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  • About USP
    • Welcome to USP
    • Current and Former Cast
  • Shows
    • Born of Rage
      • Characters
    • Carousel of Fear
      • Characters
    • City of Destiny: Emerald City Knights
    • Freedom League Dark
    • GemStars
      • Characters
    • Grave Circumstances
      • Characters
    • Heroes of Tomorrow
    • Guardians of Haven
      • Characters
    • Limited Series
    • The Order of the Penrose Triangle
    • Netherwar
      • Characters
    • Something… Something… Dragons
      • Characters
    • Something in the Dark
    • Story Forge
    • Tales of the Finest
      • Characters
    • Titan City Chronicles
      • The Lost and the Forgotten
        • Characters
      • Operation Torch
      • Bayside Murders
      • The Jordanow Mystery
    • Treasure of Vault 23
  • Blog
    • Game Theory
    • State of USP
    • Vignettes
    • NPC Spotlight
    • RPG Industry Updates
  • Merchandise
  • DriveThruRPG Affiliate Link
  • Patreon

Alexander Thomas

USP 2022 Year End Review

January 5, 2023 //  by Alexander Thomas

USP 2022 Year End Review

Hello heroes!

I hope this message finds you well wherever you may be out there in the world. Somehow another year has already come and gone and we’ve accomplished so much. I am so proud of our team’s hard work and triumphs this year and I am eternally grateful to all of you who tune in each week, join our games at conventions, and support us in so many other ways.

2022 has been a growth year for us here at USP as we’ve added more members to our core team and expanded into physical gaming events. I just want to highlight some of the accomplishments that I’m most proud of from the last year. I’ll present them below in no particular order:

  • The expansion of our shared Earth-Prime Universe! We wrapped up the first seasons of our NetherWar and City of Destiny games and added the Guardians of Haven and GemStars to the mix, bringing our total games in one shared continuity to four. We’ve had multiple successful crossover events throughout the year and I can say we have some exciting plans on the horizon for our heroes of the Freedomverse. We’ll be increasing our collection of USPEPTTU campaigns with some returning hero teams and some new shows, but we’ll save that for another post
  • Origins, Gen Con, and PGX 2022! Holy cow we had our first physical convention appearances, where we ran over twenty events for mostly sold-out tables. I even got to lead a panel about superhero RPGs at PGX as an industry guest, which was a first for me and a wonderful experience. It was so amazing getting to game with some of you in person as well as spreading awareness about our channel and our mission here at USP. We will be back to these conventions in a big way this year and we would love to see you all there! (Psst we’ll be running a 25 person mega event for Mutants & Masterminds at Origins this year that you’re not going to want to miss. Hades is going to be there and everything!)
  • Game Systems Galore! We showcased a BUNCH of new systems on the channel this year. Part of our mission has always been to shine a light on RPGs that don’t get the love and attention that they deserve and I think we really showed up for that this year. We featured Low Life, Lancer, Power Rangers, Alien the RPG, Honey Heist, Deadlands, Cthulhu Awakens, Marvel Multiverse RPG, Modern AGE, along with our tried and true Mutants & Masterminds. We also had a bunch of new GMs on to share their stories and I look forward to continuing this trend in 2023.
  • Trevor Project Fundraiser! This is my favorite accomplishment of the year! Our team banded together for a weekend long stream during which we raised $500 for The Trevor Project. We played so many games, hosted interviews with several industry professionals, and really banded together to do something truly good in the real world. This truly felt like a culmination of everything we wanted to accomplish when we set out to found the Untold Stories Project. We have always believed that gaming is for everyone and that it is a place where people should be free and safe to express themselves honestly and the compassion all of our donors shared truly blows my mind. Thank you to everyone who made that possible!
  • USP Patreon! The last thing I’ll mention in this list of accomplishments is the founding of our USP Patreon! We wanted to create this as a way to connect with the people who support us most and as a way to thank them with exclusive content. We’re still navigating exactly what that looks like, but we intend to increase our presence there in 2023. We are cooking up lots of fun surprises for the people who support us there and we would love to see you there!

As for the first quarter of 2023, I am happy to report that we are going to be continuing strong. I’ll go ahead and break down what will be happening on our weekly programs over the next couple of months:

  • Mondays: We will be finishing the Silenced Night holiday special for the first few weeks in January, then we will be taking a month off. I’m going to explain why in a separate blog post in the next couple of weeks, but I feel like I need to recharge and have some time to write what is coming next. And what is coming next is…Freedom League Dark Season 1 (or NetherWar Season 2, we’re still working on the title.) Our Monday night heroes will be returning to the familiar shoes of Centuria, Resonant, Bowman, Mortis, and… maaaybe Overdrive. I don’t know he seemed pretty retired when we last left our overpowered speedster. All I can say is Kevin will be there for sure. Our heroes will be delving into the dangers of the multiverse to heal the damage caused by Una and stop their former ally, Eldrich, from causing pandemonium in the DC, Marvel, Titan City, and various dimensions of Earth-Prime. This is going to be a long series and will feature a lot of guest stars and a litany of changes to my current GM style. I’m excited to see how it all shakes out.
  • Tuesdays: GemStars will be continuing in the Tuesday night slot, and I know Wiccy has some killer things in store for her players that are going to tie the GemStars even further into the main story arc of our shared continuity.
  • YouTube: One of the things I want to accomplish during my month off of GMing is filming some more short-form RPG advice videos, some Story Forge videos, and generally dipping my toes into slightly more snack-sized content for our channel. Please let me know if there’s anything in particular you’d like to see me tackle as a subject!

Thank you again to everyone who has supported us this year and to the entire USP team for continually pushing us onward and upward. You all work so hard to make this nerdy corner of the internet everything that it can be. I am so impressed with your creativity, passion, and talent, and I am glad I get to bask in the light of your efforts. 2022 was an amazing year and I cannot wait to see what we accomplish in 2023!

Category: State of USP

Rectangles of Romance

September 15, 2022 //  by Alexander Thomas

Rectangles of Romance

Hello heroes! I have some special shapes for you today! As you may remember Oggrus and Gruk recently exchanged mixtapes with the Moon-Moon Twins, one commemorating a possible new romance and one signifying that perhaps friendship was still a possibility. They both feature some excellent Earth music that celebrates their variety of emotional states and I’m excited for you all to get this fun snapshot into their lives. Hopefully this won’t be the last rectangle Oggrus gives Elara…

Oggrus’ Rectangle “For the Queen of the Dark Side of the Moon”

https://open.spotify.com/playlist/6KgzuKE2x1hgkVEqmWKXr9?si=ce1e389a4dd34547

Special shoutout to Deuce for lots of great song suggestions for Oggrus!

Gruk’s Rectangle “She Said She’s Gotta Frakkin’ Boyfriend”

https://open.spotify.com/playlist/29ZtoetZxGvP7AjaN69uLd?si=b0c69028cf834c86

Category: Vignettes

Bear Beaus’ Bee Bash Bliss Battered by Bad Bears

August 25, 2022 //  by Alexander Thomas

Category: Vignettes

USP Origins Events!

May 19, 2022 //  by Alexander Thomas

USP Origins Events!

Hello heroes! Origins event registration is quickly approaching and our GMs are deep in final preparation for their events. We are so excited for the chance to play with all of you. To help you find us, I have compiled this rough schedule of our events so you can find the Untold Stories Project’s Games when registration goes live this Saturday, May 21st! I’ve laid our schedule out chronologically and have included event descriptions/GM as well. I’d also like to take a moment and recommend any of the events being run by Matinee Adventures. That is the group that Alex and Andy usually GM for at Origins and they are all truly skilled GMs. Some of them are alumni of our channel, including Laura who ran our East Texas University series and Paul who has been a wonderful Daedalus for us. You can’t go wrong with any of Matinee’s games!

Wednesday

12:00 p.m.

Crash Pandas: Trashtown Blitz
  • Synopsis: Players are a group of street racing racoons out for glory by working together to drive a car and win a street race in this game of cartoon hi-jinks and ridiculous shenanigans!
  • System: Crash Pandas
  • GM: Wiccy

1:00 p.m.

The Shepherd’s Burden
  • Synopsis: You’ve tried to reinvent yourself over the course of your high school career, but is the Senior class trip your last chance? And if so, what happens if you don’t like who you become?
  • System: Things From the Flood
  • GM: Andy

6:00 p.m.

Pop Kartz
  • Synopsis: Funko Pop Ridez battle it out in a Mario Kart style race through Pop! Town.
  • System: Custom (based on Gaslands)
  • GM: Wiccy
Rocketeer Corp: Valley of the Red Gates
  • Synopsis: The Rocketeer Corps stands ready to lend their aid in defending the world from the Axis. Allied Intelligence has sent the Corp to Southwest Poland to investigate reports of the Thule Society having taken up residence in the area.
  • System: Hollow Earth Expedition
  • GM: Andy

7:00 p.m.

Gotham City Misfits
  • Synopsis: Killer Moth has brought together the ultimate crew of Gotham villains to pull off the heist of the century…
  • System: Mutants & Masterminds
  • GM: Alex

Thursday

8:00 a.m.

Before the Magic Kingdom
  • Synopsis: The heroes of Disney films (in the bodies of ordinary teenagers) must travel back to before the park opened to ensure that the Magic of Disney survives until the present.
  • System: Mutants & Masterminds
  • GM: Aaron

10:00 a.m.

Crash Pandas: Trashtown Blitz
  • Synopsis: Players are a group of street racing racoons out for glory by working together to drive a car and win a street race in this game of cartoon hi-jinks and ridiculous shenanigans!
  • System: Crash Pandas
  • GM: Wiccy

1:00 p.m.

Gundam Raid
  • Synopsis: Raid season is in full effect in the Gundam MMO. You and your coalition plan to win the whole thing, but something seems off with this year’s event format. A game inspired by the Gundam Breaker video game and the Build Divers anime.
  • System: Mutants & Masterminds
  • GM: Andy

2:00 p.m.

Freedom League: All in the Family
  • Synopsis: All isn’t as it seems when Zeus requests the Freedom League’s assistance in foiling his brother’s latest scheme to take over Earth-Prime.
  • System: Mutants & Masterminds
  • GM: Alex

6:00 p.m.

Hero High: Whatever Happened to the Alterni-teens?
  • Synopsis: Freshly graduated from Claremont Academy, the AlterniTeens have gone missing. Now the new class must find their predecessors.
  • System: Mutants & Masterminds
  • GM: Aaron

7:00 p.m.

The Mummy: The Mumkey Returns
  • Synopsis: Rick O’Connell and crew are called to help when mummified animals run amok at Al Azhar University in Cairo.
  • System: Mutants & Masterminds
  • GM: Alex

Friday

8:00 a.m.

Before the Magic Kingdom
  • Synopsis: The heroes of Disney films (in the bodies of ordinary teenagers) must travel back to before the park opened to ensure that the Magic of Disney survives until the present.
  • System: Mutants & Masterminds
  • GM: Aaron

10:00 a.m.

Pop Kartz
  • Synopsis: Funko Pop Ridez battle it out in a Mario Kart style race through Pop! Town.
  • System: Custom (based on Gaslands)
  • GM: Wiccy

1:00 p.m.

Mega Man (X): Fractured Future
  • Synopsis: Future and past collide when disaster strikes, threatening to destroy the entire timeline. Can the heroes of two eras rewrite the course of history before the changes become permanent?
  • System: Mutants & Masterminds
  • GM: Andy

2:00 p.m.

Titan City Chronicles: Blood Run
  • Synopsis: Vampires are roaring through 1920s Titan City, and it’s up to a ragtag band of heroes to stop them.
  • System: Mutants & Masterminds
  • GM: Alex

6:00 p.m.

Hero High: Whatever Happened to the Alterni-teens?
  • Synopsis: Freshly graduated from Claremont Academy, the AlterniTeens have gone missing. Now the new class must find their predecessors.
  • System: Mutants & Masterminds
  • GM: Aaron

7:00 p.m.

The Siege of Starhaven
  • Synopsis: Eyes from across the galaxy are focused on Starhaven, eager to make use of its citizens, its ancient Preserver technology, and its close proximity to Earth. It is a city in need of heroes…
  • System: Mutants & Masterminds
  • GM: Alex

Saturday

9:00 a.m.

Crash Pandas: Trashtown Blitz
  • Synopsis: Players are a group of street racing racoons out for glory by working together to drive a car and win a street race in this game of cartoon hi-jinks and ridiculous shenanigans!
  • System: Crash Pandas
  • GM: Wiccy

2:00 p.m.

Guardians of the Galaxy: The Thoocury Smew
  • Synopsis: The Collector hires the Guardians to recover a priceless bird statue from the wreck of a Kree warship.
  • System: Mutants & Masterminds
  • GM: Alex

7:00 p.m.

Star Wars: The Most Dangerous Game
  • Synopsis: Emperor Palpatine has put out a call across the Outer Rim for bounty hunters willing to hunt down a dangerous Jedi in hiding.
  • System: Mutants & Masterminds
  • GM: Alex

Sunday

10:00 a.m.

Pop Kartz
  • Synopsis: Funko Pop Ridez battle it out in a Mario Kart style race through Pop! Town.
  • System: Custom (based on Gaslands)
  • GM: Wiccy

Category: State of USP

A Tale of Two Bolts

April 7, 2022 //  by Alexander Thomas

A Tale of Two Bolts

Jason Harper skidded across the ground like a stone bounced over calm water. Pain flashed through his joints as he crashed through a pile of ruined bricks and slammed to a stop against the far wall. He groaned and pulled himself up so his back sat against the wall. Nothing seemed to be broken, but he was bleeding from several open scrapes, and his swimming eyesight spoke to a possible concussion. The crossbow had landed a few feet away on a black and white tile floor, beneath the shattered splinters of a diner table.

Great, I’m going to die in a Denny’s.

His head was too heavy to hold up, so he let it droop. Just to count his bolts, at least that’s what he told himself. His right arm screamed as he hoisted it onto his hipside quiver. Jason fumbled through the shafts with numb fingers.

Two standard bolts. One explosive. One paint. One USB.

It wasn’t a lot of firepower, but it was going to have to do. Southside was counting on him. Shoot, all of Freedom City was counting on him.

The demon that had thrown him into the Denny’s was still outside. A big, toothy bastard, with necrotic gray flesh, and magenta bat wings. It didn’t have a head, at least not in the traditional sense. Instead, two orange, segmented eyes peered out from where its nipples should be, and it had a mouth that oozed cream-white pus instead of a belly button. The monster wielded a trident, although it had five prongs so technically it was a quinquident.

Jason chuckled at himself being pedantic. It’s not like it mattered, the weapon was going to kill him all the same.

The monster smashed through the final bits of the Denny’s doorway like a toddler destroying their sister’s sandcastle. It gargled, a noise that rattled Jason’s concussed brain.

“I’d be pissed off too if that’s what I sounded like when I laughed.” Jason slumped over and reached for the crossbow. His fingers scraped at the stock, but it was just out of reach.

The demon lurched forward, taking time to smash a table in its path. Jason swore as he strained. This cat and mouse display was degrading. The ground shook as the demon picked up its pace. Its taloned feet clicked against the dusty tile.

He finally got purchase on the handle and scooted it into his grip. There was no time to pause for the pain. Jason flexed his core and threw himself upright, aimed the crossbow with one hand as the other slid the bolt into place. He pulled the trigger.

The missile whistled through the air. It beeped in rapid succession and exploded in the demon’s face. Exploded with mustard yellow paint.

Shit.

The demon staggered a step and squealed from within its bellymouth. It dropped the quinquident and raked at the eyes on its chest. Good to know it didn’t have nipple eyelids to go with the crazy bug eyes.

Jason inhaled and drew the next bolt from his quiver. He double checked that it was the explosive. His wrist screamed from the strain and he let the crossbow fall to his side.

Unfortunately, the blindness didn’t slow the demon much. It sank its claws in around the eye on its right breast and pulled it free from the socket. Wiry tendrils wriggled out of the wound, grasping for the removed organ. The demon flipped the eye around and plunged the painted side into its chest, leaving the unpainted half facing outward. It furrowed its clavicles and sprang forward.

Jason wasn’t proud of the shriek that escaped his lips, but the mortal terror pushed his body into action. With one fluid motion he raised the crossbow and fired the explosive bolt into its belly.

The bolt flew into the dark center of the demon. Its blinking light illuminated the maw, revealing circular rows of teeth and dripping orange ichor. Jason’s breath caught in his chest as the warhead detonated. The explosion tore through the demon’s midsection, sending its torso flying apart in a shower of viscera. Chunks of spasming gore splattered the rest of the Denny’s, including Jason.

“You’ve got to be the grossest thing that ever lived.” Jason wiped his face with both hands. Vomit tickled the back of his throat, but he held it down for now. He put most of his weight on a toppled chair, and pulled himself to his feet. The room spun a little as he swayed in place, trying to orient himself. Now he just had to figure out how to stop the rest of the demon invasion with two crossbow bolts and a glorified flash drive on a stick.

Jason stooped and grabbed the quinquident. He wasn’t great in hand-to-hand, but a polearm would at least keep the monsters out of arm’s reach. Plus it doubled as a nifty crutch. He leaned on his new, infernal walking stick and hobbled to the hole in the wall of the Denny’s.

Eight of the same demons were waiting for him out front.

The horde gargle-laughed as one and stepped forward in unison. Their spears gleamed in stark contrast to the purple-green sky.

Looks like this is where I clock out. Sorry Fletch.

Jason sighed and raised his crossbow for one last defiant shot. He pulled the trigger and a crash of thunder answered. Pale blue lightning arced from the sky. It struck the first demon on the top of the head, boring straight through. When the lightning hit the ground it spread out like a sort of electricity snowflake. Each dendrite surged into the legs of the remaining demons and cooked them from the inside out. Jason looked at his crossbow in disbelief.

“Are you okay, kid?” A buzzing voice snapped Jason out of his wonder. The voice belonged to Thunderbolt, a member of the Freedom League, and occasional punching bag of the Freedom League Dark. Thunderbolt landed in front of Jason and placed a hand on his shoulder. He was taller than Jason imagined, dressed in his white and blue containment suit. The smooth armor was featureless, except for a stylized lightning bolt on the chest. Energy hummed from Thunderbolt’s palm into Jason’s body. His mask covered his face as a blank, white void.

Jason nodded, remembering that Thunderbolt had asked a question. “Yeah, totally. Thanks for the assist.”

“I don’t think I’ve seen you around before.” Thunderbolt stepped back and turned to survey Freedom City. “But I recognize a bow kid when I see one. Are you the new Arrow?”

“Bolt, actually.” Jason puffed his chest out in the best superhero pose he could muster in his current injured state.

Thunderbolt looked back over his shoulder at Jason. He didn’t have eyes, but somehow Jason could feel the arching of a brow. “Really? Bolt?”

“Well, crossbows don’t fire arrows. I guess I could be Quarrel, but I feel like that’s just inviting conflict.” Jason shrugged his good shoulder.

“No, it’s a good name.” Thunderbolt stepped back to Jason. “I used to be called Bolt myself, before the accident.”

“Yeah, I heard about that. Sorry I didn’t run it by you first.” Jason curled his lip inward. “You don’t exactly have a number to call. I did…nevermind it’s stupid.”

“What’s stupid?” Thunderbolt’s vacant expression was hard to get a read on.

“I may have tried to ask you by whispering into an outlet at the Quiver.” Jason’s face flushed.

“That’s hilarious.” Thunderbolt’s buzzing voice had no inflection.

“I told you it was stupid.”

“No, really. If I could laugh, I’d be laughing. I promise I’m amused.” Thunderbolt gave a thumbs up. “Anyway, are you okay to keep going? You look a little beat up and it looks like you’re low on ammo.”

“I’ve got a couple more bolts in the um…Bowmobile, but honestly playing whack-a-demon feels like a losing game.” Jason pushed a button on his gauntlet computer to activate the car’s autopilot. “We need to focus on evacuating civilians. My friend Nick has a bunch holed up in a bar over in Lantern Hill.”

“Sounds like a plan…Bolt.” Thunderbolt began to hover a few feet off the ground. “Mount up, I’ll cover you.”

Category: Vignettes

TV to Tabletop #1 Fellowship of the Session Zero

March 24, 2022 //  by Alexander Thomas

TV to Tabletop #1 Fellowship of the Session Zero

TV to Tabletop is a series in which I examine scenes in popular movies and TV shows and break them down into game mechanics. Essentially asking, “What if this wasn’t a scripted performance with big budget special effects, but a group of players sitting around a table rolling dice?” There are spoilers for Lord of the Rings: The Fellowship of the Ring below.

*****SPOILERS AHEAD*****

Picture a group of players sitting around the table, meeting for the first time to discuss the epic series they are about to embark on. Maybe it’s a new roleplaying game they’ve never tried before, maybe it’s an old favorite with a new Game Master. They have some idea of what sorts of characters they want to portray in the coming months. They’ve got their dice and scrap paper laid out before them.

The GM enters and sits behind the screen and says, “Strangers from distant lands, friends of old. You have been summoned here to answer the threat of Mordor. Middle-Earth stands upon the brink of destruction. None can escape it. You will unite or you will fall. Each race is bound to this fate–this one doom.” This paragraph summarizes the quest that the Fellowship of the Ring is going to embark on and serves as an introduction to the tone and idea behind the series the GM has in mind. This is called Session Zero.

Not every GM uses a session zero, but I personally think that they’re the best tool in a GM’s arsenal to ensure that everyone is on the same page. Session Zero is part character design, part sales pitch, and part team-building exercise. Basically it’s the first time the players and GM meet as a group to discuss their next campaign. The Game Master will arrive with an idea of the game they want to run: an epic fantasy journey to destroy a dangerous artifact featuring ambassadors from every Free race in Middle-Earth for example. They will usually arrive at this session with some surface level notes about the nature of the world they’ve designed, the tone of game they’re looking to run, and the kinds of challenges the group will be attempting to overcome.

In the Fellowship of the Ring example, the Game Master probably brought the history of the Ring (Forged by the Dark Lord Sauron in a bygone time, the Ring was thought lost, but now that it’s returned the Forces of Evil are on the rise again), information on the Free Races of Middle-Earth (Hobbits live in an idyllic countryside called the Shire, they value comfort and home, are lucky, and usually go unnoticed by the larger races, etc.), and a brief synopsis of the current situation in Middle-Earth (Gondor has a missing king, the Elves are leaving for the West, etc.)

The players would then decide if this sounds like a game they would be interested in. There’s a chance that someone will say, “Well, this sounds a lot darker than when we were all dwarves trying to get our home back. I don’t know if I like the sound of this.” and that’s more than okay. Session Zero gives the group the opportunity to discuss their mutual interests. Players who are given the chance to talk about the game at this beginning stage will start to feel a similar sense of authorship as the GM, or they will say that it isn’t for them and no one’s time would be wasted. This will only strengthen the story for everyone involved.

Session Zero also allows the players to make sure their characters fit in the universe of the game. I mean this both tonally and in relation to the setting. This will let the players know that this isn’t the kind of game that calls for a hobbit drunkard who speaks only in fart noises or an orc slaver who collects elf kidneys and wears them as a necklace in Rivendell. Right away the GM has introduced a rich history and a certain expectation of gravitas. The players in this instance, are able to come up with characters that tie into that history (The Hobbit who’s life was upended when the Ring came into his possession, the lost King of Gondor whose ancestor was the one who allowed the Ring to survive the death of Sauron) and allows the players to figure out what sort of relationships they have with one another (The representatives of the Elf and Dwarf parties who immediately distrust and dislike each other, The son of the Steward of Gondor who doesn’t want the King to return, the aforementioned Hobbit’s gardener and best friend.)

In closing, I always use a Session Zero for any series longer than a one-shot that I run. They make sure that everyone is on the same page, they give the players a sense of ownership in regards to the world and story, and they are just a great way to communicate. You’ll be amazed at the stronger characters, the stronger stories, and the better games you play once you take the time to set the stage.

Category: Game Theory

Welcome to Starhaven!

March 17, 2022 //  by Alexander Thomas

Welcome to Starhaven!

Hello heroes! Thank you for stopping by today! I wanted to take a few moments to tell you all what is next for our NetherWar cast now that the finale is over. We’re taking these amazing players and putting them in spaaaaaace.

That’s right, we are going to Starhaven, the titular setting in Green Ronin Publishing’s upcoming sourcebook. Instead of focusing on magical heroes, as we did for NetherWar, our new PCs are going to be refugees from the stars looking to find a new home in a hostile wilderness.

We’ll be introducing them to you over the next few weeks, but each of them is incredibly interesting. I can’t wait for you all to see the art we ordered from the amazing Savanna Sheer. See this link to commission some of her work for yourself!

We will be discussing the show—something we’re calling Guardians of Haven — for an hour on March 21st at 7pm EST and then we premier on March 28th. I will go ahead and break down a little bit of what superhero shenanigans we have in store this time. As I said, our heroes are aliens who have recently arrived in Starhaven.

Starhaven is set in a Preserver ruin on Jupiter’s moon Europa. It is a frontier town and melting pot with clashing cultures, natural dangers around every corner, and the eyes of the galaxy upon it. Our heroes will have the genuine ability to influence the future of this settlement. I am the tiniest bit nervous that this will be the first series in the USP Earth-Prime universe that is completely custom written by me. It’s so exciting and we do have a bunch of interesting antagonists lined up to face our heroes, including the dread Captain Kraken found in Rogues Gallery.

Some of my writing influences through this piece are Guardians of the Galaxy, Red Dead Redemption, Firefly, Mass Effect, Land of the Lost, Gangs of New York, Empire of Sin: A Story of Sex, Jazz, Murder, and the Battle for Modern New Orleans by Gary Krist, and Star Wars. I want to showcase a melting pot, powder keg, with a lot of political maneuvering, and that criminal element mixed with the natural wonder of exploring this ancient ruin. I do intend to be nicer to my players than I was in NetherWar.

The show will not be as long as NetherWar, but will still be a lengthy season with the option to do more if there is interest. We do have a special guest in the works for one of our Guardians of Haven story arcs, but I won’t spoil that fun just yet.

Keep an eye out here over the next couple of weeks as I let the players introduce their characters. Thank you for coming on this journey with us! See you space cowboy…

Category: State of USP

A Year of NetherWar

March 17, 2022 //  by Alexander Thomas

A Year of NetherWar

Hello heroes! I hope you’re having a fabulous day out there in blogspace. Thank you for tuning in for a bit of a nostalgic one this week. As I’m sure you noticed, we wrapped up our NetherWar game after 53 adventures, 3 recaps, and more spent Hero Points than you can shake a stick at. We laughed, we cried, we faced so many Overdrive variants. At the time I’m writing this, we’re a week away from the finale and I am just a wet ball of emotions trying to put the pride and joy I feel about this game. I wanted to take some time to write it out so I can really express how spectacular this experience has been to me. I’m sure I won’t be nearly this articulate when I’m blubbering on stream next Monday.

Gratitude is the primary emotion I associate with this experience. I’m incredibly grateful for the experience I’ve had running this game. Being the Gamemaster for this amazing series with this phenomenal cast is one of the highlights of my gaming career. I am so fortunate to have players that trusted me to guide this experience and were willing to go along with my shenanigans. The story, which started as 6 pre-written modules, truly became our epic superhero tale. It ballooned into 12 story arcs consisting of expanded/modified versions of the core adventures, a modified version of the Astonishing Adventure Into the Idiot Box, and individual story arcs centered around several of our protagonists. I’m still working on the final write ups for each story arc, but it’s truly astonishing what we managed to pull off here.

I want to extend a special thanks to the primary cast. Andy for knowing me well enough to keep me grounded and on task, encouraging exceptional roleplaying from his fellow cast members, and for embodying the role of team leader so well. Kevin for bringing his deep knowledge of Mutants & Masterminds, being flexible as I kept pulling him into different versions of his own character, and for breaking his no Zoom at home rule for our game. Jonesy for giving me so much rich material to work with, bringing truly vile villains into the story for me to embody, and for being the quiet heart of the group. Also shout out to Jonesy and Kevin for bringing their Heroes Incorporated characters back for a wild ride. Kat for jumping in “for just a couple of weeks” at a moment’s notice, for taking an iconic character and making her own amazing version, and for always being willing to dive into scenes with both hands and a full heart. Calvin for your constant innovation and creativity with a character who could have been easily overshadowed by the magical heroes around him, your investment into the story, both with emotional reactions, thorough note taking, and by giving me plenty of material to work with (cough, cough thank you for Sophie cough, cough), and for always being a positive presence in our group.

Finally, I want to extend so many thanks to you, the audience. It really means a lot seeing your engagement in chat, knowing you’re there to root our heroes on, celebrate their wins, and mourn their losses. I appreciate all of you so much, we do this streaming experience for you, because I truly believe we have great storytellers with valuable stories to tell. Thank you for your comments, your subscriptions, your shares, and just for being there. It means more than I can say.

This is the end of a chapter in our USP Earth-Prime Tabletop Universe, and I want to celebrate that. We have so many exciting things in store for you, but I am going to miss NetherWar once it’s gone. That’s enough from me for now. Thank you for indulging me this time and I can’t wait to see you again in our next stream.

Category: State of USP

Step 4c for Writing Super Hero Adventures: Challenge Encounters!

March 3, 2022 //  by Alexander Thomas

Step 4c for Writing Super Hero Adventures: Challenge Encounters!

Hello heroes! Welcome back to my writing super hero adventure series. Today I am continuing step 4, which revolves all around encounter design. Last time we talked about roleplaying encounters, but today is all about challenges! I’m going to pretend I totally planned for 4c to line up with Challenge Encounters on purpose…

Anyway, challenge encounters cover a wide umbrella of scenes. These can be anything from death traps, to natural disasters, heists, and everything in between. They are characterized by the PCs using their skills and powers to overcome obstacles that aren’t necessarily trying to punch them in the face. That isn’t to say that there aren’t challenges with fighting, but the combat in a challenge scene is handled in a narrative sense, rather than breaking out into full initiative order.

Needless to say, these scenes cover a lot of ground, so my advice for designing them is going to be a little more general than what I usually provide. Here are some tips about building a solid foundation for memorable challenge encounters:

Generalization

I tend to find that challenge scenes are more exciting for players when you leave yourself a lot of room for their creativity. For example, say you want to create a skill challenge to simulate robbing a casino. I start by listing the various things that have to be accomplished in order to succeed in this task. The PCs have to case the joint, enter the casino, overcome the security, collect the money, and escape. Three groups of players given that list of tasks will come up with approximately 745, 290, 321, 092.5 ways of approaching the job. You could try to stat up all of those various options, but you’ll be a lot of work that will probably be circumvented by the heroes anyway. To avoid this overpreparation, I tend to keep things generalized and come up with blanket difficulties for the various stages of the task. Sometimes I’ll add one line about what I think this skill check can simulate if I need the guidance. I’ll show you what I mean below:

Casino Heist Challenge

  • Casing the Joint/Gathering Information: Relevant Skills (Investigation, Perception, Deception, Intimidation, Expertise: Criminal, Technology) DC: 13 for expertise skills, DC: 15 for interaction skills, DC: 18 for observation, and DC: 20 for technological skills. Players who succeed on a DC 18 Stealth check will add a +2 circumstance bonus to one of their other skill checks in this phase.
  • Entering the Casino: Certain Powers such as Teleport, Insubstantial, or Invisibility will give one Degree of Success to this challenge. Relevant Skills (Stealth, Deception, Technology) DC: 16 Stealth to sneak into one of the side entrances, DC: 18 Stealth to sneak through the front door, DC 16 for interaction skills, DC 18 Technology to pick electronic locks or forge fake security keycards.

Time Control/Montage

Another thing to consider when designing challenge encounters is how long the scene should take. Challenges are a tool in your GM toolbox that gives you the ability to control the passage of time within the game world. You can simulate the investigation, invention, or training montages that are so popular in superhero media. You can also create tense scenes that need to be accomplished in a short amount of time, like defusing a complicated bomb as the timer ticks down to zero. Always include a line in your challenge scene that tells the players how long each check in the challenge takes. Checks can take anywhere from one combat round (6 seconds in a lot of games) to one week or month, depending on the nature of the challenge you’ve built. Keep in mind that the heroes will be doing activities that overlap timewise. Basically each check happens at the same time, unless you specify that only one character can act on the challenge at a time. Don’t be afraid to let the heroes do other things not related to the skill challenge if a particular check takes a long time.

Spotlight!

More than most scenes, challenges can be a great time to shine a spotlight on specific characters’ abilities. Don’t be afraid to create portions of a challenge that are in the wheelhouse of a specific character. If one of your PCs is a hacker, create an opportunity for that character to hack into an important terminal or even seize control of the villain’s defense system. An avalanche challenge is an awesome way to give the ice-controller or fire bender on your team a moment to feel like they really saved the day. In this same vein, try to avoid coming up with obstacles that none of your players are able to solve. The idea is to make it challenging, not impossible. If there are things they can’t do, suggest that maybe they could hire someone who has the specialized skill they’re missing. That could lead to a fun roleplaying negotiation, or a whole other adventure to find the right person for the job.

Player Narration

Challenge scenes give you an amazing opportunity to turn the narrator hat over to the heroes. Since I keep the legs of the challenge general, I prefer to tell the player, “You have succeeded at this roll, what does this scene look like as your character deceives their way into the casino.” This gives the players a great chance to flex their storytelling and brings them fully into the story you’re telling as a group. I’ll even let them describe what a failure looks like once we’ve worked out the mechanics side of the failure. It really helps elevate these scenes from rolling dice to solve a problem to a cinematic experience.

That should be enough to get you started with Challenge Encounters. Keep them general, work out the time table, and give your players a chance to shine both mechanically and narratively and you’ll be well on your way to crafting memorable non-combat scenes. I’ve included a template I use for my challenge scenes below. We’re closing in on the end of this series. Thank you for reading so far and I’ll see you in the next one!

Example Challenge Encounter Template

Challenge Title:

Time per Check:

Phases of Challenge:
Phase 1:
Phase 2:
Phase 3:
Amount of Successes Needed
Effect of Successes: The effect of achieving the bare minimum amount of successes needed and any additional benefits the heroes can attain for overcoming that threshold.
Effect of Failures: A penalty incurred for failing in any phase. These can be phase specific or general. I prefer penalties to future checks or rolls to resist damage to simulate minor scuffles or death traps and the like.
Fail State:

Category: Game Theory

Step 4b for Writing Super Hero Adventures: Roleplaying Encounters!

February 17, 2022 //  by Alexander Thomas

Step 4b for Writing Super Hero Adventures: Roleplaying Encounters!

Hello heroes! Welcome back to my writing super hero adventure series. I hope your day is going well wherever you are logging in from. Today I am continuing Step 4, which revolves all around encounter design. Last time we talked about combat encounters, so today we’re going to pivot to something a little more peaceful. Roleplaying encounters are one of my personal favorite scenes to incorporate into an adventure. These can be quiet moments for the players to interact with one another, interrogations of NPCs, negotiations, fact-finding missions, and anything in between. Roleplaying is right in the name of the game genre, so it is important to make sure you account for it when outlining your adventure.

I start designing my roleplaying scenes by asking myself what the goal of the scene is. Am I trying to give the heroes a chance to react to a major plot reveal? Is this a mediation of a dispute between two parties? Is it just a chance to joke around and blow off some steam? I typically describe my roleplaying scenes with the following labels: Role-Play Shenanigans, Negotiation, and Interrogation. Role-Play Shenanigans is kind of a catch all category involving the characters getting the chance to ham it up or practice their acting skills. Negotiation is a discussion between parties for a specific good or service. Interrogation is any scene in which the PCs primary goal is to attain information, either from hearing out a kindly benefactor or intimidating a captured hench-person.

Role-Play Shenanigans

I don’t do a lot of planning for Role-Play Shenanigans, aside from setting the gametime needed. The players generally handle the ebb and flow of those scenes. I tend to take a backseat when they get into it—see my article about Listening as a GM for more on this idea—and I only weigh in if there is a NPC they drag into their shenanigans. It’s important to be present in these moments as GM because you don’t want the heroes to go on for too long, unless they’re having a great time. Keep an eye on the energy in the scene, or if the heroes are beginning to repeat their conversation beats so you can push them along as needed. Running a Role-Play Shenanigans scene is just about paying attention to everyone’s vibe and transitioning to the next scene when it’s appropriate.

Negotiations

Negotiations and Interrogations require a little more work on your part, but they are still fairly easy to prepare for. I start by listing the parties involved in the scene, for example: The PCs and their benefactor. Once I have the parties, I set aside the PCs because they are going to be responsible for themselves. If it’s a Negotiation, I take the NPC parties and I come up with three pieces of information: Goals, Offers, and Collateral. The Goal is what the character wants from the conversation. Some examples listed below:

  • I want the heroes to do this task for me.
  • I want the heroes to leave me in peace to do my nefarious plan.
  • I want the heroes to surrender this prisoner over to my custody.
  • I want the heroes to bring me a priceless bird statue.

The Offer is what they want to pay for the Goal. Think of it as the opening offer and the party’s best case scenario. Again, some examples below:

  • 5 million galactic credits per hero.
  • An upgrade to their secret base.
  • A cool new vehicle that unlocks the ability for the heroes to travel into space.
  • The location of a key clue in the heroes’ ongoing investigation.

The Collateral is how far the character is willing to go to achieve the Goal. This is the extreme version of the Offer and isn’t always as magnanimous. Some examples below:

  • 10 million galactic credits per hero.
  • I will attack the heroes to take what I want from them.
  • I will abduct their loved ones to coerce them into cooperating.
  • I am willing to accompany the heroes if that convinces them.

These three pieces are the foundation of any negotiation. I don’t ever write a script for the characters involved, but having these key sentences written down helps me guide them through the roleplaying segment. This is more important than coming up with a fun voice or body language for the character, and it’s something anyone can do to make their lives easier.

Interrogations

I approach Interrogations in a similar manner to Negotiations. I break down the parties involved, but instead of Goals, Offers, and Collateral, I come up with Topics, Intel, and Resilience. It’s important to note that Interrogations don’t necessarily have to be an aggressive activity. Someone offering the heroes a job or a victim they interview at a crime scene are still being interrogated when the heroes ask them questions.

Topics are subjects about which the character is knowledgeable. Some examples include:

  • Navigating the Kettle Nebula.
  • Eyewitness to the bank robbery.
  • Expert on obscure ornithology.
  • Magical item identification.

Intel is what specific information this NPC has access to. It’s a deeper dive into the Topic, but importantly Intel is information that the PCs can actually use to inform their decisions:

  • The Kettle Nebula is known to disrupt ship electronics and nav-computers, but I’ve been scouting out a shortcut.
  • The villain that tore open the vault had sand powers and went that way with the money.
  • These birds are known for their beautiful plumage and supposedly their tears can cure wounds.
  • This magic item gives its wielder the ability to shrink down to the size of a fly and speak to frogs.

Resilience is how difficult it is to get the information from a certain NPC. This can be a resistance to interrogation techniques, or an ulterior motive to keeping the information secret. Some examples below:

  • I don’t want the heroes to publicize my shortcut before I’ve had the chance to.
  • The villain is my sister and I don’t want her to get captured.
  • The bird is endangered and these costumed crimefighters might put too much stress on its heart if they try to capture it.
  • I don’t identify magic items for free.

You might notice as we’re building these scenes out that Interrogations often lead to Negotiations and vice versa. That’s a natural progression of events so don’t feel too locked into one type of scene or the other.

Other Things to Consider

I included the “mechanical” stuff I do to prepare for a roleplaying scene above, but there are some more esoteric things to consider when actually bringing the scene to life. Your job as Gamemaster is to portray a LOT of NPCs. Making them all stand out and feel unique is a challenge, even for gifted Gamemasters. I find that having the mechanics sorted out helps with this challenge, but I’m including a few tips below that I use to further flesh out the actual roleplaying part:

  • Voices – I know it’s sort of a stereotype for the GM to use a million different accents and voices for their characters, but it is effective if it is something you can do. I think a lot of GMs get in their own way when it comes to voices. They get nervous or self-conscious and don’t commit to the bit. I promise your players will match your energy. I have personally found that if I can fake confidence usually the performance will follow behind. I don’t always get it right, but I do always commit. Voices don’t have to be funny accents either, they can just be lowering your tone, speaking faster or slower, mumbling or over emphasizing your diction. Think about certain phrases or words and only use them for that specific character. Your players will catch on and will appreciate the effort.
  • Energy! – Like I said above and I’ve said in other pieces of GM Advice, be energetic, be excited, and set the tone you want your players to give you back. The players are looking to you to help them know what sort of scene they’re heading into.
  • PC Focuses – One thing I find that helps me, especially with improvising, is writing down how a NPC feels about each individual PC. I try to make them favor one PC and dislike one PC in the group while being relatively neutral about the others. I write these down and play up those feelings of camaraderie or animosity any chance I get. It helps make the NPC feel more like an actual character in my experience and gets the PCs chatting about them, even when the NPC isn’t around.

I think that is plenty to get you started on your roleplaying scenes. These can be some of the most fun encounters you design and can lead to whole sessions where the heroes just get to act like their characters and possibly not even roll a single dice. I’ll be back soon with another post talking all about Challenge Sequences, but until then, thank you for reading and have a wonderful rest of your day!

Category: Game Theory

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