were doing it wrong that the only reason this wasn’t changed in the Errata to fix it was by the time we found out, the Errata was already too the printing press and it was too late to edit it, but still, it serves it’s purpose here as an exemplar.)
I suspect a 2-3 book version would help a lot here just because you could replicate a lot of stuff without running out of space.

At this point I did remark to Teleros related too the code of Honor Point:

I might suggest, in that case, that for the Code Of Honor, it would benefit form a line that specifies an exemption for team mate actions. I think that would go a long way to help, as it would not leave the Code Of Honor guy feeling he needs to police his party members to keep them from doing things he can’t approve of while he’s around.

This would also discourage Super-Murder-Hobodom. Which, hey, Murder-Hobo’s can be fun, but there also generally at odds with being Superhero’s.

Teleros Responded with:

The problem here is that your personal Code of Honour might reasonably be extended to who you associate with. If Batman tries to team up with the Punisher, at some point you have to ask yourself “okay Bruce, are you really big on the no-killing thing given every time you turn your back Frank here paints the walls with blood & brains?”. This is the kind of RP thing that I’m not sure a blanket rule can cover.

Alright, so, having considered it, I am going to summarize the next leg of posts from the Discord Server:

Arbethil did pose the question about how we’d misunderstood the Income and Wealthy Perk rules.

I tried a few times to get it across before DR chimed in and put it in more clearly than I was finding myself able too at that time. In my defense I was doing this fairly badly fatigued, while trying to hold the conversations with Teleros as well, while trying to finish typing up parts of the report on top of that, and while also trying to accurately copy that information over too the forums.

The crux of the issue if one is curious is that the definition the Ascendant system uses for income is not on the same page as the actual rules or were the wealthy perk is. There split up into different places, and the charts are also not all right there with them. End result was we ended up managing to miss that critical piece of information, and that threw everything else entirely out of balance until it was eventually pointed out to us by Teleros and corrected during the course of the campaign.

I note that this is an issue solvable either with the youtube build guides suggestion, or with the suggestion of a 2nd edition having more than 1 core book in order to allow for more room to do things like repeat information in a couple of relevant places to make certain key details about interactions more clear.

Alright, so after about this point in the server, Archon himself, Ascendants creator, came in for some discussion.

I will be summarizing what followed, with Archon, Teleros, Arbrethil, DR and a couple of other members chiming in.

First, Archon did thank us for all the time put in and all the details in the feedback and the campaign log. He did however want to seek some more clarity on two things. In italics below I will put his exact starting wording related too this.

Ascendant was inspired by both DC Heroes and FASERIP and while I was building it I actively imported DC characters and Marvel characters into the system to build them out. I’m curious what made them think that you can’t use Ascendant for anything but Ascendant? As the AU didn’t even exist when I made the game – I made the universe up later for players who asked for a universe

*So it’s weird to be told that the game doesn’t work except for a universe that didn’t exist when I designed the game. *

A lot of comments on “formatting” but without specific explanations of what you mean I don’t know how to handle that. I love the formatting of Ascendant and everything is, in my mind, exactly where it should be, cleanly laid out. So like what are examples of what people mean? “I wish it had double columns instead of single column formatting”? “I don’t like the blue and red scheme”? “The font isn’t nice”? Like?

I should add that the standard I’m using for #1 is whether the game can simulate action at the table as well as either MEGS or FASERIP did, not some platonic ideal. Neither of those games was every perfect at what they were simulating either.

I will note, I attempted to get the Games GM into the thread at this point a couple of times to be party too the discussion, however this attempt was unsuccessful. Just bad luck on the timing I suppose.

Anyway.

My initial response too the first point about the game’s universe will be laid out below.

*So let me start with this while we wait for The GM. *

I should, perhaps, preface that there must be an admission, that some of what were seeing could be a matter of either house rules creating an imperfect impression, or else of just lack of lot’s of experience with more simulationist style games among the group. The only way I could determine that with certainty would be to spend more time running in Ascendant games with different GM’s that have more familiarity with the system, and compared experiences after that fact.

That said, the magic point has been mentioned, as while I am aware that Ascendants universe does not have magic as a distinct thing, Marvel and DC both very, very much have magic and supernatural forces as distinct forces and factions in there universes that often but not always, play by not exactly the same rules as the guys getting powers form alien biology or cybernetics or mutant powers or such. And there big parts of the universe in both universes. Too the extent that, as a example reference point, FASERIP had to do rules expressly for magic characters even though when FASERIP first launched, it did not have rules expressly for people that wanted to be Ghostrider or Dr. Strange or Thor.

There were other things, for example, I understand the statement Teleros has made that the games math should allow you to have Batman and Superman or Ironman and Hulk standing shoulder to Shoulder in a party and keeping pace just fine with one another, but the live in the field play experience we had was that that didn’t work terribly well at all when we tried it. This could, again, be a lack of skill or an adverse and unintended affect from the GM’s house rules, that’s one of the reasons I pinged him above is in the hope of figuring that were any effects of that begin, and were they end and things the system could address in a 2nd edition being instead.

To summarize my answer too question 2, it was a matter of the delivery of the information, making reference too the point about the game term definition in the wealthy and income rules throwing us off, and that we’d struggled with getting a none powered human ala Tony Stark or Bruce Wayne to keep up with the super powered people like Hulk or Superman. As well as repeating the suggestion that a prospective Ascendant 2nd Edition would benefit greatly from being split into 2 or 3 core books, thus allowing more room to repeat information if and as needed.

There was a lot of discussion on this. Some high light points in my estimation from Archon, that I strongly recommend any newer player or newer GM for the system take note of, are that as a system, Ascendant doesn’t ask “What is your concept?” but instead, “What can your character physically do?”. So, guy who’s really good with a sword to use Buccaneer since he was topic this came in relation too. Is really good with a sword like Miyamoto Musashi were he wins 1 on 1 duels but if he had to fight 10 on 1 he’d loose? Or is it like a video game were he fights 1,000 dudes at the same time and wins comfortably?

Another point I think of some importance. was that part of our problem is that what Ascendant thinks of as a normal human and what DC or Marvel think of as a normal human are not the same thing. More so if one goes not just by the lore of a character, but what sorts of feats there shown pulling off. An example from Batman Year One being pointed too of Batman, after taking a Gunshot Wound, being able with a burst of strength to break solid steel handcuffs with out a Tool. Which is not humanly possible with out some kind of superhuman ability to aid it in happening. It also got mentioned that in general, Ascendant favors the on page actions and accomplishments to simulate and model a character after, over the baseline lore. So if a character says there just human but then often survives or does things a human physically could not do? They are by Ascendants estimates, just Superhuman.

To put it another way that came up later in the conversation from Archon, albeit summarized: “If you can dodge Cyclops from the X-mens eye beams, your super human, because normal humans cannot move faster than light to dodge a laser. If you can be hit by and survive Cyclops form the X-mens eye-beams, you are super human, because normal humans cannot take a hit that has enough force to take the roof clean off a train station and still be alive.”

Last note for this was that there was a pregen for what Buccaneers player was trying for, with some very minor adjustments. The Dark Detective. In the Rogues Gallery Book.

That book did not help us much because while we were doing character creation it was not out yet at that time. It might however help you, dear reader, if you find yourself in a situation were you need to do such a character.

Archon did eventually bow out after again thanking us for the feedback. He noted he did not agree with all the feedback, but he still valued the feedback he did not agree with as it gives a different view. I did make a point to note to him that we provided the negative parts of the feedback purely in the hopes of helping to identify pain points that other customers may encounter so that in future supplements and/or editions, they can be addressed and corrected.

It should be noted that DR suggested Theme Party’s, Teleros suggested that Niche Protection tended to be stronger at lower Power levels, and there was also a suggestion toward the end that reinforced that Marvel and DC’s idea of what a normal human was was far physically and mentally more capable than Ascendants idea of the same, or real world reality.

As for why the summary, please understand that this was a multi person exchange over multiple hours. And I find I lack the time in this period, which is during the holidays season, to write all that up and give it the additional documentation of who’s saying what and who’s responding to whom, to make it work. So I am streamlining it to make transferring the thrust of the conversation over here more manageable.

The next post, will related to Zebraspider in between games. See you then. :slight_smile: