Showing posts with label Heroes. Show all posts
Showing posts with label Heroes. Show all posts

Thursday, July 23, 2026

Why I Embrace Random Character Creation in TTRPGs

The Adventures Of Superhero Girl by Faith Erin Hicks
"I didn't pick my superpowers, they picked me"
Careers have been made in the comic book industry by being able to dream up new and imaginative superheroes and villains, yet "point-build" roleplaying games expect players to do this - sometimes at a moment's notice - right there at the games table.

In this article about my general preference for random character generation, I have leaned into superhero RPGs for the most part as this is where I have largely encountered this issue.

The out-the-door epic scale of some comic book heroes, compared to the street-level 'normality' of others, also helps make my point about emulating genres, even if in an exaggerated manner. 

Sometimes a player will arrive with a preconceived idea for a character, but more often than not - especially if, for example, the players are not totally au fait with the superheroic oeuvre - there's be a lot of umming, ahhing and staring off into space before he or she cranks out a thinly veiled clone of an established, popular character.

This mental constipation can also lead to further frustration and ultimately taint a player's opinion of your campaign before the first adventure has even begun.

And this, for me, is what makes Villains & Vigilantes' random superpower generation system so wonderfully appealing.

Anyone can pick up their dice and within 20 minutes to half-an-hour have the outline of a unique character, ready to play.

It's quick and easy, but there also remains an element of choice - so the experience doesn't go to the other extreme and the player feels totally at the mercy of the gods of fate.

Under normal circumstances, that is playing the "rules as written" in the 2nd Edition Villains & Vigilantes of my youth, each player character gets 1d6+2 rolls across his choice of the five tables of superpowers (powers; devices; magic/psionic items; skills; and magic/psionics) plus a random drawback from the "weaknesses" table.

The player must discard one of his rolled powers and if he wants to drop his "weakness" he has to scrub off a second of his random powers.

Now, of course, the observant among you would have realised this can mean a character ending up with only a single superpower.

Back when we were running our superheroes as a play-by-(snail)-mail game at the dawn of time, we addressed this very issue in our introductory material:
"Whenever someone rolls up a character and then moans: 'But I only got one power! What use is flight?' ... stop and think. If you woke up one morning and suddenly found you could fly would your first reaction be: 'ohhh, boring, wish I could fire blasts of super-heated energy and fry people's skin off..."
You just have to look at classic TV shows like Heroes, No Ordinary Family or Misfits or the original X-Men comics to know that people with a single superpower can thrive in a superhero milieu if enough effort is invested by the writer/player into developing the character's personality and backstory.

On the other hand, game-wise, this striving for realism is often more an ideal than a true reflection of the game as it relies on the other players not having rolled up Superman, Dr Manhattan, or Captain Marvel.

Comic book superteams usually represent a broad spectrum of power levels, but there has to be some degree of compatibility and synergy between team members in a game - no one wants to be the Wonder Twin stuck back at Titans Tower, while the team are off facing Deathstroke or Brother Blood.

This, again, ultimately comes down to discussions between the player and the Gamesmaster.

If he genuinely believes his character is unplayable (or unable to gel comfortably with characters generated by the other players), it's quick and easy to start the random generation process again - rather than endure the mathematically complex juggling act of point balancing, min-maxing and optimisation that goes into "points-buy" character builds.

I've played several different supers systems over the years, but the most memorable characters I - and my peers - have created at the table have all come via the random generation process (e.g. my Acrobatic Flea, Steve's Silverfist, Pete's Hurricane & Brutus, and characters from other V&V games, such as Dave's Nightgaunt and Mark's Copernicus).

I guess my issue is with the idea of "wholly designed characters", and this pretty much applies to any genre, probably because I was introduced to gaming via "old school" Dungeons & Dragons and Traveller.

Both of these systems employed - very different, but no less inspirational - random character generations methods.

I really admire the random "story path" method of character creation in Traveller (yes, your character used to be able to die in the process and, no, they no longer can), but also the fantastic 'group' method of random character creation in Beyond The Wall & Other Adventures from Flatland Games.

This clever folk fantasy system sees your party creating its home village as part of the character creation process, as well as weaving meaningful connections between all the player-characters which, in turn, influence their starting statistics and abilities.

Meanwhile, I have friends who draw Tarot cards to stimulate ideas for their character's personalities and I don't see random generation as being any different.

When it comes to superheroes, all the major teams (such as Justice League, Avengers, Watchmen, Teen Titans etc) feature characters with a broad range of power 'levels' and abilities.

It's only certain structured teams - such as the Fantastic Four - who could be seen to have roughly equivalent power levels.

But the FF are the exception, not the rule, as this "style" of team also tends to share a common origin story as well.

Generally I find that point-buy systems, without a degree of randomness, don't gel for my tastes and style of gaming.

The whole idea of artificial balance is ridiculous and fails to simulate either 'real life' (whatever that means to you, of course, in the context of sci-fi, fantasy, and superpowers) or the comics, novels, films, TV shows etc that your games seek to emulate.

Let's strip this down to ridiculous basics: Players A and B each design 100 point characters; Player A just uses the 100 points and takes no weaknesses, but if Player B takes "heavy smoker" for a bonus of 10 points or "terminal illness" for 50 points, why should Player B's character then have more powers and abilities than Player A? It makes no sense.

I'm not saying character's shouldn't have weaknesses (in fact, as with V&V, I like the risk of random character weaknesses), I'm saying I don't see how the 'reward' for taking them in a point-buy system reflects any degree of verisimilitude.


[Footnote: I strongly recommend you check the highly entertaining Adventures Of Superhero Girl, from 2013, by the talented Faith Erin Hicks, for a wry take on the idea of superheroes with real lives. I can't praise it highly enough - just read and enjoy!].

Sunday, March 23, 2025

Scream 4 (2011)


Sydney Prescott (Neve Campbell) is back in Woodsboro, to promote her new self-help book, on the anniversary of the original Woodsboro murders... and surprise, surprise it all starts up again.

Our other old favourites are back as well Deputy - now Sheriff - Dewey (David Arquette) and wife Gale (Courtney Cox), who is feeling at loose end as she struggles with the life of a sedentary fiction writer.

The new 'Ghostface' killer in town is trying to 'remake' the original Scream (or in the context of the movie, Stab) and while it does have some interesting - some heavy-handed - things to say about the changing face of horror movies, celebrity culture etc there's no escaping the feeling that maybe all concerned should stop flogging this horse. I think it's long dead.

At the start of the movie there are suggestions of marital strife between Dewey and Gale, but this never really develops and while, in a roundabout way, this might be a motive for his new deputy Judy Hicks (Marley Shelton) - who has an obvious crush on him and was a student with Sidney - to be Ghostface, this emotional sub-plot kinda trails off.

There's the usual shocks and twists, celebrity cameos and hot young things for the chopping block (particularly pleasant to see Heroes' Hayden Panettiere as sexy horror fan Kirby, even with an unflattering hairdo) and at least fifty percent of the game is trying to guess the identity of the killer.

It may claim "new decade, new rules" but series creator Kevin Williamson and director Wes Craven still won't take that final step and create their own rules - possibly, once and for all, killing off the indestructible Sidney.

Scream 4 is (perhaps overly) self-aware and post-modern, but also a solid, fun slasher movie in its own right, with a clever ending that doesn't quite capture the genius and originality of the first film in the franchise.

Friday, March 21, 2025

Unbreakable (2000)


Upfront, I have to lay my cards on the table and confess that I am not a big fan of the works of M. Night Shyamalan.

Sixth Sense was very good, but rather a one-trick pony signalling the writer/director's obsession with trying to be the new Hitchcock, rather than develop a unique style of his own. Signs was one of the most ridiculous films I'd ever seen and The Village wasn't much better (I never bothered with the Lady In The Water).

I think he puts too much emphasis on the "twist" rather than the story that leads to the twist. It's like he's saying "look how clever I am" and challenging his audience to second guess him, so you spend the entire film trying to guess the twist and not concentrating on the story.

Thankfully, Unbreakable isn't like that. I understand it was originally intended as the first part of a trilogy, but poor box office meant the studio put the kibosh on any sequels (perhaps people were just looking for a rehash of Sixth Sense!)

While still obviously Hitchcockian, Unbreakable does feature a kind of twist in the final scene but it is more akin to a standard plot revelation and therefore isn't all that the film is about.

Viewed in 2007 the film is almost a dry run, a pilot episode, for Heroes with its tale of an ordinary Joe (Bruce Willis as security guard David Dunn), who survives a train wreck and slowly - thanks to pestering from a strange art gallery owner and comic book obsessive Elijah Price (Samuel L Jackson) - begins to realise that he has "superpowers".

Certainly the best written of Shymalan's portfolio - the scene where David, having rescued some children from a murderer, silently reveals his "secret identity" to his son is incredible - yet the ending still seems slightly rushed, although on reflection it's growing on me.

The parallels between Dunn's developing realisation of his destiny and his troubled personal life are a particular gem - he can't find satisfaction in the latter until he accepts the former, however insane it sounds in a real world context.

The comic book nut, and budding storyteller, in me would like to see Shymalan and Willis revisit the story of David Dunn at some stage, let us know what happened in the "next issue", as it were.
My pop culture Odyssey: a slice of super-powered geek life with heavy emphasis on pulp adventure, horror, comic books, westerns, superheroes, sci-fi, giant monsters, zombies etc