Thursday, October 2, 2025

Stakes Dice as Counters

I've been thinking about the excellent BIFF! BAM! KAPOW! from Spectrum Games and how the game side steps mechanisms for hit points and injury altogether in a genre rife with combat. It measures success in momentum and simply ends each scene by measuring momentum gained and lost. It's a brilliant game that I highly recommend



I'm thinking about scene counters that act to measure success and failure in a scene that eliminates the need for anything like hit-points and places focus on an overall result. I'm thinking two six-sided dice. One is black representing negative consequences and one is white representing positive consequences. A result is found when one of the two dice reaches a certain number.

In High Five, the six on a die equals zero. So we can start our counters there on zero [6] and then count up as positive or negative consequences are accrued. Each scene would have a "stakes" value that measured how high a die would need to rise to end the scene. 

A stakes value of one would end a scene after a single action. Good for one off tasks but not really for scenes per se. A stakes value of 5 would represent a full combat encounter where one side or the other wins when their die reaches 5.


Tuesday, September 30, 2025

Hero Types for High Five

Plans for High Five version 2:

  • Change Hero / Villain Dice to Initiative Dice
  • Place Initiative Dice resolution mechanics in the combat section
  • Include an option to use Initiative Dice outside of combat
  • Place optional rules for non-binary task resolution near the end of the document
  • Create a Hero Type power hierarchy
  • Use the Hero Type categories to create random hero creation tables

Hero Types:

The listings below will allow players to roll a Hero Type randomly. If using the optional Hero Type Hierarchy rules, the Hero Type shown in parenthesis is that Hero Type's weakness.

[1-2] Table A
[1-2]  Armor (Stealth)
[3-4]  Sensory (Magic)
[5-6]  Machine (Heat)
 
[3-4] Table B
[1-2]  Heat (Cold)
[3-4]  Cold (Armor)
[5-6]  Stealth (Sensory)
 
[5-6] Table C
[1-2]  Mundane (Psychic)
[3-4]  Magic (Mundane)
[5-6]  Psychic (Machine)
  
 
Offense Maneuvers and Hero Types
When performing an Offense Maneuver against an Opponent that is weak vs your hero type, treat your level as one level higher.

Also, if your H5 roll for the Offense Maneuver is Doubles, the Maneuver results in an instant KO.

Defense Maneuvers and Hero Types
When performing a Defense Maneuver against an Opponent whose Hero Type you are weak against treat your level as one level lower.

Also, if your H5 roll for the Defense Maneuver is Doubles, the Maneuver fails.

Summary:

The first bullet-point changes are about making the initial task resolution mechanic more accessible. I received some feedback that the task resolution rules as written are cumbersome and a little hard to grok.

The Hero Types hierarchy idea is mostly because I have been playing a lot of Pokémon Pocket TCG on my phone. The whole idea just seems very "superhero" to me. Also, each type can imply a thematic superhero build that I can use to create random character creation tables.

The plan would be to include Hero Types right at the start to facilitate random Hero creation, but to save the Hierarchy/Weakness rules for later as an advanced option.

What do you think?


Vantage

This game has rocketed to the top of my wishlist.

Saturday, September 27, 2025

Counterpart RPG (1991)

COUNTERPART is an old RPG that I created back in 1991. (Sorry for the lousy scan job. Pictures were taken by phone.) It uses the same dice mechanism as Freespace/Xerospace which shows that I stuck with that mechanic for over 8 years. 



The titular thematic element, that of the "Counterpart" is seen again in Phantasy Star: Ragol's Curse in the form of the Mobile Android Guardian or MAG. That's straight out of Phantasy Star Online, but I had the idea first. (A quick search shows that PSO was first released for the Dreamcast in 2000, nine years after Counterpart.)

Of course, I probably based the idea on something I saw or read. If I had to guess, it's likely a mix of the Ioun Stone (a D&D magic item that floated around a person's head), that floating training droid that Luke practices with in Star Wars, and a Green Lantern's power Ring (which seeks out the person most worthy of wielding it.) But, I honestly can't remember. Still it's cool to find these connections in hindsight. (I can't believe I've been designing RPGs for nearly 35 years.)

Jeff

Thursday, September 25, 2025

America Doesn't Want Filters & America Doesn't Want Me

A few months ago, I made a push to increase my visibility as an RPG designer. I’ve been doing this for a long time. I just wanted to think that someone out there may actually have noticed my efforts. I get that it’s an ego thing. I think all creative types may have a bit of an ego. 

Anyway, I made a push to raise my visibility, to bring people here to my blog where I like to talk about my hobbies and interests and RPG design ideas. I did all of that, and then I went silent. I blew up my world, and I am not sure how to recover from it. Anyway, I haven't posted in about two months. I'm going to try to explain why.

(I also sometimes share personal things here in my blog. This is one of those kinds of posts.)

When I was young – I’m talking really young – barely a toddler, I was diagnosed with cerebral palsy. This diagnosis can mean a lot of things. I was lucky. I had a few operations. I had physical therapy to diminish the effects of my disability. I spent some time wearing special shoes to help correct my gait. Eventually, I could walk and run and play just like any other child. I was very lucky. My upper body was apparently unimpaired, and my cognitive abilities don’t seem to have been affected. 

But, I wasn’t like any other child. I could not run as fast or as well. My physical movement was notably different. I was the “crippled kid” among “normal kids” in the Midwestern United States in the 1970’s. I didn’t have the best home life, and I’ve written about that before, but my life growing up with other children – my social development, it was worse.

When I was young, I learned that people are cruel and judgmental. 

As I got older and I matured, so did my peers. Things got better. Eventually, I became less of an outcast. I got friends. My view of the world changed. Maybe people are not as cruel and as judgmental as I had been taught as a child? The thing about children is that they are unfiltered. We learn to install filters as we grow and mature. But is it truth? Or is the unfiltered the real truth?



The above video shows Donald Trump mocking a man’s physical disability. It struck a particularly hurtful cord for me. Before you check out, I’m not going to debate politics here. I’m trying to explain the circumstances that brought me to where and what I am today, and that requires a bit of context. The thing is, in my mind, a vote for Donald Trump was a vote for the life that I thought I had outgrown.

But, maybe the filters that society teaches us to install just hide a truth that never goes away? The truth that I saw as a child, that people are predators who seek to destroy anything different from themselves. If that’s true than I survived my childhood for nothing. 

People voted to accept Donald Trump. They liked the idea of a wall to keep those who are different out. Now, with the dismantling of DEI (diversity, equity, and inclusion) programs, I feel like our government is telling everyone that those filters, the ones that society has taught us to install as we grow up, are not needed, are not wanted.

I am not wanted. 

The message is clear. An American President was elected not once, but twice on the platform that if you are different, you are not wanted.

For much of my adult life, I lived in Tulsa, OK. I built friendships that lasted over 30 years, and I have recently destroyed them. I have become toxic. My friends voted Republican. When faced with how this affects me, they either challenged me to justify my own feelings, or simply turned a blind eye. 

I find myself back in grade school, in the worst time of my life, and just as it was then, I can see no hope of escape. But, this time I can look at things with a far more critical eye, and that’s worse. I realize that there is no escape for me, because the world likes being the way that it is.

This makes me angry and unreasonable.

I’ve pushed away, friends and family, and what’s worse is that I don’t think that I’m wrong. I have my wife. She loves me. I have my daughter. She loves me.

The others, those that I’ve pushed away – they are the villains in my story and they can’t even see it. They believe that I am the one who has the problem – that I need help.

When I was being bullied in school, my mom (who voted for Trump) went to the principal of the school and pleaded for something to be done. She was told that it was impossible for the school administration to change the behavior of every child in the school, but that they could provide me with counseling to help me to cope with being bullied. 

You can’t change the behavior of every person in the world. Maybe I should seek counseling. I am the one who has the problem – I need help. 

Recently, the last and oldest of my friends chose to step away from me. I am toxic to his other friendships. I am different after all. It’s best to go with the majority, to support the greater good. I am a danger to that, because I have refused to accept the shape that the world is determined to take.

Back in 2016, I surrendered. I silenced my outrage and hid inside myself trembling and afraid that if I did not, that I would lose everything. Today I have refused to surrender and I have lost everything. I don’t know what’s next. I don’t see a way forward for me.

So, if I haven’t been writing here about RPG’s lately, that’s the reason. I haven’t surrendered to my enemies, but I have given up hope.

Regards,


Jeff


 

Monday, July 21, 2025

Dr. Sparks for High Five

Max over at the Maxpocalypse Now blog shared a post about creating a random hero for High Five using Hi-Lo Heroes random generation tables. He created the hero: Dr. Sparks! Very cool!!

Art © 2006 by Louis Porter, Jr. Design
Is this Dr. Sparks arch-enemy?


Thanks Max!


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New Banner Art by Kaylee

 My daughter Kaylee drew a wonderful piece of banner art for my publisher page as a gift for my birthday.




I love it!


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Monday, June 30, 2025

Night Spider for High Five

I’m reading and enjoying some indy comics from Blue Moon Comics Group. (Special thanks to the Maxpocalypse Now blog for introducing me to this great publisher.) 

My favorite titles are the Night Spider Specials:
and

The first two special editions reprint Night Spider’s appearances from Diversions (Blue Moon’s flagship anthology title) presenting them in color for the first time. The last one, Mind Over Murder is an all new story teaming Night Spider with another hero from Diversions in true the Brave and the Bold fashion. (Also in full color!) These comics are great!

I thought that it would be fun to recreate Night Spider (a first level version) for High Five. I’m pretty happy with the results!

Art by JW Erwin © 2024 Blue Moon Comics Group

Night Spider
Civ-ID: Denny Knight (He/Him)
Level: 1
Hearts: 3

Attack Detail 2X
Title: Spider Sting
Flavor: My gloves can fire a concussive blast to stun an enemy at close range.
 
Defense 2C
Title: Spider Suit
Flavor: My costume is designed to protect me from harm, even bullets.

Move 2D
Title: Spider Line
Flavor: My gloves can project a cable that I can swing from to move from rooftop to rooftop high above the streets of New Constantine.

Craft 4A
Title: Head of Knightlife Industries
Flavor: Knightlife Industries provides me with the financial and technological resources that I need to continue my fight against crime.

Connection 4B
Title: Police Chief Frank Jerod
Flavor: Frank is a close friend who knows my secret identity. I count on the support that he and the police provide and I help whenever and however I can.


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Saturday, June 21, 2025

Golden Sky Stories Review - Part 3

This is the continuation of my review of Golden Sky Stories. You can read the first part of the review HERE. You can read the second part of the review HERE.



Dreams

Once you have established a connection with a character, you’ll want to be able to improve that connection in future scenes. You can’t use an impression check to do that. You only get one chance (per story) to make a first impression. This is where Dreams come in.

Anytime someone does something, cute, cool or funny during the story, you can give them a Dream. The game text recommends using playing cards to award dreams. Keep a deck of cards in the center of the table, and anyone can grab a card and award it to someone else when they do something cool.

You can’t award Dreams to yourself, only other players and the narrator can give you dreams. Likewise, you give dreams to the other players and to the narrator. That’s right, you definitely want to give Dreams to the narrator. The narrator has to use dreams to strengthen their connections to you. This is important because, if you’ll remember, these connections are where your character’s Feelings come from.

Dreams are awarded on the fly from anyone to anyone else besides yourself. These are spent between scenes to strengthen connections to characters, but they can only strengthen the connections to characters who appeared in the scene that was just completed.

(I like the idea of using playing cards to track: Dreams, Feelings, and Wonder. Just use face up red suited cards to track Wonder, face up black suited cards to track Feelings, and face down cards to track Dreams.)

While spending Dreams to improve a connection, you can also change a connection’s contents if it seems appropriate to do so. (You can change contents even if you didn’t improve the connection, if you think that’s a good idea.)

If you ever get both sides of a connection to 5 so that the filled in boxes on your sheet meet at that star in the middle on your character sheet, you get 10 Wonder and 10 Feelings for this connection at the start of a scene instead of just 5 of each! (But both sides of the connection must be maxed out, not just one!) In addition, at the end of the story you earn TWO Threads for this connection instead of the usual one!

What’s a thread? Glad you asked.

Threads

At the end of the story (game session) you lose all of the connections that you made and begin the next story with a clean slate. Why work so hard to build connections if they are just going to fade away? The answer to this is: Threads & Memories.

For each connection that you have at the end of the game session, you get a thread. You can erase this thread in a later story to increase a connection by +1 with that returning character without spending Dreams. This can be a huge advantage. Especially with higher level connections that cost a lot of Dreams to improve.



Memories

Finally, at the end of the story, for every point of strength that you have built in your connections to others, (except the one with the town) you get 1 point of Memories. Memories can be spent like Wonder or Feelings, but once they are spent, they are gone.

Only your connections convert into Memories. Any unused Wonder, Feelings or Dreams are lost at the end of the session. Be sure to spend all the Dreams you can to improve connections at the end of the last scene, so that these will become Memories.

Small Stories

The stories in Golden Sky Stories are small. The players aren’t heroes out to defeat a great evil or to save the world. Almost every story is built around the idea that someone the players encounter has some worry, concern, problem or challenge. The players should discover this problem and help the person to resolve it.

During character creation, the rules have an entire section on how to choose an appropriately Japanese name for your character. My initial reaction to this was that I would ignore it and just let players use whatever name they want, but I get why it's there. 

Golden Sky Stories is a Japanese RPG. It's attitude and approach is very different culturally than anything produced in the US. Picking a Japanese name for their character is going to encourage players to step into Golden Sky Stories' uniquely Japanese mind set. 

These stories are the heart-warming intimate slice of life tales of a Studio Ghibli film. Choosing a Japanese name is going to help players to "get into character" and to play a role that's different from anything they've ever tried before. 

Small Groups 

Golden Sky Stories is about role-playing. A game exclusively about role-playing tends to work best with smaller more intimate sized groups. Golden Sky story recommends two or three henge players plus the narrator. This will provide the best experience.

In my own experience, some of my fondest game sessions were games played with such small, intimate groups. Some sessions saw us play an entire evening without rolling any dice, because we were simply too busy role-playing. That’s the experience that Golden Sky Stories promises and I can’t wait to try it out!

Final Thoughts 

Golden Sky Stories has completely charmed me. I desperately want to get this game to the table. 

I do think that it needs the right kind of group to work. It's written for fans of Ghibli films like My Neighbor Totoro or Kiki's Delivery Service or Ponyo. And it's written for people who just want to enjoy telling a story without all the tactical combat baggage that so often goes with the RPG experience. 

I intend to play Golden Sky Stories as soon as I am able. I will write about that experience as soon as I can make it happen, but for me, for right now, I'm going to bask in the warm fuzzies that this game gives me just by thinking about it. 

If you are interested in Golden Sky Stories you can get it at Drive Thru RPG. (This is not an affiliate link. If you buy Golden Sky Stories, I receive nothing. I recommend the game because I love it for all the reasons detailed in this review.)


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Friday, June 20, 2025

Golden Sky Stories Review - Part 2

This is the continuation of my review of Golden Sky Stories. You can read the first part of the review HERE.

Character Creation

The first thing a player should do is consider what kind of animal they want to be. A player’s animal form is their true form. There are six animal types to choose from in Golden Sky Stories. (There are a number of supplementary books available that expand these options.) 

Pick Your True Form (Animal Form), Powers, and Weaknesses

The six base animal true forms are: Fox (Kitsune), Raccoon Dog (Tanuki), Cat (Neko), Dog (Inu), Rabbit (Usagi), and Bird (Tori).

Each animal comes with its own set of unique magical powers. In addition, players must choose at least one weakness. The sting of this requirement is offset by the fact that every weakness carries along with it a specific bonus power. 

Players can even choose additional weaknesses (up to a maximum of 3 total weaknesses) in order to obtain the associated bonus powers. (Powers cost points to activate, and as mentioned in part one of this review, these are paid for using Wonder.) 

Once you’ve chosen your true form and your henge powers and weaknesses, it’s time to assign some points to your character’s four basic attributes.



The Four Basic Attributes

Henge have four basic attributes that reflect their ability to perform actions. The four attributes are: Henge, Animal, Adult and Child.

Henge is used to perform actions specifically related to the magical henge, their powers, interactions with the local gods, and for the knowledge about other henge and about magical things, myths and legends.

Animal is used to do animal things, identify a scent, climb a tree, run, jump, hide, or anything else physically tied to strength, agility or constitution that an animal could normally do. This is used for these things even when the henge is in human form.

Adult is used to interact with the world without losing your cool. It’s used when you try to do anything related to technology, or act responsibly, or with composure. Its used to think strategically, considering the consequences of an action rather than acting on impulse … you know, adulting.

Child reflects how well you express emotion. It’s tied to empathy and compassion. You can use child to plead, charm, or otherwise cajole others into letting you have what you want. It’s also used when you’re acting impulsively, or when you’re just trying to goof off and have some fun.

Players have 8 points to spend on their attributes. Each attribute must be given a value between 1 and 4. The only exception to this is that Adult can have a value of 0 if you want.

While the math is pretty light, the distribution choice here feels huge to me. These four attributes are really cleverly chosen. They speak not just to what your character can do, but also to how they are likely to behave. The balance between, adult and child, and animal and henge really gives a player a lot of information about how to play their character.

Decide On A Human Form

What does your henge look like when they take human form? This is purely an aesthetic choice, but it will inform the way that you play your character, and the way that others react to and behave around them. This brings us back to connections.

Back To Connections

The final step of character creation is to decide on your connections with the other players. All connections between player henge will have a strength of 2, but the contents of each connection is up to the players.

I talked at some length about connections in part one of this review, but one important aspect that I failed to address is the fact that connections go both ways. There’s what your henge thinks about someone, and there’s what someone thinks about your henge. These aren’t always going to be the same thing.



On your character sheet, every connection has two sides with a star drawn between them, right in the middle. 

When recording your starting connections with the other players you record the strength of the connection by filling in little boxes equal to the connection’s strength (2) and you write that connection’s contents as they relate to your henge’s attitude towards the other character on the left side of the star.

The other players will tell you what contents they have chosen for their connections to you. You will fill in boxes equal to the strengths of their connections to you (again 2), and record the contents of their connections with you, along with their names on the right side of the star.

Once you have done this for all the other players’ henge, your character’s creation is complete.

Connections Back To You

In part one, I said that you got Wonder and Feelings equal to your connections at the start of each scene. This was a simplification. 

Any time the rules refer to “your connections” they refer to the connections on the left side of the star. Those connections on the right side of the star aren’t yours. They belong to the person or henge that you are connected with. That’s part of THEIR connections.

Now it’s time to clarify and bring the picture into focus:

At the start of each new scene you get Wonder equal to the total strengths of YOUR connections. (Those on the left side of the star.) Also, at the start of each scene, you get Feelings equal the total strengths of OTHER peoples’ (and henge) connections to you. (Which is why you need to record them on your character sheet.)

Again, I feel this has a beautiful logic. Feelings are empathetic, they are driven by self-esteem which is strongly influenced by the way others see you. This game mechanism is also a little scary, because it means that you don’t have complete control over the generation of your resources.

Impression Checks

With the exception of your connections to the other players, when you meet a character in the story, and you want to form a connection, you have to pass a test. I alluded to this in part one. Tests in Golden Star Stories are called checks. To make a check you compare one of your abilities to a difficulty number. If the ability score equals or exceeds the difficulty, then the check is successful. The thing that makes Golden Sky Stories different is that you don’t add the roll of a die to this. If you need to succeed at a check and your ability score isn’t high enough, then you have to spend your feelings to make the ability score temporarily higher.

Forming connections requires you to succeed at a check. This is called an Impression Check. The way that your henge is behaving or the action that they are taking at the time that first impression is made will tell you which ability score to apply to the check. The rules also provide some recommendations on what contents to give to the newly formed connection based on which ability was used to make the check.

One important caveat to this is that you can’t form a connection unless the other person wants to make a connection back.

Narrator Created Connections

The stories provided in Golden Sky Stories (the pre-written adventure scenarios) each grant the narrator a pool of Wonder and Feelings that they can use while narrating the story. One big thing the narrator will do with their Feelings is form connections from the characters that they control to the henge controlled by the other characters.

A connection from a person controlled by the narrator to a henge will grant that henge feelings for use in later scenes. (Players only acquire a fresh influx of Wonder and Feelings between scenes.) Providing these connections is vital to the story’s success, but they are still under the Narrator’s control.

Players will want to pay close attention to the impressions that they make on the other characters that they meet in the story. Again, this is a mechanical choice that influences the way players will play their characters, and it all lends itself to a grand sense of cooperation and shared story telling that is far removed from the “kill them and take their stuff” mentality that is cultivated by almost every other RPG I’ve played.

Coming Up Next

In the next post I’ll talk about the mechanisms in the game for character advancement. These take the form of Dreams, Threads and Memories. (You can read part 3 HERE.)


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Thursday, June 19, 2025

Golden Sky Stories Review - Part 1

This post was originally shared on March 14th, 2024. However, the links in the original post no longer work because I moved my blog, and I thought ... if I'm going to go in and fix these links, I may as well share this post again, because Golden Sky Stories deserves more love. (Also, changed the Facebook group reference at the bottom of the post to my Bluesky profile.)

I’m tired of D&D. 

I could say that it’s just too complex for my addled old man brain, or that I can’t abide the politics surrounding Hasbro and their apparent attitude of indifference (or outright hostility) toward the D&D player community. But, the truth is – I’m tired of fighting. D&D and by extension the lion’s share of modern RPGs are designed with a focus on the tactical combat mini-game. They are all, all about fighting.

In the last dozen or so years, I have discovered board games in a big way. Board games scratch the tactical combat (and other types of tactical game play) itch very well. I want to role-play when I role-play. I don’t want to fight. So, I’ve been looking at some of the modern role playing game alternatives that try and step away from the D&D mold. Many are very niche one-shot experiences, that just don’t appeal to me. But, a few stand outs have caught my attention. One such game is Golden Sky Stories.

Golden Sky Stories

Golden Sky Stories is a tabletop role playing game created by Ryo Kamiya & Tsugihagi Honpo. The English language version is translated by Ewen Cluney and is published by Star Line Publishing. The tagline for Golden Sky Stories is, “Heart-Warming Role-Playing.” It’s a game where fighting is discouraged, if not completely forbidden. Players must find peaceful ways to solve problems. Is an RPG without combat sustainable? I’m not sure, but Golden Sky Stories has me intrigued.



The Basic Premise

In Golden Sky Stories, players take the roles of beings from Japanese mythology called, “henge” (hen-gay.) Henge are magical animals that can take human form. Note that this isn’t a human who can transform into an animal, but the other way around. This is an important distinction. While magically intelligent and able to communicate through speech like a person, henge are animals. A cat henge wants and thinks cat things, not people things. That alone creates all kinds of interesting role-play handles.

As magical animals, henge are territorial. They stay within the confines of a small rural town and its immediate surroundings, and from their point of view, everything and everyone within their territory belongs to them. Instinctively, a normal animal that has bonded with its human wants to protect them and make them happy. In this same way, the henge bond with and care for the human residents of their town. This provides the motivation and focus for storytelling.

Adopting a New Attitude

If the focus in an RPG is not combat, then all that remains is the role-playing. Players of Golden Sky Stories will need to adjust their thinking to accommodate this new method of play. Role-playing isn’t provided as merely a means to trigger the next combat encounter. Role-playing is the encounter. It’s the only encounter. This requires entering into the game play with a completely new attitude. Golden Sky Stories has rules that support this new attitude. 

Said, “new attitude,” was something of a shock for the old-school D&D nerd in me. I had to read through the rules multiple times to understand what was happening with the game mechanically. The rules aren’t complex or poorly represented, they’re just so … different. 

Your focus in Golden Sky Stories is role-playing. Role-playing in this context involves interacting with the people who populate the world of the game (controlled by a GM, called the narrator) and the other henge (controlled by your fellow players around the table.) This role-play is what the game cares about. So, its mechanisms are built around that activity.

Important Concept #1 – Connections 

When your character encounters another character, they (and you) form an instant first impression, and this creates a connection. 

Connections Are Power

In the game, as you are creating your story, you will want to make connections with every character you meet (assuming that they are connected to your story in some way.) This means that you’ll want to interact with them. You’ll want to (need to) role-play with them. Connections have a strength from 1 to 5, and this is important, because the higher the number, the more it will help you.

The sub-header for this section is: Connections Are Power. Look at that again. I can’t overemphasize the importance of making connections. Connections are about interacting socially with other characters, and that’s the main thing that players do during the game. That’s role-playing.

Contents Give Connections Context

In addition to its strength, every connection has contents. Contents is a keyword that describes the nature of the connection. This helps in the storytelling part of the role-play to inform the sort of interactions these characters might have with each other. The rules provide a list of contents for the player to choose from when a connection is made. These are: Like, Affection, Protection, Trust, Family, Admiration, Rivalry, Respect and Love. (Notice the complete absence of negative contents like hate or vengeance. I suppose a henge could feel such things, but the game system is not going to reward you for it. You can't create connections with those kinds of contents.) 

When players create their characters, they will select contents for, and form connections with, each of their fellow henge. This is a required part of character creation. Your henge know each other because you all live in this shared territory together. You have connections (each having a strength of 2,) but the nature (the contents) of those connections is up to you.

At the beginning of the story (game session) your henge only has connections with the other players. Every story begins this way. 

Important Concept #2 – Resources 

I made a point of defining connections as power in the previous section. It’s more correct to say that connections give players the power to generate resources. 

Resources Make Things Happen

At the start of the game your character only has a few resources at their disposal. As you tell the story and meet characters and form connections, your pool of resources grows. This creates a natural escalation arc in the story and the game.

Players have two pools of resources with which to get things done. These are: Wonder and Feelings.

Wonder Fuels the Fantastic

Henge are magical creatures, as such, they possess magical powers. Using a magical power cost points. These points are paid for in Wonder.

Feelings Enhance The Mundane

While Wonder is about the magical, doing normal things is enhanced by Feelings. Henge have ability scores that measure their “skills” in the human world, but when these skills are not enough, they can be enhanced by Feelings. Personally I love this notion. It’s the combination of both skill and the passion to succeed that makes someone good at doing something.

Important Concept #3 – Golden Sky Stories Is Diceless

Oh, yeah … no dice. Golden Sky Stories is a pure resource management game. This means that it’s really important to role-play in order to make (and strengthen) connections in order to ensure that the resources you need are available when you need them.

Golden Sky Stories leaves success and failure up to the player. Do you spend your Wonder to activate one of your henge powers now, or do you wait and save the wonder to do something more amazing later? If your skill isn’t quite enough to complete a task, do you invest your feelings to ensure success, or do you allow this action to fail and save your feelings for when it really counts? These things are up to you.

The Game Play Arc

At the beginning of every scene, each henge will get a number of resources equal to the strengths of all their connections with the characters (including other henge) that participated in the previous scene. At the start of the game session, because there was no previous scene, players begin with resources based solely on their connections with the other players and the town. 

Oh, yeah ... I forgot to mention that every henge also has a strength 2 connection to “the town.” In addition, each henge will usually start with a strength 2 connection to each other henge. This means that at the start of a game session with three henge, each player would have 6 Wonder and 6 Feelings. 

Making connections during the current scene will ensure that you gain more Wonder and Feelings for the next scene, thus increasing your character’s options and effectiveness as the story progresses. Any Wonder or Feelings that are not spent during a scene are not lost and will carry over into future scenes.

This then, forms the basic arc of the game.



More To Come

This concludes Part One of my Golden Sky Stories review. I still need to talk about generating Wonder and Feelings in more detail (they are generated differently.) Part two will cover this and talk a bit about creating a character.

Stay Tuned! (If you can't wait, you can read Part 2 HERE.)


I'm on BlueSky Now!

Feel free to follow me on Bluesky to discuss this post and anything related to RPG's and geekdom! Stay tuned!!

Little Colony Joins Five By Five Family

I've blogged about the evolution of Little Colony before, but I'm coming back around because the newest version of Little Colony is joining my zine lineup on itch. For those that have been following along, this version of Little Colony is very much like the previous version, but it's been modified to use the Five By Five dice mechanic and the good vs evil mechanic that I introduced in High Five.

The transition proved to be surprisingly easy. This is largely due to the way that the good vs evil mechanic introduced in High Five expanded the Five By Five resolution method to something greater than a simple binary, yes or no. So, here we are again, but ... Why are we back here? What is Little Colony?

It all started with Golden Sky Stories. I wrote a three part review of Golden Sky Stories, it really made an impression on me. In fact, I will be posting those reviews with corrected hyperlinks for my new blog address in the near future, because I don't think that Golden Sky Stories can get enough love.

I wanted to make a game that had the potential to give me the same feels that I imagined that Golden Sky Stories gives, but is also a game that is mechanically familiar to my more traditional RPG gamer sensibilities. (giving it a greater chance of finding it's way to my table.) This search brought many great games to my attention, but none of them quite fit the bill ... but take a look at Colostle and Cozy Town, two awesome looking RPGs that I discovered during my search and stick specifically in memory.

Anyway, I wanted to make an RPG about people in a community NOT killing goblins and dragons. This pursuit got me thinking about making a "Little House on the Prairie" kind of RPG. But, I needed to figure out what the game play would look like. Eventually, my mind came around to the Icon Relationships in 13th Age.



Little Colony takes the Icon Relationships idea from 13th Age along with the One Unique Thing, idea also from 13th Age. I love those ideas from 13th Age. I love them so much! What I don't love are the D&D trappings that the rest of the game is built on. So, I threw everything else out. I just kept those two great ideas and I built the whole game around them.

I moved from the prairie into outer space, and Little Colony on the Big Moon was born.

This new version trades a dice pool mechanic for the Five By Five rules system as mentioned at the beginning of this post and marks the third Five By Five zine publication to find its way to itch. As always, the PDF is pay what you want (including $0.00) so, feel FREE to give it a look.


I'm on BlueSky Now!

Feel free to follow me on BlueSky to discuss this post and anything related to RPG's and geekdom! Stay tuned!!

Sunday, June 15, 2025

Up, Down, All Around ...

For the past several years I have invited people to join a Facebook Group dedicated to discussing my various RPG projects.

The purpose of this was to share links to my blog posts and hopefully create more interest in my blog, which is the place that I choose to talk about my TTRPG game designs, as well as other things that interest me like board games and geeky fandom. 

The problem was that the infrastructure of blog networking had shifted dramatically, and I wasn't even sure people read blogs all that much anymore. I had hoped that sharing links to my blog posts in a Facebook group would help.

Whether this has worked or not, is moot. I have come to see the community on Facebook as toxic and have stepped away from that platform. This has lead me to a variety of changes as I have begun to reorganize my online presence.

I am going to continue to share links to my blog posts on the social media platform, Bluesky. I do this because, open discussion of ideas in the form of blogger comments is cumbersome and slow, and commenting on a social media post is much easier.

In addition, as I begin to promote my itch.io page and try to set up print-on-demand options for some of my better TTRPG zine creations, I want to make better use of the two domains that I am paying for: dreamsdragons.com and comicbookheart.com. Originally, these were for two different blogs, one about TTRPG design, and the other about comic books.

It didn't take long before I found maintaining two blogs to be too much for me and merged the two, pointing both domains to the same blog address and merging the two blogs. Now, I want to branch the two domains again.

Changes and posts made to either page will be shared and linked to my Bluesky page.

https://bsky.app/profile/dreamsdragons.itch.io

I hope that you will join me there and continue to follow me in the future.

Regards,

Jeff

Wednesday, June 11, 2025

High Five Superhero RPG

After working with Five By Five for a few years, I wrote a superhero version. At first, I called this version: Super Five. As the game evolved it became: Hero DxD. I didn't play Hero DxD beyond the initial play test sessions. Like later iterations of Five By Five, Hero DxD deviated too far from Five By Five's original simplicity. The earlier, Super Five was much better.

Now that I have gone back to a more original version of Five By Five, I decided to revisit the superhero version. A Super Five version of a Five By Five game session remains a cherished memory. I know the system can work well for super-heroic role play.



The new version of superhero Five By Five is now available on my ITCH.IO page and is called: High Five. High Five retains the simplicity of the original Five By Five but uses the same trait assignments that I originally designed for "Super Five."

Thanks to a recent review that I watched on YouTube for Darrington Press' new RPG: Daggerheart, I have added a new good vs evil mechanic that will provide some much needed nuance to Five By Five's systems and bring it more in line with modern RPGs. I believe that it does this without sacrificing the game's simplicity or accessibility.

This new zine format RPG uses the wonderful Darrel Miller artwork that I originally commissioned for Hero DxD, and I think that it looks terrific!


Monday, May 12, 2025

New Version of Little Colony



I've updated Little Colony to version 2. You can find the rules zine and a fillable character sheet in the sidebar on PC. (You need to choose, "View Web Version" to get to the sidebar if you are on your phone.)

Regards,

Jeff

Wednesday, May 7, 2025

Triumphant Together

Here's a little RPG project I was toying around with. As with pretty much all my work, this was an experiment. I learned a few things from it, and it's got some interesting ideas in it that I may decide to revisit at some point.



Triumphant Together is a superhero RPG meant to tell adventure stories in the sort of story arcs seen in the Super Friends cartoons or the Justice League comics of the 1970's. I have tried something new here in that the task resolution mechanic is based on Trick-Taking card games.

Feel free to share your opinions here. I read and post all comments.

Thanks!

Jeff

P.S. Here's a form-fillable character sheet!



Tuesday, April 15, 2025

Character Evolution In TTRPGs

I want to talk about how characters change over the course of play in tabletop role playing games. How a game system manages growth can be crucial to a game's popularity and success. Players want to see their characters evolve along with the story. I theorize that this evolution falls within one of two growth categories. These are Narrative Growth and Mechanical Growth.



Narrative Growth is the flavor that sparks the imagination and colors the way a player envisions and describes their character's effect on the game world.

Mechanical Growth is the numeric crunch that adjusts the math that is used and the dice that are rolled.

Consider this example for a character with the power: Super Strength.

Super Strength Level One

  • Narrative: Your character is strong enough to lift a mid-sized car or small SUV over their head.
  • Mechanical: Your melee attacks inflict +2 damage.

Super Strength Level Two

  • Narrative: Your character can lift a city bus over their head.
  • Mechanical: Your melee attacks inflict +4 damage.

I struggle with the Five By Five game system and am constantly bringing it back to the drawing board so to speak, perhaps because it doesn't handle character evolution very well.

In Five By Five your narrative growth is in the definition of traits. When a player defines a trait, they are creating a handle that they can hang narrative on to. Mechanical growth is reflected in the trait's value. This value is what a player must roll in order to engage the related narrative handle successfully in the story.

It's an easy system and it's great for one-shots and short campaigns with very little character growth. Why? Because Five By Five doesn't handle character growth well.

Because traits are player defined, the game is versatile and can handle any sort of genre or setting. For the same reason, traits must be very basic and open to a great deal of narrative interpretation. This means that there is not a method for growing or evolving any given trait narratively because there is no way to know what a trait looks like or what it can do before a player defines it.

In my Super Strength example above, the narrative description of what super strength can do is defined and can grow because it was created with that kind of growth in mind. To facilitate this kind of narrative growth means looking at every possible power or ability and defining it in these terms. Since Five By Five doesn't do this, such narrative growth isn't possible.

This means that Five By Five's only method of narrative growth is in the defining of new traits. This is a weakness as players will tend to define the things that are most important to them initially and things added later will tend to be ignored.

Mechanically, Five By Five also struggles. It allows players to improve trait values. I love the idea that players can look at their character sheet and know instantly what they need to succeed. However in order to balance growth, that chance of success must start out very low in order to have some place to grow, meaning that new characters rarely succeed. At the same time, after several games, a character can improve their trait values so much that they almost never fail.

In my Super Strength example the power's growth provides a bonus to damage. This bonus works because it can be tempered by the concurrent growth of the character's challenge. An enemy might have more armor or hit points to counter-balance the increase in damage. This sort of Cold War escalation is a common practice in RPG design because it allows characters to grow without making the challenge too difficult or too easy.

I created Five By Five because I wanted something versatile and quick to table. Five By Five works for that. I have come to realize that if I also want a game that has longevity at the table, I need to design with both mechanical and narrative growth in mind.

I need mechanical growth that can be balanced by ever increasing challenges. This means embracing Cold War escalation style mechanics. To prevent this style of advancement from feeling "meaningless" it is also equally important to emphasize narrative growth.

I need narrative growth that expands on a player's options and sense of utility. This means that every character trait, power or ability must be predefined so that this growth can be addressed. The Super Strength example given above shows exactly the sort of thing that I need to do.

I also would like to stay as close as I can to the simplicity and accessibility of Five By Five. This is where things become the most challenging. That's okay. I enjoy a challenge.

Saturday, March 29, 2025

Sci-Fi Kick (and some Final Fantasy)

I know that I haven't been posting much lately, but I'm still here.


I still plan to post a review of the potentially excellent, We Can Be Heroes superhero RPG, but I'm not there yet. I've been on a kick reading sci-fi rpg books and playing Final Fantasy. I picked up the Final Fantasy Pixel Remaster Bundle on Steam and have decided to work my way through all six games in the set. I just finished the first game and am currently working my way through the second. 


These are the NES and SNES classics that defined an industry and I couldn't be happier with these updated releases. They are the games we remember with visual and audio makeovers that play great on modern PCs. Luckily that includes my ten year old laptop running Linux. (No problems so far playing the games using Proton.)


As for the mentioned, sci-fi rpg kick, I am reading through four different sci-fi rpg books at the moment:

  1. The Space 1999 RPG, that I preordered from Modiphius and just got my PDF.
  2. Dark Matter, that looks to be a superior take on space fantasy using 5E rules.
  3. Pulse Drive, which focuses on giving players narrative control. (I've had mixed results with these kinds of systems.)
  4. ... and Space Pulp which is pulp sci-fi adventure using the same system as Barbarians of Lemuria.

Probable most excited about Space Pulp and most uncertain about Pulse Drive. Space 1999 uses the 2d20 system and looks really solid, and Dark Matter is based on 5E which makes it potentially the easiest to table. So, reading all of these means that I have kind of pushed We Can Be Heroes to the back burner, but I will get to it.


On a personal note, I have misgivings about a lot of what's happening in our world today, and I have been avoiding Facebook. I plan to link this blog post to my group there this time, but I won't be doing that anymore.


I am probably shooting myself in the foot, but if you want to keep up with me in the future this blog will be the only place to do it.

Regards,

 

Jeff

Thursday, February 13, 2025

Superheroes on the Brain

I am currently in the process of watching all of the Arrowverse television shows in broadcast order from Arrow Season 1, Episode 1 to Superman & Lois Season 4, Episode 10. At one time, not all that long ago, the CW was overflowing with DC Comics superhero shows. They crossed over with one another and inter-connected. It was awesome!

I have decided to revisit all the shows, but it is necessary to watch the shows in a specific order because of the way that they occasionally crossover. The episode order information is available out there online, but it's not in the most accessible format. I decided to compile my own list and format it into a PDF document that I could easily reference from my phone at any time.

While that might not be the sort of stuff that I share here, I spent a lot of time on this document. So, I thought, "Why not share it?" If you decide to try to watch all of the Arrowverse shows in order, I promise, you'll thank me.

Included in the document are: Arrow, Flash, Constantine, Supergirl, DC's Legends of Tomorrow, Black Lightning, Batwoman, Stargirl, and Superman & Lois. -- You're welcome.

Here's the link to the PDF optimized for phone use!

I seem to have superheroes on the brain. I'm also watching Your Friendly Neighborhood Spider-Man on Disney and am enjoying that (but am only 3 episodes in.) I'm working on my own superhero themed RPG that uses trick-taking mechanisms, and reading a superhero RPG called, We Can Be Heroes that I plan to write a review for here in the not so distant future.

Feel free to join my Facebook Group to discuss this post and anything related to RPG's and superheroes!

I'll be reviewing this book soon!


Monday, February 3, 2025

Start With Moments, Not Mechanics

My latest project is yet another superhero RPG. Continuously pursuing these designs begs a few questions. Paramount among them is why? 

Why did I create Hi/Lo Heroes, and eXceptional, and Hero DxD? Why am I back at the drawing board doing it again. 

My answer is simple. I'm still not playing these games. The game among all of my designs that hits my game table is Five By Five. That's why it gets so much of my attention. However, it's still not my ideal superhero RPG. I keep telling myself that if I get it right, I will play the game. 

As a designer, I like fiddling with different resolution mechanics. Dice, cards, whatever … I love playing with the numbers, and I perceive this as "game design." That's okay; I guess. I've enjoyed the process of making games as I have done it over the past 30 years. 

But for all that effort, I still haven't found the RPG that I want. Recently, Biff! Bam! Kapow! came very close. I could "house rule" BBK and I might actually find the experience that I'm looking for. My recent post was a mechanical approach to recreating what Biff! Bam! Kapow! does using some (mechanical) ideas of my own. I playtested these ideas, and I think that something good might be discovered here. 

However, I think I might again fail to create a game that I want to play, because I think that my approach has been wrong. I always begin with mechanics. Always. It's just how I've always thought about RPG design. Recently, I watched a video on YouTube that said something that really struck a chord with me. 

"Start with moments, not mechanics." 

What kind of "moments" do I want my game to create at the table? I think that Biff! Bam! Kapow! comes very close to creating the kinds of moments that I have been looking for. Which is why I have been drawn to it. It's possible that emulating some of what Biff! Bam! Kapow! does is going to produce exactly what I am looking for, but going forward I need to be clear about what that is. 

I need to change my focus from mechanics to moments. So what superhero moments have I been unsuccessfully grasping for? 

That's the magic question that I believe will set me on the right path. I've been mulling it over, and I believe that I have the answer. 

Super Friends

I want moments like there were in the Super Friends cartoon where Batman and Superman and Aquaman and Wonder Woman could all work together and function as a super team despite their radically different power levels. 

So, what do Super Friends moments look like? 

The heroes cover a wide range of power levels and abilities. 

Each scene sees the heroes separated and solving an individual challenge tailored to their abilities. 

Scenes are separate but simultaneous and all apply to the same end goal. 

Superhero comic books tend to be solo affairs. Superman, Batman, Aquaman, and Wonder Woman all have their own comic books. 

Upon taking a closer look at a Super Friends' story, it seems like each hero is solo and has a moment in the spotlight while still being part of the team. 

Can I create moments like that? 

I don't know. I haven't tried. Maybe that's why I haven't found my game yet. I'm pretty sure that other superhero games have never taken this approach. Maybe that's why I haven't found my game yet. 



Thursday, January 16, 2025

Comic Books Were My Comfort Food

I've dropped the ball when it comes to writing entries for my blog. The act of writing is just for me. The act of sharing that writing in a blog is, I suppose, a bit of ego stroking. I'd like to think that there are people out there who care about what I have to say and who share my point of view. This might even be true. The problem is, I'm getting old.

I turn 60 this year. People my age aren't generally "computer" people. They don't read blogs. Heck, almost no one reads blogs anymore. So, maintaining this practice of writing and sharing ideas in this space begins to feel more and more pointless with every passing year. But, I'm still going to do it.

I like expressing my ideas out to the nebulous expanse that is the internet. I pretend that I'm speaking to friends who can understand and empathise with my points of view, and that is somehow comforting to me. I know that I'm deluding myself to a great extent, but that doesn't matter. Call it the "placebo effect" if you must. Just getting words out of my head and organizing them helps me.

When I was going gangbusters on this blog for several months last year, I tried to share entries about board games and RPGs during the week and a sort of personal life story during the weekends. If you were reading along during that time, you know that my childhood was a little bit turbulent. (See how I'm addressing you, the reader like there's actually someone there? Placebo effect.)

I'm working on yet another superhero RPG. I love superheroes. As a kid, comic books were my comfort food. As a teen, RPGs were my saviour. As an old man, both of them seem to remain just out of reach. Something that you don't think about when you imagine getting older is how your world will change.

 


Sure, everyone struggles with their mortality, and fears growing more frail and eventually dying. I realize now as I glance to my right at the walker that I now need in order to move around the house…  I realize now as I look in front of me at the healthy breakfast that includes cholesterol free egg substitute and an orange, which is a direct result of a recent heart attack…  I realize that dealing with my own mortality is the easy part. 

The part that no one talks about is how the world continues to grow and evolve and change while we as human beings tend to stall. We learn to value certain things. We settle into a personality and a pattern of expectations and beliefs based on our past experiences, and then the world moves on, and everything that we believe crumbles away. Oh, I still believe what I believe. It's not actually belief that crumbles away, it's relevance. 

It doesn't matter what I believe because my world doesn't exist anymore. I was so excited to see the new James Gunn Superman movie. He seems like a man who comes from the same world that I come from. I'm still excited for the film. I have plans to see it on my birthday in July. But, I realized today that it won't be what I want it to be.

I just finished watching the season 1 finale of James Gunn's Creature Commandos. It's good. It's really good. It's not what comics were for me in my youth. It's certainly not "comfort food." If anything it's "discomfort food." Creature Commandos is disturbing, sad and dark. It's a good example of why the world isn't for me anymore. 

If you aren't a 60 year old man with a 10 year old kid from 1975 living inside of him, you might like it. Hell, I "liked it." As I said, it's very good. But it's not part of the world that I remember or that I yearn to revisit. It doesn't give me what comic books used to give me. Those comic books don't exist anymore.


Wednesday, January 15, 2025

Deeds - Dastardly & Heroic - A trick taking Superhero RPG

This is an idea that I am playing with for a scene based RPG resolution system inspired by Biff, Bam, Kapow and trick taking card games.

Deeds: Dastardly & Heroic

Mood

Cards are used to determine the mood in a scene. Think of mood as the lighting, the camera angles, and the music that permeates the scene. The mood can be Calm, Suspenseful, Dastardly, or Heroic. (Alliteration is used to tie mood and suit together: calm to clubs, suspenseful to spades, etc.)


Calm (clubs)

  • Fail: +0 Progress
  • Succeed: +1 Progress


Suspenseful (spades)

  • Fail: -1 Progress
  • Succeed: +1 Progress


Dastardly (diamonds)

  • Fail: -2 Progress
  • Succeed: +1 Progress


Heroic (hearts)

  • Fail: -1 Progress
  • Succeed: +2 Progress


When a character succeeds when taking an action, they gain Progress. When a character fails when taking an action, they may lose Progress. The amount of Progress lost or gained is based on the Mood for that round in the scene. 

 


Every scene will last five rounds. The GM will have chosen a selection of five cards depending on the Dominant Mood of the scene. Three of the cards will match the selected mood and the other two could be anything. Here are some suggestions:

  • Calm Scene: 3 clubs, 2 spades
  • Suspense Scene: 3 spades, 1 diamond, 1 club
  • Dastardly Scene: 3 diamonds, 1 club, 1 heart
  • Heroic Scene: 3 hearts, 2 spades

With the mood deck assembled, the GM shuffles the cards and flips one. Interpreting the mood of the card within the context of the current scene, the GM describes the actions and events taking place within the scene and then asks the players, "What do you do?"

  • Every scene should have a defined goal that carries some importance to the outcome of the story.
  • Progress moves the story forward.
  • All scenes begin with 0 Progress.
  • Actions taken by the players may increase or decrease Progress. 
  • At the end of a scene if the players have accumulated 2x the number of players worth of total Progress then the scene is resolved in the players' favor.
  • At the end of a scene if the players have accumulated less than the required total Progress then the scene is resolved to the players' detriment.
  • Generally, scene types are played out in order in a circular fashion: calm to suspenseful; suspenseful to dastardly; dastardly to heroic; heroic to calm, etc.

Trick Taking

Players play a card from their hand on their turn in order to attempt action and influence the scene.

  • The GM will inform the players of the Dominant Mood of the scene when the scene begins.
  • Players draw a hand of five cards at the beginning of the scene, and do not redraw cards into their hand. (They will end the scene with no cards.)
  • A player's action succeeds automatically if they play a card from their hand that matches the suit of the current mood for the round.
  • Players may follow suit to be guaranteed success, but they are not forced to do so.
  • Alternatively, a player may play a card for its value, ignoring its suit.
  • Playing a card with a value that is equal to or lower than the score of a relative trait on their character sheet will result in a success. (See "Using Traits" below.)
  • Each Trait can only be used once per scene.
  • Each player has a personal deck of 52 cards.
  • All cards without numbers (A, K, Q, J) have a value of 1.
  • Trait Scores range from 2 (average) to 9 (legendary).

Character Creation

Roll or select one trait from each of the following 8 trait categories. (You can even make up your own trait for a given category if nothing meets your fancy.)

1. Origin Trait (How does your journey begin?)

  1. Mutant (You were born different – very different)
  2. Augment (Science changed you)
  3. Alien (You're not from around here)
  4. Enchanted (Magic changed you)
  5. Rigor (You learned, trained or developed your natural abilities)
  6. Robotic (You are what you were built to be)

2. Value Trait (What do you care about?)

  1. Love (You do it because there's a special someone that motivates you.)
  2. Duty (You must do it because you took an oath.)
  3. Justice (You do it because it's the right thing to do.)
  4. Glory (You do it to gain recognition.)
  5. Power (You do it to get stronger.)
  6. Truth (You do it because you have a need to know.)

3. Method Trait (How do you solve problems?)

  1. Dynamo (You use your power)
  2. Bruiser (You use your fists)
  3. Investigator (You use your mind)
  4. Diplomat (You use your words)
  5. Seducer (You use your beauty)
  6. Investor (You use your money)

4. Physical Trait (What about you physically do you depend on?)

  1. Brawny (Your muscles have muscles)
  2. Nimble (You can move your body with surprising speed and precision)
  3. Tough (You can take punishment that would cause others to crumble)
  4. Small (You can squeeze into tight places and are often underestimated)
  5. Large (You can be quite intimidating even when you don't want to be)
  6. Beautiful (Your physical appearance is pleasing to any who gaze upon it)

5. Intellectual Trait (What about you intellectually do you depend on?)

  1. Resolute (You stick to your guns)
  2. Creative (You think outside the box)
  3. Wise (You have the experience of years)
  4. Vigilant (You notice things that others don't)
  5. Technical (You understand all kinds of technology)
  6. Knowledgeable (You are full of interesting facts)

6. Personality Trait (What about your personality do you depend on?)

  1. Courageous (You won't hesitate)
  2. Witty (You can always bring a smile)
  3. Persuasive (People find you convincing)
  4. Empathic (You understand what others are feeling)
  5. Endearing (People want to love and protect you)
  6. Unapproachable (People know not to mess with you)

7. Superpower Trait (This is the power that makes you a superhero)

  1. Speedster (You strike fast and hard)
  2. Elementalist (You blast with bolts of power)
  3. Shapeshifter (You change your form to something else)
  4. Ninja (You strike from the shadows)
  5. Mentalist (You possess psychic abilities)
  6. Paragon (One of your Physical, Intellectual or Personality Traits has evolved into a superpower)

8. Civilian Identity Trait (This is what you do when you aren't hiding behind the mask)

  1. Doctor/Paramedic
  2. Lawyer/Law Enforcement
  3. Celebrity/Politician
  4. Student/Teacher
  5. Working Class
  6. Scientist/Engineer


Fleshing Out Traits

Take some time to add personal detail to your traits so that you can envision the character that you want. D&H leans heavily into narrative resolution and "theater of the mind." Add any details that you like that will give you the sense of the character you are creating and help you to describe their moments in the story.

Trait Scores

All traits start with a score of 2. You have 4 points to assign to improve your traits. Improve traits as you wish, but no trait can ever be more that 5 points higher than your lowest trait, and no trait can ever have a score greater than 9.

Using Traits

Try to save lower valued cards in your hand to use with your Traits as you are trying to play equal to or lesser than your Trait Score. One important rule to remember is that once you use a trait to perform an action, that trait is exhausted and cannot be used again in this scene!

Scenes

All scenes should be defined with clear goals and consequences relating to both success and failure. Combat is resolved like any other scene. The Players and the GM can describe exciting exchanges of blows between combatants to match the mood of the scene, understanding that the final resolution only occurs at the end of the fifth round after the last card is played and Progress is tallied.

Advancement

At the end of each game session players can make one change on their character sheet. They can increase a Trait Score by +1 (subject to the restrictions listed under "Trait Scores" above.) They can swap a defined Trait out for a different one in the same category. (This doesn't effect it's score.) They can change their character's name, description or anything else about them that makes sense within the context of the story and roleplay that has been shared. Every session: One Change.

  

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