This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

[ICONS] So...did anyone else preorder?

Started by Tommy Brownell, May 18, 2010, 08:21:42 AM

Previous topic - Next topic

Mostlyjoe

Been playing ICONS for a few weeks now and I'm loving it for fast play. I've noticed that sometimes it becomes a bit overpowered (HA!) when trying to gauge success/failure. It takes a cool hand as a GM to call if giving max successs on all situations. (ie. PC's beating the difficulty by a lot and over doing things, etc.) But beyond this low fidelity, combat is really fast. Really fast.

Daedalus

My FLGS has a copy of ICONS and I picked it up and seriously considered buying it.  When I saw it was based on FATE I put it back down.

I guess for my superhero fix I will wait for M&M 3 to be published

Silverlion

Quote from: Daedalus;397175My FLGS has a copy of ICONS and I picked it up and seriously considered buying it.  When I saw it was based on FATE I put it back down.

I guess for my superhero fix I will wait for M&M 3 to be published

It's not really based on FATE, it has a few items stolen from it, but its about like saying FATE is too related to AD&D to pick it up.
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

Tommy Brownell

Quote from: Silverlion;397178It's not really based on FATE, it has a few items stolen from it, but its about like saying FATE is too related to AD&D to pick it up.

This.

And honestly, after reading the M&M 3 rules as they appear in DC Adventures, there's a REAL good chance you were never ICONS target audience, if that's what you're holding out for, Daedalus.
The Most Unread Blog on the Internet.  Ever. - My RPG, Comic and Video Game reviews and articles.

Tommy Brownell

Really, it's Marvel Classic, just simplified and with player defined Advantages and Disadvantages added in.
The Most Unread Blog on the Internet.  Ever. - My RPG, Comic and Video Game reviews and articles.

Soylent Green

I ran my first Icons session yesterday.

Like the guys said, it's much more Marvel Super Heroes (FASERIP) than Fate. In fact it is shamelessly like MSH, virtually a retro clone.

It think it improves on MSH in a few important areas.

The powers in Icon are better packaged which is really important if you are going to roll for them randomly. For instance instead of just having "Water Breathing" as a power (score!) Icons has Aquatic which is much more rounded.

The basic resolution mechanism in Icons is not as wildly random as it was in MSH. Even a very competent character (Incredible) still has like 30% chance of failing on a routine roll. Without lots of Karma I'm not sure the colour coded charts of MSH would be playable.

MSH, by default has a very flat difficulty scale. In most instance you just need to roll a "Green" to succeed which leads to the common criticism of MSH which is that, all things being equal, it's as just easy to hit Aunt May as it is to hit Spiderman. In Icons variable difficulties are a core part of the action resolution - it's a basic Target Number system.

One the flip side, although I really like games in which the GM is not required to roll dice, I think this is one game in which this is not such a great idea. You have to mentally reverse the equation for Stuns and Slams depending on whether its for a PC or NPC and it leaves you nowhere with NPCs with powers fuelled by Determination Points.

Challenges, as written, are a mess. There is just too much of a grey area between when a challenge in play is truly acting to the detriment of the character and when it is just  business as usual. Likewise it can be hard to call when is it a new instance of a Challenge in play or just continuation from the previous scene. Frankly in all the examples (from the published stuff and Actual Play) you can see there is zero consistency in how it's applied, with GM's frequently forgetting about it in the heat of the moment, all of which is made even less consistent by the notion of "temporary Challenges".

Essentially Challenges act as a licence for GM fiat. The thing is, if your group is okay with GM fiat, you don't need a licence, if its wary of GM fiat, this ain't going to wash.


But overall it's good fun. Andd, unlike a lot of new games, Icons seems very tweakable. I think it lends itself to house-ruling and mods in a way that doesn't break the rest of the game. So if you wanted the GM to roll for NPCs, replace Stamina damage with Fate Stress Tracks or get rid of Retcon use of Determination Points and the core game would still hang together nicely.
New! Cyberblues City - like cyberpunk, only more mellow. Free, fully illustrated roleplaying game based on the Fudge system
Bounty Hunters of the Atomic Wastelands, a post-apocalyptic western game based on Fate. It\'s simple, it\'s free and it\'s in colour!

Silverlion

Quote from: Soylent Green;397213The basic resolution mechanism in Icons is not as wildly random as it was in MSH. Even a very competent character (Incredible) still has like 30% chance of failing on a routine roll. Without lots of Karma I'm not sure the colour coded charts of MSH would be playable.

MSH, by default has a very flat difficulty scale. In most instance you just need to roll a "Green" to succeed which leads to the common criticism of MSH which is that, all things being equal, it's as just easy to hit Aunt May as it is to hit Spiderman. In Icons variable difficulties are a core part of the action resolution - it's a basic Target Number system.


My problem with that is Determination is even stingier than Karma as written, without taking challenges. It kinda hosed the advantage of "less" random with the "less karma/determination" a bit. Sure you'll rolls will be more consistent, but that means if you fail anyway, there is less of a wild shot to get out there as well.


I'd probably done a more traditional 2d6 system, but that's me.
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

Soylent Green

Quote from: Silverlion;397216My problem with that is Determination is even stingier than Karma as written, without taking challenges. It kinda hosed the advantage of "less" random with the "less karma/determination" a bit. Sure you'll rolls will be more consistent, but that means if you fail anyway, there is less of a wild shot to get out there as well.


I'd probably done a more traditional 2d6 system, but that's me.

Yeah I worried about the low amount of Determination too particularly as I don't consider the Challenge mechanics all that sound. We were lucky because both players rolled character with 3 starting DPs.

I had considered house-ruling so that the Challegnes just become roleplaying background information but with not mechanical ties and instead give the players 2 extra starting DPs. They chose to go for the other option of self-compels I outlined above. Predictably one player was more players was more brazen about playing up his Challenges to gain DPs than the other. It's just not a good mechanic.

As for dice, actually I very tempted to go back to FUDGE dice.

But the important thing is the game itself was very good, the characters really clicked and there was a really good vibe. We played half of the introductionary scenario at the back of the book, which I though might suck but actually it makes for a good, flexible framework to embelish on.
New! Cyberblues City - like cyberpunk, only more mellow. Free, fully illustrated roleplaying game based on the Fudge system
Bounty Hunters of the Atomic Wastelands, a post-apocalyptic western game based on Fate. It\'s simple, it\'s free and it\'s in colour!

Soylent Green

Another mad idea that had occurred to me is to double the amount of DPs, but also double the cost for certain things (for instance pusing DP to power Wizardry and possibly for Retcons). That way you get more DPs to play without necessarily breaking the game.

But I've not really though this through. There is something about the game that makes it (in appearance at least) easy to tinker with. But I'm going to try to play it as writtne a bit longer to make sure I really understnad what's under the hood.
New! Cyberblues City - like cyberpunk, only more mellow. Free, fully illustrated roleplaying game based on the Fudge system
Bounty Hunters of the Atomic Wastelands, a post-apocalyptic western game based on Fate. It\'s simple, it\'s free and it\'s in colour!

Tommy Brownell

http://bit.ly/bU7GBb

April O'Neil, Splinter, Baxter Stockman and Krang!

Plan for next week is Casey Jones, Leatherhead, Slash and The Rat King...
The Most Unread Blog on the Internet.  Ever. - My RPG, Comic and Video Game reviews and articles.

RPGPundit

From all I've seen it looks to be very much FATE, only a particularly old-school orthodox kind of version of FATE.

RPGPundit
LION & DRAGON: Medieval-Authentic OSR Roleplaying is available now! You only THINK you\'ve played \'medieval fantasy\' until you play L&D.


My Blog:  http://therpgpundit.blogspot.com/
The most famous uruguayan gaming blog on the planet!

NEW!
Check out my short OSR supplements series; The RPGPundit Presents!


Dark Albion: The Rose War! The OSR fantasy setting of the history that inspired Shakespeare and Martin alike.
Also available in Variant Cover form!
Also, now with the CULTS OF CHAOS cult-generation sourcebook

ARROWS OF INDRA
Arrows of Indra: The Old-School Epic Indian RPG!
NOW AVAILABLE: AoI in print form

LORDS OF OLYMPUS
The new Diceless RPG of multiversal power, adventure and intrigue, now available.

Mostlyjoe

Quote from: RPGPundit;397556From all I've seen it looks to be very much FATE, only a particularly old-school orthodox kind of version of FATE.

RPGPundit

That's the best assesment of it I can give too.