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Pledge an article for BAM #6

Posted: Fri Jan 28, 2011 12:13 am
by kevperrine
Hey all,

I'm one of the enthusiastic fans of BASH! that offered to help energize the organization of the BASH! fanzine BAM! (Basic Action Magazine). We've had loads of great discussion in the BAM! portion of these BASH! forums, and we're headed in a great direction to aid BASHMAN with organization and article planning/submission so that BAM! can be released on a more frequent timeline.

Many folks have hinted at potentially writing an article or creating characters or ideas for BAM! but I'd like to see us begin to solidify those interests.
With this thread I would like to suggest that each person reading and interested in seeing the "ALL NEW ALL DIFFERENT" version of BAM! (adding more fan enthusiasm in the fanzine) please post a "pledge" that you will write an article and complete it over the next few weeks so that we can include it in issue #6 of BAM!.

ARTICLES
A good article can be as few as 250 words, 500 words, 1000 words, or even as many as 1500+ words.
(PS. as an example of how simple an article can be to write, this simple post is just over 300 words - you just need a great idea!)

NPC SUBMISSIONS
Additionally BAM! is open to your NPC character submissions. There ARE a few guidelines that you'll need to answer in your character builds and background. We can give you those if asked. We would also highly encourage an illustration of the character and/or an insignia.


All articles will be edited for grammar, content and rules once submitted, and questions or revisions may be requested. All with final approval and commentary by BASHMAN himself, for the best BASH! canon materials.



We are looking at building each issue with 8-15 articles in around 12-20 pages as needed. And we need YOU, fans like us! to help build the issues.

So please.
PLEDGE your article.
Give us:
- Article Title
- a Short 1-2 sentence note on what the article will be
- if the article will include new rules options or NPC stats
- and a deadline date to begin editing

Once you post, we will contact you to help give answers for details, where/how to submit your work, and offer enthusiasm as you write your article!



You can read more about our new ideas for energizing BAM! in the BAM! forum section of these BASH! boards.
"BASH IT UP!"
Thanks!
-kev-

kevin perrine
kevperrine@yahoo.com

Re: Pledge an article for BAM #6

Posted: Fri Jan 28, 2011 1:13 am
by kevperrine
kevperrine wrote: So please.
PLEDGE your article.
Give us:
- Article Title
- a Short 1-2 sentence note on what the article will be
- if the article will include new rules options or NPC stats
- and a deadline date to begin editing

Putting my "money where my mouth is"...
Here is what I PLEDGE to the next issue of BAM!
BUT... for me...
since I'm an organizer, and since I will be aiding with layout. I would like to present several ideas (that will all eventually become articles!) and ask for your INTEREST level. I'll also be adding article ideas as I think of them, so check back you might like another!!
Which of the following would you love to see as a full article in the next BAM! List your top 3!




(all titles subject to change)

- "THE LINE UP - The Parts & Positions on a Super's Team"
- In this article, I will discuss ideas of what a good super team is built from. What roles and powers every team (each player making a character) might want to consider having.
- No new rules. Suggested powers/ads/skills from core BASH!
- 02/04/11 (if it's one of the chosen 3)


- "MINI-MAX ME - Efficiency & Your Super Concept"
- In this article, I will discuss the pros/cons of the game term "mini-maxing" compared to "power-gaming". Specifically discussing the role (and your responsibility) of building an efficient character through the stats, and how that doesn't need to go against concept.
- No new rules. Comments on Character Points, levels, and fellow player statistics.
- 02/04/11 (if it's one of the chosen 3)


- "TEAM PACK - Campaign Level Bundles for Your Team"
- In this article, I will discuss the comment team elements in superhero comics. From the team's goals, to in-game team charters, to common team gear and rule packages determined by the team's Campaign Level.
- No new rules. Collected "packs" that can be given to starting teams.
- 02/04/11 (if it's one of the chosen 3)


- "VICTORY WITHOUT VIOLENCE - What's the Point?"
- In this article, I will expand on the BASH! UE core rule's discussion that in some cases victory can be had without violence. Examples of comic book genre tropes and story ideas will be given. As well as a suggestion on discussing this with players only familiar with "killing them and taking their stuff!"
- No new rules. Notes regarding Cosmic and beyond adversaries.
- 02/04/11 (if it's one of the chosen 3)


- "I AM A FIRE! - Developing Disasters Into NPC Stats"
- In this article, I will create the concept that disasters and other non-sentient events can be created as stat sheets in the same manner as traditional NPC adversaries. The term "GM Fiat" will be discussed and given alternatives.
- No new rules. Development of stats for a common disaster - a Fire in the format of an NPC.
- 02/04/11 (if it's one of the chosen 3)


- "HERO HOOKS - Mini-Adventure Hooks"
- In this submission, I will present "HERO HOOKS", based on a previously published PDF of my creation. Presenting 5 pre-released hooks and 5 brand new hooks!
- No new rules. In the format of mini-brief on the hook and three different options for a Narrator solution to the hook.
- 02/04/11 (if it's one of the chosen 3)


- "PICTURE THIS - It's All In the Description"
- In this article, I will discuss the importance of description with each Panel to Page. More than any other RPG the superhero comic book genre begs for descriptions. Comics are a medium of image married to story and sometimes action and rules have us forgetting imagery to go with the story. Consider how your hero flies, the fun of imposing stances, and also including the collateral damage that happens when ice blasts or optic beams miss their targets.
- No new rules. Suggestions for pacing and timing to allow description with the die rolls.
- 02/04/11 (if it's one of the chosen 3)


- "TAKE THE HIT"
- In this article, I will approach the topic that it might be okay to take some Hits. In my experience players revolt against seeing ANY of their precious 100 Hits taken away as damage, doing their best to avoid being hit then avoiding even a few points of damage by Soaking. Getting hit and hurt is a genre trope of comics, so why not enjoy it. So you have to ask yourself, what amount of Hits is reasonable to take before resorting to spending Hero Points and Dice to ignore?
- No new rules. A look at examples of hits and damage in BASH! UE.
- 02/04/11 (if it's one of the chosen 3)


- "GONNA NEED A BIGGER BOAT! - Bigger Than Big Adversaries"
- In this article, I will discuss ideas on how a Narrator might present adversaries such as giant robots, eldrich monsters, colossal avatars, and living worlds. Rather than having a bucket of Hits, how might the epic size of the adversary really be felt. And what it that 200' man-mountain were actually a minion? The heroes might need to punch him in the face to KO him, maybe they're climb him!
- New ideas and rule suggestions for treating bigger than normal adversaries as events, a battle-field, or simply another minion - no matter how massive.
- 02/04/11 (if it's one of the chosen 3)


- NPC TEAM - Stats/Pix for a team of supers
- In this submission, I will present a team of supers of my own creation. They are: The Cavalier, Foxtrot, Glue-Goon, Cassiopeia, Kingfisher & Mr. Gone. Plus bonus heist duo Bleach & Concrete Savage and solo-thief High-Rise. (9 total NPCs)
- No new rules. Stats/Background and Images for each new NPC.
- 02/04/11 (if it's one of the chosen 3)

Posted: Fri Jan 28, 2011 3:30 am
by BASHMAN
Honestly, I'd love to see some more fan written adventures. Many of you have run awesome games for your friends- why not just type it up?

I can honestly say that I have already seen Mr. Jupiter's article and like it alot.

Posted: Fri Jan 28, 2011 3:48 am
by kevperrine
BASHMAN wrote:Honestly, I'd love to see some more fan written adventures. Many of you have run awesome games for your friends- why not just type it up?

I agree. That'd be great! I'd almost say it would be very fun to have an adventure each issue. Have the "normal" BAM! issue, then a 2-6 page (or so) addendum adventure added on - complete with a neat cover and maps, etc... Sort like the old V&V or Marvel SuperHero RPG modules.

That said.
BASHMAN... (or anyone with suggestions) sometimes it's not as easy as "type it up". I've actually talked to a few folks about their BASH! games and writing up an adventure (even after running it) is harder than it seems.
Many Narrators have a kernel of an idea for a villain and their adventure, then GO with it - ad libbing alot of the details.
Many times the details will be directed by the powers or choices of the specific players at the table.

I mentioned in another thread that I was working on distilling down a "format" for almost a "plug-n-play" module writing form. I'm referencing a half dozen different companies and adventure/module/encounter formats - meaning: how chapters are arranged, how/where stats are given, what info is given for the NPCs, are there steps shown in the adventure, ideas for how a Narrator handles the chapter, etc... etc... etc...

So
My question.
Do you have any suggestions on how to format an adventure for BASH! to make a "standard" for what a BASH! adventure might become shown as? What types of info, etc...

For example - I recall you noting how you LIKED the descriptive "cut-away" scene from an Actual Play thread. And how you would keep it IN the adventure were it written.

Any other suggestions to help Narrators type up their adventures easier?

Posted: Fri Jan 28, 2011 4:06 am
by BASHMAN
To write an adventure that isn't a linear thing, you've got to:

1. Write up the villains
2. Write up the Maguffin
3. Write up why the villains want the Maguffin and what they plan to do with it.
4. Write up some complications that the Heroes may face Stopping the villains from getting the Maguffin or taking it away from them.
5. Come up with some hooks that could be used to involve the characters (being suddenly attacked by Villains is a great hook when used sparingly). This should also include how the Heroes KNOW that the villains are after the maguffin.
6. Figure out WHERE all this stuff is taking place- what various locations are likely to come up. What sort of clues are likely to pop up. What NPC innocent bystander / 2-bit hood might volunteer expository information.

Optional: Come up with a plot twist.

With this loose outline, you now can run an adventure.

And yes, you can publish modules that aren't linear in nature! You don't have to cover every contingency, etc- that's part of what being a Narrator is about (might be worth putting a sidebar regarding that at the begining about filling in the details).

Posted: Fri Jan 28, 2011 4:37 am
by TommyBrownell
BASHMAN wrote: And yes, you can publish modules that aren't linear in nature! You don't have to cover every contingency, etc- that's part of what being a Narrator is about (might be worth putting a sidebar regarding that at the begining about filling in the details).
Personally, I *love* adventures that are fairly open. I have noticed more and more adventures being produced that way, and frankly, it makes them easier to run (IMO), rather than those that are rigidly constrained to a certain "path".

Posted: Fri Jan 28, 2011 6:30 am
by kevperrine
BASHMAN wrote: With this loose outline, you now can run an adventure.

Great little outline!
Perhaps it could be added as a sidebar to this format sheet I'm working on for BASH! style adventures. I'd love to make it "feel" more custom to BASH! I need to work on it more before making it a file to use.

tell me what you think
http://bashtalk.org/modules.php?name=Fo ... =8713#8713

Posted: Fri Jan 28, 2011 11:03 am
by Samuraidad
TommyBrownell wrote:
BASHMAN wrote: And yes, you can publish modules that aren't linear in nature! You don't have to cover every contingency, etc- that's part of what being a Narrator is about (might be worth putting a sidebar regarding that at the begining about filling in the details).
Personally, I *love* adventures that are fairly open. I have noticed more and more adventures being produced that way, and frankly, it makes them easier to run (IMO), rather than those that are rigidly constrained to a certain "path".
Here-here! More open, short, stream-lined-type adventures would be great. The old V&V adventures are indeed a good example of this.

Btw, Kev, you mentioned an article proposition called Victory W/O Violence. I would really like to see this article. There is a great scene in DC's Kingdom Come where Superman confronts one of the bad guys, Magog w/o violence and Magog surrenders! In fact, as I recall he not only surrenders but repents and then becomes a good guy. In fact, Magog stays a good guy b/c he's on the JSA All Stars right now! This is a highly under utilized trope that definitely could use some exposure!

Posted: Fri Jan 28, 2011 3:34 pm
by kevperrine
Samuraidad wrote: Btw, Kev, you mentioned an article proposition called Victory W/O Violence. I would really like to see this article. There is a great scene in DC's Kingdom Come where Superman confronts one of the bad guys, Magog w/o violence and Magog surrenders!

Neat! Yeah, I remember that now.
On that topic - to give me more to research on it... can you folks think of any other comic book stories or movies/cartoons about supers that have a "Victory without Violence". I'd love to be able to reference some stories as I discuss and give suggestions on the article.

thanks
-kev-

Posted: Mon Jan 31, 2011 10:56 am
by MrJupiter
Hey Kev, your “money where your mouth is…” post was fantastic. There are so many great ideas there worth developing. Though I’d love to see them all, my top 3 picks would be:
1/ "THE LINE UP - The Parts & Positions on a Super's Team"
2/ "TEAM PACK - Campaign Level Bundles for Your Team", and
3/ "NPC TEAM - Stats/Pix for a team of supers"

To be honest, though, it could just have easily been:
1/ "GONNA NEED A BIGGER BOAT! - Bigger Than Big Adversaries"
2/ "HERO HOOKS - Mini-Adventure Hooks", and
3/ "I AM A FIRE! - Developing Disasters Into NPC Stats"
…but I just happen to be in a super-team frame of mind right now.

AslanC and I just put together one:

"HOLY DEBILITATING DISADVANTAGES – More Ways to Limit Your BASH:UE Characters"
- This small article will list a number of disadvantages that can be used to better define the faults of your supers characters.
- New rules (the disadvantages).
- Eta: Just awaiting BASHMAN’s approval.

Posted: Mon Jan 31, 2011 2:22 pm
by kevperrine
MrJupiter wrote:Hey Kev, your “money where your mouth is…” post was fantastic.

Thank you!
Since there was SUCH a flurry of replies as to which articles I should pursue... I will do my best to fit your interests in. (that's my *bummed sarcasm* to the apathy or lack of interest to help get BAM! going.... LOL)


MrJupiter wrote:AslanC and I just put together one:

"HOLY DEBILITATING DISADVANTAGES – More Ways to Limit Your BASH:UE Characters"
- This small article will list a number of disadvantages that can be used to better define the faults of your supers characters.
- New rules (the disadvantages).
- Eta: Just awaiting BASHMAN’s approval.

Wow. Cool!!
So this one's done for BAM! #6?

A thought, mostly to help get the pipeline going best for us all on a new BAM!... My thought was that as soon as an article gets put together, we could/should email it to our "editor(s)" that have volunteered for that issue. (if no editor, then as little as you and I could email them back and forth)
The point... editing and idea development. Sending back and forth a few points and questions. Once or twice. Then... once that (quick) step is through.
Then we send it to BASHMAN for approval.

My thought is two-fold here.
a. it advances the idea a little more before "finishing"
b. it edits up all the grammar and rule bits

Before BASHMAN needs to read it, to allow him not to have to "waste" time suggesting editing things as much.

Then, lastly.
I was thinking (and asking) ... I think it would be super awesome to not only have BASHMAN put his "stamp of approval" on the article.
But also ask if he could give a short 1-3 paragraph "Narrator's Commentary" from his (the creator of BASH!) point of view on the article.
Any things he would change (that the original author didn't) or his additional ideas/suggestions, or even notes about bringing a rule/point into the canon of Megapolis.
Maybe even an updated stat bit on a Megapolis character or whatever if it applies. (ie. which character(s) any of your DISADS might be added to in Megapolis)


On this article...
I would be happy (if you'd like my thoughts) to read and toss you a few thoughts/questions, if I have any, on this article.

I would like, and planned to, ask for your (and other) opinions and editing when I complete my ideas.


That said.
I will "pledge" to complete one or more of my articles tonight sometime and send it to you (if you want MrJ) and anyone else that wouldn't mind helping with editing this issue!

Lastly.
I read in another thread, BASHMAN noted that you (MrJ) have an article ready on Orbital Bases and such? It that ready for BAM! #6?


Awesome fun!
We have less than a week to HIT the "deadline" that I (arbitrarily) set for getting BAM! #6 articles in - to begin editing. Then next week for layout.
That's the schedule I posted that "countdown date" on the BAM! Fanzine Factory wiki about 2 weeks ago for an agressive first test run at we fans putting the articles together for BASHMAN...
So... technically it "means" nothing. But it'd be great to follow if possible.



Any thoughts anyone?
Can anyone else PLEDGE an article this week?
Even a short one??


-kev-