Last night wasn’t scheduled to be a Kapow! session, but since there was some confusion due to skipping last week’s session to finish Russell’s Gradulfiad arc, Dan didn’t bring his game, so Kapow! it was. Since both Redline’s and Public Defender’s players were absent, I sidelined their plot threads; also, because the players were starting to use Out-of-character reasoning about a mysterious conspiracy tying all the threads together, I took the trouble to disabuse the players of that notion. While it would have been amusing watching them chase their tails for a little while, I know from bitter experience–bitter I tell you!–that if you let this group of players start to get paranoid it’s a death-spiral for the campaign. Telling them flat out that it was just separate plot threads that coincidentally all started at once because it was the beginning of the campaign will save heart-ache down the road. That left tracking down whoever had killed and cut the heart out of the young woman in the park according to the forms of an ancient Inca ceremony.
In the interests of GTTFM (mildly nsfw), while the group was discussing a road trip to Connecticut to consult with the only other expert in the US who could have accurately reproduced the ceremony, a news flash came on the TV: a scantily-clad woman with a 20′ albino ghost anaconda had taken a bunch of children hostage at the Public Gardens and was issuing a challenge to Akela, the Jungle Gal. No, really I had that part planned all along…the villain came to the US to confront Akela, so there was no reason for her to skulk around waiting for them to find her.
The group raced to the park to confront the villain, who revealed herself to be a rival of Akela’s from the jungle village that had (partially) raised her… Nusta, the daughter of the witch doctor who taught Akela her secret jungle recipes. She had come to America to hunt down and punish Akela for her cultural misappropriation, abandonment of the People to side with the Outsiders, misuse of the secrets entrusted to her by the traditions of the witch doctors, and generally being a pain in the ass all those years growing up and overshadowing Nusta. This, of course, pushed all of Akela’s buttons, and she was ready to offer a truce and to show Nusta that the Outsiders really weren’t all that bad and that she was just helping people as the witch doctor would have wanted… until the others reminded her that this young woman had cut the heart out a girl in the park just the other night in order to summon the demonic snake that was menacing the toddlers. And so the fight was on!
The fight went reasonably well from the point of view of play-testing some of the system. We tried out the new way of handling actions in turns (basically having to declare all of your attacks at once if you’re making multiple attacks, instead of making one, waiting to see if it worked, making another, etc.) and it did indeed speed up people’s turns so play went around the table quicker. The rules for disabling powers got a workout when it turned out that Nusta was quick enough (and people were rolling rather poorly) that they were having difficulty tagging her straight-out. First the Wraith disrupted the ghost snake, then Harbinger managed to take away Nusta’s spear, and the Wraith drained her Super Speed. Akela finished the fight magnificently by combining her powers with her jaguar’s to KO her rival. It really did feel like it was straight out of the comics, at least to me.
As she was being hauled away by the police, Nusta vowed that this wasn’t the end of it, and the pharmaceutical companies that were going to tear up the jungle around the village searching for medicinal ingredients would be stopped. Of course, this left Akela further conflicted. Ah, complications.
One thing thing that, unexpectedly, some people found confusing was how the increasing die-sizes work. The problem is there’s no such thing as a d14, d16, and so on, so unless I force everyone to use an electronic die-roller I have to fudge the progression. The progression d8, d10, d12, d8+5, d10+5 was deeply counter-intuitive to the less rules-crunchy types, so much so that I’m considering whether to replace it with d8, d10, d12, d10+d4, d10+d6… All in all, the shakedown continues to go pretty well, I think. I hope the others chime in with their impressions.
4 thoughts on “Kapow! Quick Hit”
For the record, Chessex and Gamescience both make d14s and d16s. Most game stores should be able to order them for you, probably for around 3 dollars per die.
Thanks, but I think the game needs to stick to readily available dice. At $3 per, and given the range is from d4 to d30, buying dice for the unusual sizes isn’t really any more practical than telling people just use a dice app on their iPhone…
I don’t know whether to feel proud or sheepish for having earned a GTTFM… 🙂
It’s the unofficial motto of the campaign. IMO, superhero campaigns aren’t generally about investigation unless that’s just one plot thread among many.
Comments are closed.