Saker wrote: How does the draft text represent what you are doing?
Not sure what you're asking here? Clarification?
Saker wrote: I want the majority of the living campaign issues to be written at an “Issue Scale” of 30 points. Any exceptional issues will add or subtract hero points from 30.
First. To be clear - "ISSUE SCALE" is my phrase, based off an extension of the RAW that I feel is more appropriate to give PC-Heroes more accurate value of Hero Points each Issue based on the current threat vs. their Character Point Value.
To use RAW wording.... Technically there some Keywords you might want to consider (in bold) and use to clarify character creation rules:
"CAMPAIGN SCALE"
The Campaign Scale is the point value (20-60+ pts) that represent the style of the comic book supers campaign you'll be playing:
Mystery Men (0-20 pts)
Street Level (21-25 pts)
World Class (26-40 pts)
Cosmic (41-60+ pts)
This number suggested, gives the players an idea of how to build their PC-Hero on the average of how many points to spend overall, how many suggested by RAW to spend in Stats & Powers. This is assumed that MOST villains built by the Narrator will be a good challenge/threat to any PC-Hero in that range. Also, it can be assumed that any non-villain threats - such as Extended Check threats, like defusing a bomb or environmental events like an Earthquake or even general skill checks in each Issue will be in-line with something a PC-Hero built at that Character Point Value can make.
"CHARACTER SCALE"
The Character Scale is the recommended "Character Point Value" in which the Narrator of the campaign tells players the overall campaign will be.
Each player will make their PC-Hero with, by BASH! RAW, theoretically ANY amount of Character Point Value they want, regardless of the Campaign Scale.
So a Narrator might say... "Our campaign is a Street Level campaign." Therefore the Narrator is suggesting each player build their PC-Hero somewhere near or between 21-25 pts. on the average.
What the Narrator is saying is that EACH Issue played will generally have threats that are built with points (ie. the Villain's Character Point Value builds) or event threats that will be challenging and fun for any PC-Heroes that are made with 21-25 pts.
Even so.... I might want to make a more powerful PC-Hero, so I might make my character with 33pts. If the Narrator is okay with that (I would be!) that means that on the average EACH Issue I play with my 33pt. PC-Hero I'm most likely to have "Personal Setback Points" awarded to the Narrator to USE against my PC-Hero during each Issue (that refresh each Issue!).
So that means if we have a PC-Team, For Example:
- urbwar's PC-Hero [20pts]
- Saker's PC-Hero [24pts.]
- AslanC's PC-Hero [25pts]
- kevperrine's PC-Hero [33pts]
If BASHMAN is Narrating the Campaign (that he's told us all will be a Campaign Scale of Street Level (21-25pts), generally by the RAW my PC-Hero will be giving BASHMAN 8+ Setback Points to use against my PC-Hero each Issue.
My style of Narrating does the EXACT same thing, except I suggest the overall Campaign Scale (as above) and then at EACH game session I say "this Issue is an ISSUE SCALE at 27 points!"...
Meaning in addition to the Standard Rule that every PC-Hero gets 1 Hero Die to start each Issue:
- urbwar gets 7 extra Hero Points
- Saker gets 3 extra Hero Points
- AslanC gets 2 extra Hero Points
- kevperrine gives the Narrator 6 Personal Setback Points
All of this is either defined of eluded toward on p.3 of the RAW.
"The Character Point Value is determined by the scale of the campaign." [--BASH! p.3]
Saker wrote:I am really interested in your experience of issues that you have run at that scale. How big are the bad guys? How many are there? How do the heroes face them in the issue: solo or gang? I need a better feel for “Issue Scale.”
Honestly.... GameMastering a superhero RPG is one of the most challenging effort in GMing. Why? Because you see a player build a PC-Hero with BASH! (or any system) with a solid point value - and have a PC-Hero that is very competent. Then you can have a second player that builds a PC-Hero with the SAME total Character Point Value and the character won't be able to hold their own in anything.
A great true comic book superhero example is Marvel Comics old NEW MUTANTS title. Consider:
Saker plays: Sunspot [25 pts]
urbwar plays: Cannonball [23 pts]
AslanC plays: Magik [28 pts]
kevperrine plays: Cypher [24 pts]
At first glance, no problem right? While the game can STILL be fun (if you have the right group) anyone that knows the New Mutants title and those characters will know that while Cypher might be built in the middle of the pack Character Point Value in points (due to his need for some powers and many skills and advantages) even a character like Cannonball (who is a VERY simple cheap build) will be way way more "combat/action" effective. And other characters like Sunspot will be very "combat/action" effective even on a solid point build budget. Then a character like Magik may be almost over-powered for the group (she ended up taking on all of them as a villain multiple times).
Point being... to try and answer your question. Really I'd suggest the Narrator doing a few things.
- look at PC-Heroes in the Character Point Value you're setting your campaign. Look at their potential for: reasonable Stat ranks, number of Skills, and possible modifiers for Power Rank Levels.
- how do those values figure into Skill or Power checks? How do those values balance with the NPC Villains you plan to have in the campaign?
After that... it's getting a feel for how the overall game plays. As for numbers of Villains (or threats in action), having closer to equal threats to the number of PC-Heroes will make how you built your Villains (their Character Point Value) easier to match to the same level of the PC-Heroes.
If you have alot less (or just one) Villain to face, that villain might be better served to have 3-10 points built HIGHER than the most expensive PC-Hero, not to mention considering having powers/abilities that allow for effect with dealing with heroes on a multiple level (such as taking ranks in Super Speed to have more actions for one Villain to face 4-5 PC-Heroes, al la: Magneto vs. X-men).
I then set my ISSUE SCALE at or near the value of that primary threat or an average of the villain team or if I have multiple threats planned in action/combat, I may take that number +5 or something.
It's honestly a feel for the game at this point. You can do your planning and due diligence to get an average of where your Campaign Scale suggestion (and each Issue Scale) should be, but in the end it's a SOFT CAP to consider. No threat will be exact to give an exact number.
That said.
Being a superhero is COOL!! And it SHOULD BE!!
So having MORE Hero Points than less is always okay. Then again, if you have a PC-Hero that is above the suggested Campaign/Issue Scale - you ALSO want to consider the "need" to set Setback Points for them, because not paying attention to that will break the balance (and fun) of the Issue for the lower level PC-Heroes no matter how many Hero Points they got.
I (personally) need to learn to USE my Setback Points more/better when Narrating BASH! I forget all the time.
Saker wrote: Second, it may not seem like it, but I have read the book a couple times.
hehe.... apologies Saker, if I gave the impression I thought you haven't. Sincerely. What I would say is the BASH! rules are fun, but there are many (some very important) rules that are *hidden* in the text in various places.
You can read through the rules a half dozen times, but (as many of us do) if you literally don't read each section LOOKING for a potential "rule changer" sentence, you can miss it.
I only know this because of the way I "read" the rules. I can say I've probably never sat and read the BASH! rules cover to cover. I've probably never even read a single full chapter in one sitting.
What I do do... is read a rule, digest it, then do a PDF search for any keywords of that rule quickly. I literally did a keyword search for "HERO DICE" (and Hero Points, Setback, Villain Dice, etc...)..... that jumps me to every paragraph, that I can scan to see if it's necessary to interpret additions to the rule I'm reviewing.
In a shorter RAW like BASH! it's fairly quick and very helpful.
So yeah...
I'm not saying I've read the rules more than you, or that you haven't. I'm just noting that some of the way BASH! RAW is written makes for finding some rules challenging.
Which (from interpretting many RPGs) I don't take for granted anymore. Which is why I love having a PDF copy of the rules for any game I want to play. Just too helpful.
-kev-