DC Adventures

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This is a review based on the pre-order release of the PDF by Green Ronin, available for $5 when you pre-order the print version.

A licensing agreement of such significance as the DC is an event noted by a generation of gamers. Securing the DC license establishes beyond any doubt the success and value of the Mutants & Masterminds brand. Green Ronin has successfully negotiated the tension between fidelity to the source and originality in design in bringing forth DC Adventures, using what will be the Mutants & Masterminds third edition rules.

Bringing alive the DC Universe is a heroic challenge, confronting those who would attempt it with the weight of decades of continuity, and discontinuity, spanning numerous retcons and dozens of comic book titles. Rather than adhering to the DCU of the moment, Green Ronin has wisely decided to present iconic versions of favorite DC characters, living in a recognizable version of the DCU. In keeping with this theme, the game's cover is graced with a work by Alex Ross. Let me say I am not a big fan of Ross's work, although I am amazed at his artistry. His paintings hold such depth, and yet I cannot shake impression I am looking at a photo of three-dimensional scultures made of resin or aluminium. Nonetheless, Ross is a giant in the industry, and his work signifies the seriousness that has gone into writing this book, and certainly captures the iconic versions of the characters. The interior of the book offers some diversity in artwork, including very attractive art reminscent of my favorite era in comics, the late 1980s, with its blend of four-color aesthetics and emerging post-modernity. To me, the DCU will probably always be the Post-Crisis DCU, in all its glorious possibilities, preserving the greatest stories while setting aside overworn baggage. Yet in the two decades since, the DCU has further evolved to meet the needs of a younger audience.

In case any M&M fans are holding their breath, let me reassure you that the third edition rules are fundamentally compatible with M&M 2e. Primarily, vestiges of the original d20-based game have been trimmed away where they encumbered the design, traits have been rebalanced, and the Powers section has largely absorbed the innovations offered in Ultimate Power. In virtually every way DCA is different, it is better or at least as good as M&M 2e. However, there are no universal standards for personal taste, and in improving on such a triumph as M&M, it is inevitible that some will prefer the older version. And I say, power to you.

The game itself is approachable, whether you are a newcomer to the hobby or a grizzled gamer of thirty years. Although similar to its d20 ancestors, DCA is unlikely to confuse you with similarities that are not quite identical, and in this respect is an improvement over M&M 2e. Dexterity has been split into Dexterity and Agility, and Fighting has been graduated to being an ability, replacing BAB. Power Levels remain as they were, balancing the capabilities of one PC to another and in relation to their foes, but the specifics have shifted somewhat. DCA has replaced the somewhat clunky attack-damage, defense-Toughness tradeoff with a more fluid and general approach of limiting such pairs in play. The result is a Power Level system that feels less "meta" while remaining mechanically almost identical. Further, the game does not bother with baroque terminology and descriptions, written as if part of some sort of object-oriented programming language. For instance, I was surprised to see Skill Mastery (Ranged Combat – archery) in the Green Arrow's writeup since Ranged Combat is not a conventional skill mechanically, and I wondered if such a construction was even allowed. Yet a perusal revealed that "skill check" is never explicitly defined. Instead, the writers describe checks generally, and routine checks ("taking 10") specifically, and trust the GM to apply reason and experience in adjudicating unusual cases.

The presentation of Powers has been reworked so that they are based on Effects. Effects are things like Affliction, Damage, Flight or Protection. Powers are essentially constructed from these raw ingredients. In some respects, I miss the old M&M approach of mixing specific Powers in with more generic effects. For instance, there is something satisfying about shopping for powers and running across Hellfire Control or Super-Speed. However, as a quick perusal of the pre-made characters will show you, representations of even similar abilities can be astoundingly different in detail. Thus, it makes sense to offer the building blocks of powers rather than attempting to list, encyclopedically, the bulk of common super-powers. However, sample powers are interspersed throughout the chapter as an aid to players, and naturally, the write-ups for Superman and the rest offer offer numerous worked examples. This represents a shift from core 2e, which offered a lot of functionality in prebuilt powers along with more generic options, and toward Ultimate Power's build-a-power approach. The power creation system in previous editions of M&M has been compared to Hero System, which is a somewhat fair comparison here as well. However, the system in DCA is nowhere near the potential complexity, and further, refuses on principle to model very fiddly differences in effect. Nonetheless, selecting powers is potentially the most daunting task for a new player, and may require some familiarity even for a veteran.

Character creation has been enhanced through the implementation of Complications, which can be permanent Complications tied to a character's background or temporary ones the GM implements to drive the story. Complications grant the heroes extra Hero Points for appropriate actions and experiencing setbacks. One kind of permanent Complication is the Motivation, similar in many respects to the construct of the same name in Mayfair's original DC Heroes game. For instance, a motivation of Justice drives the character to seek out evil-doers and punish them, which push them into ventures more pragmatic characters might avoid or lead to moments of self-doubt or guilt. Complications can also cover special weaknesses heroes have. For instance, Superman's vulnerability to kryptonite and magic doesn't come up as often, and may have more various effects depending on what exactly he runs into. Simply giving Superman points for his weakness to Kryptonite encourages goofy point-cropping, yet such weaknesses are essential for balance and for dramatic interest. DC Adventures solves this elegantly by simply rewarding Superman for a Complication any time these vulnerabilities come into play. Not sure how often a secret identity will come up in play? No problem! The player is rewarded with a Hero Point every time they have to juggle a hot date or hide their dangerous lifestyle from a co-worker. Complications are rewarding precisely according to their frequency and meaningfulness during the game. Enemies, emotional frailties, and exotic power sources are all possible Complications.

DC Adventures invites comparison to other superhero RPGs. Mayfair Games made a splash with their DC Heroes game, set during the transition of the Crisis on Infinite Earths. Due to this historical quirk, as well as the game's numerous mechanical innovations, the game went through several editions and remains a classic that is still played by a devoted following of fans. DC Adventures, indeed, owes much in spirit to that version of the game, including its measures table and the motivation Complications. Later, West End Games published a game, using a version of their D6 system. The game had its charms, but was definitely not a runaway access. WEG improved their marketing and printing, and introduced some rules enhancements through several well-written sourcebooks, just in time to be taken out by mostly unrelated financial difficulties. As a result, the DC Universe RPG never got the second edition it deserved. For instance, improvements to the Powers implemented in the Directive on Super-Powers was that game's answer to M&M's Ultimate Power. DC Adventures also makes a nod to the Marvel Super-Heroes game, amusingly enough, with a color-coded matrix supplied for the benefit of the math-challenged but visually adept in order to resolve checks and measure degree of success.Although GURPS 4e has made a credible stab at doing super-heroes, DC Adventures is a far more agile system for running wild, light-hearted romps, mixing a high level of abstraction with a high level of power to resolve many situations and a wide spread of power levels. DCA makes an interesting head-to-head rival to the latest version of the Hero System. Hero System 6e has detail on steroids, but remains an essentially elegant, action-oriented game. DCA offers a comparitively smaller character sheet, at some loss of detail. Compared to many rules-lite options, such as the classic Marvel Super-Heroes, D6 Powers, Icons, BASH, and the like, DC Adventures makes a credible argument for getting more bang for your buck. Although somewhat more complex, the DCA engine offers tremendous flexibility, utility, and encouragement. I would strongly recommend trying DCA in action before committing to a liter-style game, simply because I don't think the level of detal in DCA is anything that would prove overly frustrating for most groups.

Overall, I would rate the game as essential to DC fans who game, essential to M&M 2e fans, and a strong buy for a gamer who likes supers, or other action-adventure genres. Anyone who appreciates a stable balance between abstraction and detail, whether you are a hardcore genre emulator or a fly-by-the-seat-of-your-pants storyteller, will probably find much to offer in this evolution of a continually amazing lineage of super-hero games.

Meanwhile, back in Gotham City...
 

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