NunoXEI.com NunoXEI.com
rulu ruru

post Superlink Review: DEFCON 1 by Adamant Entertainment

December 5th, 2008

Filed under: Entertainment, Geekdom — NunoXEI @ 4:25 am

Publisher: Adamant Entertainment | Author: Mike Lafferty | Pages: 84 | Year: 2007
Adventure: 5 (Awesome) | Substance: 5 (Awesome) | Art & Layout: 3 (Average)

Defcon 1 is an M&M Superlink supplement covering all that’s needed to run Eastern and Western Block heroes in a Cold War setting. This supplement allows players and GMs to decide whether they want to play in the actual Cold War or whether the Cold War is now behind them (but not quite forgotten).

Mike Lafferty does an absolutely tremendous job at making this supplement easy to read and implement without much confusion on the part of any players not familiar with Cold War events. The characters are all very dynamic from a design perspective allowing them to be used as allies, enemies, good guys, bad guys, complications, buddies… I know it seems like I’m repeating myself with these words but what makes an ally doesn’t always make a buddy, what makes a bad guy doesn’t necessarily make him the enemy, etc. Trust me Lafferty does a much better job of making this all straight forward and easy to incorporated into any game.

The introduction story alone sets up the perfect example of what I tried to describe above. The Texan cosmic defender (I know that alone is awesome right… picture it, the guys language is perfect too) get caught up in a city fight with a giant robot until a duo of Russian supers come in and take down the robot. A bit of back and forth happens until Lone Star’s temper causes him to blast the Russian tank in classic four-color comic book fashion where two heroes have to brawl before they end up working together. Awesome.

Section 1: Roleplaying Concepts

All the examples in the book could be great additions to any Superlink game. After describing a concept, the book gives complications, scenarios and nicely backs up each with a couple movie references and comic industry counter parts.

It goes into further details and examples for “Story-Arcs”, “Plot Twists”, and by far my favourite concept, the “Thought Bubble” moment. These moments are prevalent in comics so why not in a comic book inspired roleplaying game? There is a lot of room for metagaming that could weaken the benefits from this roleplaying opportunity. If you can strip your character’s thoughts from your player thoughts, this could add a new layer of entertainment to your gaming session.

Section 2: The Characters

You may still be wondering how a group of players can make US, British and Russian heroes and use them in the same team? That’s what this section breaks down. The keystone to the whole thing coming together is an international security group called UNMSF (United Nations Meta Security Force). Think of them as something like the Security Council with a little mix of United Nations.

Even this group is not without being used with some of the spice mentioned in Section 1. For example, it was common during the Cold War era for governments to post their heroes into the USMSF in order to spy on opposing forces.

First up are the Soviet (or Russian… I go back and forth because it depends on whether you’re playing in the historic setting or in modern times). The book gives some suggestions for Russian phrases, quotes and suggested battlecries.

The character roll follows detailing five Eastern Block characters and seven Western Block characters. They can be used as characters or non-player characters, with options suggested for how to use them as either. Each entry provides a Shtick, a Twist, a Hook, a Scenerio and/or a Complication (mentioned in Section 1 as new concepts to spice up the roleplaying element of your game).

My favourites: Red Hammer. Imagine a Russian old time hero with the scepticism of Nick Fury, the patriotism super-soldier status of Captain America or loyal dedication of Superman, with a demonic connection to Hell’s grasp like Spawn. Except Russian. Great stuff can come of a character like this, as a player or an NPC to move along a campaign.

Second runner up is incidentally Red Hammer’s counterpart… kind of. John Bull is a British hero who went under the same Nazi super-soldier process as Red Hammer. The process wasn’t duplicated correctly and he was the sole survivor, mutated to take on the appearance of a minotaur. The fact that he’s a recluse and paints and gardens on his time off just won it for me. Once I saw the image of him with his stolen Nazi electro-mace, I knew he’d be the Western favourite.

The best addition to this list is the Plot Hook. Six characters have Hooks meaning you have yourself six mini sessions to take up an evening of play.

Session 3: Mini Adventure

The next 30 pages are dedicated to a mini adventures that brings the whole book together and sets itself up as a catalyst for players to continue in this kind of setting if they wish.

A feature I found unique was the way the “action items” of any particular part of the adventure were laid out cleanly for the GM to follow and inject into their game. Things like providing Roleplaying Scenerio (Section 1) opportunities for players to enter into pre-formulated Shticks, Complications, Roleplaying Opportunities, etc.

The adventure doesn’t follow a rigid plan. In a superhero game, more than traditional fantasy (in my opinion and experience) it’s difficult to put any expected actions into a strict formula. Super powers are so random that fluidity in the adventure design is just as important as the variety of objectives that exist to take up an evening of play (or multiple evenings). This mini-adventure provides such scenarios that flesh out a scene as a stepping stone into the next section.

Encounters also provide scaling options for teams that are made to walk all over particular encounters. These are well described and easy to implement. In some instances more setting related sidebar content is added, sometimes connecting adventure bits to the characters described in the Characters section. This helped unify it all once again into a cohesive product.

Appendix I and Appendix II detail The Ice Palace, a Nazi base hidden in the cold regions of Antarctic, which is mentioned in one of the adventures and includes a map.

Conclusion

Final thoughts… Buy the book! I have taken some time off roleplaying in general but this book made me want to either play M&M again or jump back onto City of Heroes and play one of my “flag heroes”… American Eagle, Northwind (Captain Canada), Manowar (Portuguese)…

The only place this book didn’t completely win me over was the art and the use of old propaganda pictures. It wasn’t that either was bad, I just never felt they kept a uniformity over the entire product. The design of the book is very simple and clean which makes it a fast and east read, I can’t really complain about that. I’m just a very visual person. But the art aside, the content was just golden and did enough for me to visualize my own take on the setting which was good enough for me.

Buy at RPG Objects.com

Share and Enjoy:
  • Twitter
  • Facebook
  • del.icio.us
  • StumbleUpon
  • Mixx
  • Digg
  • Reddit
  • MySpace
  • Tumblr
  • email

Related Posts




5 Comments »

  • Good review mate, have to agree on most of the points… although “average art!!!”
    But I am a little biased as I was responsible for the cover and some of the interior character images (seriously though, excellent review and part of being an artist is resonding to comments and crits) Nice to see owner published PDF’s getting the reviews they deserve.

    Comment by Jon gibbons — December 6, 2008 @ 9:15 am

  • @Jon That grading is not fair to the artists at all! For an indie product the art is 4/5 in my mind. It’d be more fair to label “Art” as “Design” perhaps… I just wasn’t a fan of some of the public domain war images mixed in with the illustrations–I think it took away from some of them.

    The cover is great by the way; I think it captured the content of the book excellently! Patriotic flag heroes looking at eachother tensely with a mysterious Nazi villain looming in the shadows–just great!

    As an artist myself I could write a review on each piece of art itself trust me :) . Even if some art doesn’t please me I could most probably explain why and not just say “I don’t like it” or “I think it’s crap”. Many “critiqueres” leave me perplexed sometimes with these kinds of statements.

    Perhaps I may add to the review above to take this angle into consideration though, out of respect for artists like yourself who may be looking for more than the undescriptive grading of 3/5 for Art in this review and may actually be interested in more of the whys behind the score!

    Comment by NunoXEI — December 6, 2008 @ 12:35 pm

  • @NunoXEI, thanks mate. Mike Lafferty is a pleasure to work with and always gives great scope to the artists he commissions. But you have to consider that art in a book is always pressured by the art budget. It can be frustrating for an artist who gets a job for some of the art to be included in a book but who has no input into the actual layout & design of the book.
    Nice website by the way!!

    Comment by Jon gibbons — December 7, 2008 @ 8:27 am

  • Nuno -Thanks again for the review.

    Jon – thanks again for the great work you did on Defcon – and I hope to work with you more in the future.

    Regarding the art and use of the public domain propaganda art: With Defcon 2 things were very important to me

    1) Not to use the same artpacks from RPGnow that a bunch of Superlink publishers have (arguably) overused. This meant I had to commission original art – and Mr Gibbons, Jacob Blackmon and Steff Worthington did a great job IMHO.

    2) Having a visually interesting book -ie I wanted to avoid the pages of unbroken text that you can sometimes see in longer pdf products. Unfortunately, my ability to commission art was constrained by time and budget – (or there would have been a lot more original art in there.) So – using a lot of public domain art that fit the theme was the solution.

    It wasn’t an ideal solution – but it seemed the best one I had.

    If I could do it over, I’d probably break DEFCON1 into two or three shorter books (A couple of character packs and a related adventure.) This would have been better from a marketing point of view (shorter books sell better and generate sales for other books in the line) AND (back on topic) would have given me more time and money to commission more original art to get the look that I really wanted for the product.

    It was my first creator-produced project. Live and learn as they say.

    Currently – I’m considering a couple of DEFCON1 related releases (short adventures chiefly, but possibly another character pack) – -I might have a chance to try that approach instead. Fingers crossed

    Comment by Mike Lafferty — December 7, 2008 @ 4:48 pm

  • @Jon Totally understandable and makes perfect sense.

    @Mike I actually commend you for the choice of filling the white space with the propaganda stuff. It was a better alternative than pure text over load.

    I for one am one of the people who think the art packs have contributed to a little over saturation in the design space that turn what could be average or above average indie books look and feel like under-par quality additions to the Superlink product cluster. (Even if they ARE above average or excellent — it’s a first perception situation).

    That being said, you made GREAT artist choices and I hope they see more work from you again in the future (and other publishers).

    It retrospect there are always things we wish we could have done differently (I have a closet full on non-disclosed projects myself with their own reasons for failing to reach the public). I do think DEFCON could have held its own as a multi-supplement. You are a great creative concept writer and I’ve been a fan of your work since 6th Seal (http://www.nunoxei.com/2007/10/10/superlink-review-the-6th-seal-by-adamant-entertainment/).

    I really do have high hopes for your projects and any reviews I can give for your products to spread the word are my pleasure. I have utmost respect for any indie publisher out there that take a product right to the end given their means–it’s a valuable attribute to have and for every indie creator to strive for (including myself)!

    Comment by NunoXEI — December 8, 2008 @ 2:21 am

   RSS feed for comments on this post. TrackBack URI

Leave a comment

« Back to text comment
ruld rurd
Powered by WordPress, "XEI With Style" theme designed by NunoXEI. XEI Dog logo, The Lowdown,
Republic Domain, The Green Rocket, The World of Hellmouth, Super Samurai are © Nuno Teixeira (XEI) 2008.