Capes

Crothian

First Post
Capes is a superhero game with heart. As you play you will show the amazing things that your hero can do and, just as important, their inspiring reasons for doing them.

The game poses the question "Power is fun, but do you deserve it?" The rules will lead you constantly from the joy of super-powers to the determination to show your worth. You'll find what success means to your character, and also what failure means.

Superhero stories are made of both thrilling victory and devastating failure. Capes rewards you for telling both sides of such stories: Defeat of the character isn't a defeat for the player. It is a different kind of victory, and sometimes the most valuable kind. It gives you more ability to control the story as it moves forward.

Because players are engineering their own defeats, and creating challenges for each other, Capes needs no Game Master. The job that the GM usually does is done, instead, by the players as they use the system. When you play Capes you will be playing everything, from your hero to the villains, to the love interest trapped under a falling building. You'll be involved in every scene, no matter how far out of the action your favorite character has drifted. And the story that emerges will not be the brainchild of any one player, but rather a fusion of the ideas of everyone at the table.

So pick up a copy of Capes, and find out what spectacular stories you can create together.

http://www.museoffire.com/Games/
 
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What is a role playing game? That might seem like an odd question as if you are reading this I imagine you know what it is and probably play a few of them quite frequently. Perhaps a better question would be: What elements of a RPG can be removed and still be considered an RPG? I am just bringing up those questions here and not answering them to the degree they could be. Very simply most games have certain programmed assumptions. There is a GM or someone running the game, each other person is a player and they have their own character, and there is randomness to the success of the action which dice are usually used to facilitate. Not all games follow those three basic parts but a vast majority does. What of the games that do not? What are they? Are they a new subset of the genre? Are they a different kind of game and need to be removed from the RPG selves? Or perhaps they are altering the way we think a RPG should be. Capes is one such book. It is a super hero RPG that is very different from anything I have ever read. I bring up these questions because the game has created quite a stir in the online RPG community on if it is a true RPG or not. The readers will have to determine that for themselves.

Power is fun, but do you deserve it. That sums up this game of heroes. There are hard choices that come with trying to save the day and it is through these choices and actions that heroism is defined. Capes is a new RPG by Muse of Fire Studio and it is written by Toney Lower-Basch. The book is half sized, a bit smaller then the traditional RPGs but this is the least of the differences this books has with the traditional games. The one hundred and sixty page books is soft bound and done in black and white. There is not a lot of art in the books but what is there is pretty good. The lay out is nicely done with many table and examples of play. Toney Lower-Basch is the only name in the credits so I wonder if the art and lay out and everything was done by him alone. If so, that is a great accomplishment. He does give thanks to some people that aided him in the writing and in play testing the game. The cover is in color and just that it has sharks with laser beams on their heads alone makes it great.

Onto the game now and I will stress even more it is different. I will also stress that while I did create character and play out a session I am not one hundred percent we did it correctly. So, I apologize if some of the facts are actually wrong. The game is different enough that we never felt like we completely got it. First off there is no single GM. The game rotates GMs and they all control the story and plots though plots cannot be concluded unless you are the person that started them. Each person picks a role they will play in a scene. A person can be playing more then one character and the character they play might not actually be the one they were hoping for. All characters are played by someone be they a hero, a villain, or bystander.

The game needs to played by people that will listen to what others are doing and what is going on. If one is not really paying attention then the game does not flow well at all. This was a bit of a problem for us but I do believe that if a group sticks with the game they will improve greatly as practice will be this games best friend. There is a full chapter that shows an example of play and it is the most useful example of play in an RPG I have ever seen. He does a great job with writing out what is going and using visuals of the character sheets and other minor props to help illustrate the game. Also, next to each bit of rules is the page number that specific rule can be found in the book. So, while we were a bit confused with how the game played referencing the rules from the example was really easy. I wonder if in the PDF version if that is all hyperlinked. If not that would be a great addition to it.

I will do my best to describe the game play. First the person starting the scene explains what the scene is and what characters are present. The different players including the person starting the scene then each choose what characters they will play in the scene. Then each person gets a chance to narrate some action but none of the conflicts started can be resolved at this time. That is a little tough getting used to. Conflict is resolved through dice rolls. And it is not just combat or skill resolution like most games. It can be political conflict or diplomacy that the dice will determine how things resolve as well. This game has dice support the game in full manner unlike anything I have seen. It is actually pretty cool. The dice used are just six sided, though one will want a good amount of them in two different colors. That way one color can represent one side in a conflict and the other color represents the other. The dice can be rolled but there are other options open to the players. There is also debt that can be accumulated if one person starts doing too much. So a player might take control more of the first scene but the debt will make it so he can not do that every scene. It works as a nice balancing factor.

Characters are easy to make and seem to be able to represent all the different types one will want in a supers games. They have many abilities that rate between a one and a five with higher being better. The character is very well described on the sheet having attitudes, style, and powers listed.

The rules are nice and very comic book like. There is the option to establish certain new laws in the games to help with the comic book feel. For instance one could have the star super hero’s love interest never die. That does not mean she ill not ever be in trouble, in fact it probably guarantees that she sill be in trouble all the time. But one ill not have to worry about accidentally killing her off if that is not wanted.

I will admit that this is a tough game to review. Usually I like to have a much better handle on a game before reviewing it but this one is just so cool and different I had to review it. At the very least take a look at the rules lite version that is on the web page or play a game at one of the conventions this summer. Heck, just sit and watch one of those games. Capes is not going to be for everyone. In fact the playing style is so different I imagine some people will very much hate it. But for those that are intrigued with something new and different Capes is really worth picking up.
 

Capes................................................................................

(Note: This review also appeared on RPG.net a few months ago)

Capes is a very unusual new role-playing game from Muse of Fire Studio, available through the good folks at Indie Press Revolution. At first glance, it's a super-hero game, but in reality, it's almost a completely different sort of role-playing game. Role-playing games generally separate the game part from the role-playing. Capes actually makes a game out of the role-playing itself.

What do I mean? Well, in something like D&D, you roll up characters, make them according to strict rules, fight in combat, but when it comes to the actual roleplaying, the players and GM pretty much do it free-form - there's no set order that the players or GM speak in, or narrate events in, or how they do it. And what the players generally do is largely up to the GM (explore the dungeon, save the town, kill the dragon, etc).

Capes has elaborate rules for narrating the game itself. And has no gamemaster.

Actually, it's so different than most role-playing games, that some would probably argue it's more of a story-telling game. I wouldn't go that far, but I would say it's role-playing combined with poker. If not mechanically (there are some similarities), then in terms of feel.
Gameplay
So how does gameplay work, without a gamemaster? Well, it's part collaborative, part competition.

The first player starts off, describing the basic scenario or scene. Then people start divying up the characters present, starting with the first player selecting one, then with the person clockwise picking one and so on. Unlike most RPGs, characters in Capes are not necessarily owned by one player. And some players will pick villains or opponents to play as well.

Once all the players have characters (they may have 1 or more), the first person starts things. Off. Then again, in the same order that they picked the characters.

On their turn, a player can describe pretty much anything. However, he cannot resolve conflicts.

Like for instance, a player says "Mumbly Joe clobbers Buck Gordon". While he can describe that he attacks the other character, he cannot say that he successfully beat him up or not. That has to be resolved through the game rules. Basically a conflict is resolved by having 2 dice, one for each side, with the highest being the winner.

A conflict is not resolved just via a simple die roll, though. This is where it sort of gets confusing at first. A conflict starts with 2 colored dice, one representing each side (win/lose), and both start at 1. Players can roll the die representing one side by various means, thus changing the die total. (There is more options than just rolling)

All during the rotating narrative, players accrue "debt" to manipulate the dice. There is a strategic aspect to it, not unlike poker (and in fact you probably should use poker chips to record debt and story tokens), where to win in the long haul, you cut your losses and bet wisely when you think you can win the most. That is, it's best to lose some conflicts and win others.

This debt also serves as a force to ensure no one dominates gameplay. The more someone drives the game, the more likely they will gain more debt, and thus eventually have to take a backseat to the other players. Though the rules apparently do reward the skillfull. So while the rules mean everyone has a fair chance, it's up to them to make the most of their chance.

I can't really do it justice or explain it all that well. It's something hard to get unless you read an example of play - hopefully the author will put one up on the website for it.

There are two examples of gameplay in the book. One is a fairly standard superhero roleplaying scenario, about a mummy and a curse and a magic scepter and a fight over it. The other is pretty unusual, basically, it's 3 heroes working out in a gym - one wants to leave early for a date, while another hero is trying to make him stay (since that hero feels that heroes should put their personal lives aside for the public good). Two vastly different situations, but both work pretty much exactly the same way.

Capes is something of a competitive game. This is generally not a good thing for roleplaying games, because people really like their characters, and tend to get annoyed and upset when they get screwed over by their fellow player (or GM). However, that doesn't happen here because of the "Gloating" rules.

See, whenever something happens where a major character would be killed or something like the world ending happens (ie, the Super-Villain's diabolical plot succeeding), instead it actually doesn't, for whatever reason (the players have to come up with one), but the player who would have won, gets a reward in terms of story tokens. (Story tokens are sort of the opposite of debt, they can be used for various different things, mostly getting more actions or characters to play in a scene)

The actual specific events that are prohibited or would invoke the gloating rules are defined by the players beforehand. The "Comics Code" it's called (after the real world version).

While the rules themselves are aimed at super-hero gaming, I suspect they would work pretty well for most modern day things. Me, I'm not a much of a superhero fan - while I read comic book as a kid, they were generally Richie Rich, Scrooge McDuck/Huey/Dewey/Louie, and various "Weird" comics. So I'm not exactly an expert on the genre, but I don't see anything that doesn't also apply to most TV shows or novels.

Characters

Characters are really easy to make. They basically have 12 abilities, rated from 1 to 5 (with 5 being better), in 3 categories - Powers (ie, Superpowers), Styles (how they do things) and Attitudes (basically their personality).

These abilities are essentially just very simply descriptions of what the character can do or what they are. For instance, "Flight" would be a power.

They are rated simply by prioritizing the abilities in a category. Say a character had 5 powers, 4 Styles, and 3 Attitudes. There be one power rated at 5, one at 4, one at 3, one at 2, one at 1. Then one style would be rated at 4, one at 3, one at 2, one at one. And of course, then one Attitude would be rated at 3, one at 2, one at 1.

The number of abilities in each category is not fixed (other than there being a max of 5), a character could have 4 in each, so in that case, each category would have one rated at 4, one at 3, one at 2, and one at 1.

You can either create a character from scratch by coming up with your own powers (or picked from a list), or use the "Click and Lock" method. Basically, this consists of combining 2 different halves of a character into one. One half is "Powers", one half is "Persona" (basically personality). Each half is sort of toothed, like a comb, so the halves fit together.


The only real downside is that due to the nature of the game, characters literally cannot improve, as far as I can tell.

The Book Itself...

The book itself is pretty small-ish. It's 160 pages, but digest size (5" x 9"). The basic rules are about 50 pages, a sample of play is about 30 pages, and pretty much the rest is material meant to be helpful, either sample characers ("Click and Lock"s), objects, or advice on playing the game. And some useful random name tables at the very end.

The layout is really nice for finding things. Pretty much every time a rule is referenced, a little dot next to it has the page number for that rule.

The art in the book isn't bad, but now that I think about it, actually is more the Richie Rich sort of art than the typical superhero comic book art. Big heads, fairly simple drawings, slightly creepy looking.

Final Thoughts

I don't think Capes is for everyone. People who aren't great at the storytelling aspect of roleplaying will find it difficult, and those what like the crunchy aspect of character building will find it, well, pointless (so probably not for Gurps or Champions fans). And it's probably something you have to be mentally alert to play (ie, not something you could play for 30 hours straight).

But while it's not for everyone, it seems like a blast to play. I was grinning like an idiot while reading the examples of play, both being amused at the examples themselves (they are funny) and at the sheer cleverness of the game mechanics.

So if you like storytelling, give it a try. It's certainly cheap enough at $15. (And apparently you also get a PDF when you order, as well as the physical copy)
 
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Just wanted to thank you for the review it was very interesting. You're to hard on yourself you gave a fine description of how the play works or at least I got it it's a sort of betting/bidding thing sounds interesting
 

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