Five or So Questions with Darren Watts on Golden Age Champions

Today’s interview is with Darren Watts for his project Golden Age Champions, a setting book for the Champions superheroic game using the generic Hero system. It’s currently on Kickstarter, waiting for you to check it out! Let’s see what Darren had to say about his project.

Tell me a little about Golden Age Champions. What excites you about it?

Golden Age Champions is a setting book for Champions, the superhero game using the generic Hero System that’s been around in various editions since 1981. Specifically, it describes the Champions Universe (the modern version of which I co-wrote with Steve Long back in 2002) of 1938 to 1950, but more importantly it teaches GMs and players about the genre of Golden Age superheroing. We go into extensive discussion of the tropes, the styles of play, and the kinds of stories you can use these building blocks to tell at your table.
The Golden Age is at the same time similar and alien to fans of modern superheroing. Many of your favorite characters were created then: Superman, Batman, Wonder Woman, Captain America. But the Golden versions of those characters aren’t exactly quite the same as the ones you know. Many of the assumptions we make about how superheroes “work” were set back then, but again there are plenty of concepts that will be brand new to today’s gamers and fans. There are hundreds of superheroes in the period you’ve never heard of, and some of them are downright boggling.
The book is also a lot about how to run historical long-term campaigns. I’ve run several for years at a time, starting well before the war and carrying all the way through and past it. How do superhumans go to war? How do simple characters grow and change over time? How do we play with these amazing, imagination-charged concepts that don’t quite fit modern sensibilities? Indeed, how do we address the differences between then and today; both the social ones (the unfortunately-all-too-common racism and sexism, the ever-present shadow of the war) and the more technical ones (why do these characters keep splitting up?) that make for rough gaming at today’s table?
For some background, can you tell me about the game system Golden Age Champions is a supplement for?
Champions runs on the Hero System, a generic point-buy system that first debuted in 1981 and originally created by Steve Peterson and George McDonald. It’s famously crunchy, but most of the crunch is in character creation. It’s designed with a great many “adjustable settings” so that it can simulate a wide range of genres and play styles. Most Hero books focus on a specific setting or genre, so it scores very high on the “simulationist” axis. There have been six editions over the years, and I was president of the company for the last two of them. 
The Champions Universe is the long-running fictional superhero setting for Champions. It’s also the basis for the MMO Champions Online, who are the actual IP holders and our business partners. I’ve kind of been the keeper of continuity since I wrote most the 5th Ed Champions Universe back in 2002.
Tell me some exciting things about running long-term campaigns! What kind of information do you have in the book for GMs to make them happen?
Well, the first thing you have to do is get great players! Or teach them to be great, I suppose, but I’ve been very lucky over the years. Then, you have to get them invested in the setting, which needs to be both deep enough to hold their interest and yet open enough that they have room to contribute and take some ownership. In this case I follow Ken Hite’s truism, “nothing is as interesting as the real world.” World War II is such a fascinating period, and I try very hard to bring it alive for the players. In my campaigns we have a very strong sense of time and place, moving month by month through the war and letting the great narrative of the actual history inform everything we do.
With superheroes in particular, you have to be careful. Players coming to a GA setting are presumably at least somewhat interested in the war itself from a historical basis, which means among other things they want the setting to remain based in the historical reality. They want to see Pearl Harbor, D-Day, Berlin, etc. and participate in it all on some level. But with characters who are too powerful, there’s also a strong pull to the question of “why didn’t Superman and Green Lantern and the Spectre, etc., all just fly to Tokyo on December 8th and stomp it flat, and while they’re at it take out Berlin on the 9th?” The tension created by those answers is interesting and fertile, I think.
How did you approach the sometimes-tough topics of racism and sexism in the era? Did you address any other issues like homophobia?
Well, I stay aware that I’m telling superhero stories, and so most of my characters are broad and the heroes in particular are idealized. But on the other hand I don’t want to ignore the range of people’s experiences or to whitewash history. My game includes female characters who show considerably more agency and breadth than most period comics (Wonder Woman as a notable exception!), and I have heroes who are POCs which were vanishingly rare in the period. As idealized heroes, we kind of default to an ahistorical sense of social justice because that’s just nicer to play. However, we do talk about the sexism and particularly the racism that motivated a lot of the horror on all sides of the war (and the US was a terrible offender itself- one of the sample heroes is a nisei from California who is fighting for a country who is currently imprisoning his family.) As superhero stories do, we can also talk in grand allegory- the Atlanteans are terribly prejudiced against airbreathers, and “lander” is one of the nastiest words in their vocabularies. I haven’t specifically talked much about homophobia in the book, but one character is clearly gay and again, in this idealized setting, his teammates know and help him keep it from becoming public.
[Blogger note: POC stands for people of color, just in case you didn’t know!]
Can you offer some of the concepts you think will be new to gamers and fans today, to help players and GMs understand what they might be getting into?
I’m not sure there’s anything “brand new” in either the rules or setting- I’m trying to reintroduce a quite old thing, actually, as far as the genre goes. If you’ve never been exposed to the sheer joy in goofy creativity of the period comics, then I hope to show you what’s lovable about it. Comics at the time were initially intended for small children, and it took publishers a few years to realize the size of their adult audience- Captain Marvel was the best selling periodical at military PX’s, beating out magazines like Time and Life

Golden Age Champions sounds pretty cool! There’s a lot to think about in the world of superheroes, and it looks like Darren has done a fair amount of that. Check out the game on Kickstarter, and share this interview to spread the word if you like it!


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Five or So Questions with Shannon Appelcline on Designers & Dragons

Tell me a little bit about Designers & Dragons. What excites you about it?

Designers & Dragons is a history of the roleplaying industry told one company at a time. It starts with TSR and runs through Posthuman Studios and along the way it provides complete histories for over 80 other roleplaying publishers. Each history focuses on the roleplaying production of one company, but also charts out all of its highs and lows, so you can learn about TSR’s lawsuits, Palladium’s Crisis of Treachery, the few times that Chaosium teetered on the edge, and much more.

This all excites me because it’s the backstory of the industry. It’s the tales of people who are remembered, the ones who were forgotten, and the great games they created — most of which are no longer on the shelves. It’s about the companies that prospered (often in unexpected ways) and the companies that failed (usually in equally unexpected ways).

I started writing Designers & Dragons because I wanted to know what had happened to these companies of the past — where they’d disappeared to and what their stories were. I found that uncovering this knowledge was fascinating, and it appears that readers do as well!

What do you think are highlights of the 00s that new designers should really be aware of?
First, designers should look at the indie movement. Some of the early indie ideas like resource management and freeform attributes have already hit the bigger time in releases from larger publishers. However, indie games also contain lots of other interesting design like unconventional narratives, distributed authority, scene framing, and stake setting. Not all of it’s appropriate for every game, but a designer should be aware of the entered toolbox, and that toolbox has been expanded a lot since the mid ’90s.

Second, designers should look at the OSR movement. I’m not necessarily talking about the retroclones, but the newer games that have melded together modern design aesthetics with old-school design tropes. I think that Goodman Games’ Dungeon Crawl Classics RPG (2012) is the game that’s probably done the best job of managing this merged landscape.

If you know what made the industry appealing in its early days and if you know the newest ideas about how to develop roleplaying games, then you’ve probably got a pretty good handle on interesting design.

What is your favorite thing to talk about in RPG history?
I love the scope of history: the fact that the RPG industry has been around for forty years and that it traces its origins back even further; the fact that its created parallel industries like modern miniatures games, CCGs, and computer RPGs. I love how you can often trace a designer’s production through multiple companies, to see where they started and where they went. I love the scope within an individual company, as you see how it rises (and sometimes falls).

However, I find it just as intriguing to talk about the reasons behind all this history: why a person started a company and why they decided to create an RPG on a specific topic. I love discussing why an abrupt change occurred at a company: why an old RPG line went away or why a certain type of product was discontinued,

So I’d say those two things: the big picture and the little reasons that underlie it.

Who do you think will benefit the most from the books, and why?
My first reaction is to say that old-time gamers will benefit from Designers & Dragons the most, because the books talk about all the old companies that they remember and the old game systems they still play. Equally, the books reveal the secrets of the smaller presses that old-time gamers might have heard of, but never investigated. However, I think that newer gamers will benefit from the books too, because they’re full of everything that’s gone before — the companies and games that are the foundation that modern gaming is built upon.

So I’d have to say anyone who wants to learn more about the gaming industry, the companies that made it up, and the games they’ve produced over the last four decades.

What do you suggest people do, aside from reading Designers & Dragons, to learn more about RPGs and the industry?
I love the old gaming magazines for what they reveal about the industry. Wizards of the Coast’s Dragon Magazine Archive is awesome for the fact that it lays out 25 years of industry growth, and you can get it on eBay for about $100. The generalist magazines were also good because they tended to be full of news, interviews, and game design notes from a wide variety of companies. I’d particularly recommend The Space Gamer, Different Worlds, White Wolf, and Shadis — which together form a nice chronology from the late ’70s through the ’90s.

There have also been a couple of great books. Heroic Worlds, a catalog of the games of the ’70s and ’80s, and Playing at the World, a dense investigation of the origins of roleplaying, are particularly interesting.

Finally, there are a number of OSR blogs which do a good job of looking at the history of the industry. Grognardia was my favorite until it fizzled out, but it’s still got interesting things in its archives.