Power Rangers RPG Campaign

I looked at the character sheet for the new Power Rangers RPG and I can’t help but to want to build a campaign.

I just saw the character sheet for this game…

And like so many other character sheets, it got me thinking. There is so much potential for this particular RPG to be outstanding in my collection as a GM. I have four kids who are all huge fans of the series, plus my wife is a huge fan of the original Green Ranger played by Jason David Frank.

I’m going to walk through some of my design process without a system attached on here just for fun. The first thing I want to consider is the version of Earth’s timeline or alternate Earth. This happens in several Power Ranger series and is referenced throughout some seasons. Personally, I love cameo appearances by rangers from older series. Megaforce was probably my favorite for this reason.

The opportunities presented by this new RPG are just too juicy to pass up.

Looks very familiar. Similar to D&D.

Needless to say, we’re going to probably start with an alternate timeline to Mighty Morphing. I mean, the original characters were cool and all, but why not kick it up a notch? Think about it. The Time Force Rangers knew alternate Earths exist. What’s to keep our old original arch enemy, Rita Repulsa from doing the same? What if she cast a spell that broke the time/space/dimensional barrier?

I’m going to start out with Lord Zed as the main bad guy in Season One of Power Rangers, uh… ooh. We need a name. Power Rangers Lightning Force. Okay, I can work with that. My 12 year old already has his character designed, like the minute I mentioned it. He wants to play Blue Phoenix. Can you tell he’s excited?

The idea here is not to just replay the old scripts.

Hence an alternate timeline. We’ll keep a few things here and there, but let’s mix and match. Gonna try to go slightly more serious than the Bulk and Skull type characters, but not as dark as the 15 minute remake with Katee Sackhoff that got banned. (Loved it for what it was, but yeesh. Dark…)

The characters are still going to start out as high school students in detention together. We’ll have a Breakfast Club type opening with them all in weekend detention together. My wife will probably want to play Tommy Oliver as a girl, if I had to guess. Tommi Oliver it is. I want to minimize the use of NPC rangers, but so far I’m betting I’ll have three or four solid players at the most with my wife and oldest popping in and out. My youngest is still learning how to play games and sit still, so he might get relegated to GMs helper to begin with.

I’m going to plan on the team only having four colors starting out.

We can always add more later, right? The original team for Lightning Force will be Red (Dragon) Blue (Phoenix) Black (Chimera?) and Green (Pegasus?) I may have to recruit a player or two online and adjust. Again, we’re in the development phase, so nothing is locked down. I’m feeling a very magical flying monster vibe so far.

We’re going to leave the gang in Angel Grove but I’m thinking the population might change. Ever notice how monsters regularly rampage through the town, smashing buildings and crushing cars? Why don’t we ever hear about innocent bystanders during these battles? I want there to be some kind of consequences to not leading the giant monsters out of town whenever possible. Who’d want to live in that town? Can you imagine the real estate nightmares? But I digress…

In the next installment of this campaign building series, let’s talk about the bad guys a bit. I want something more than a gold monkey with wings. I’m kinda considering borrowing extensively from a gaming company that is no stranger to trademark lawsuits. Think of it as a tribute to 40K. But if I’m flirting with danger, why not go all in?

Til then, take care. Please stay healthy. Eat your vitamins, drink plenty of water, get some exercise, get some sleep, and avoid giant monsters rampaging through your town if you can. Game on.

Mighty Powerful “Morphering” RPG

Personally, I have campaigns for a sentai built outside of the Zordon era and a couple of campaigns for Rangers that wouldn’t be part of the Morphing grid, but would easily be Power Rangers games.

The Mighty Morphin Power Rangers RPG from Renegade Games has dropped.

I have to say, I’m excited someone finally dropped an official version of this game. Some of us have been playing various versions of the world’s most famous superhero sentai for a long time or at least have campaigns waiting in the wings. I know the overwhelming concern with many game designers was the fear of being sued by mega giants Hasbro and Saban Entertainment for making an unofficial, unlicensed version of the game.

I was hyped when Renegade announced Power Rangers, GI Joe and Transformers are coming as RPGs. They’re all a d20 based system, probably as to make it friendly to the D&D players. I kind of wonder why Hasbro didn’t simply enlist the folks at WotC to do these games, but maybe they wanted to separate the licensing out.

Power Rangers RPG from Renegade Games.

Personally, I have campaigns for a sentai built outside of the Zordon era and a couple of campaigns for Rangers that wouldn’t be part of the Morphing grid, but would easily be Power Rangers games. I will say FATE Mecha v Kaiju did an awesome job of setting up a similar campaign. I’ve also come up with my own FATE sentai series, played around with Henshin Sentai RPG and have a Cartoon Action Hour campaign that is a fusion of Power Rangers and another popular kid’s cartoon that has its own trademark police. Needless to say, I’ve loved the concept of Power Rangers for years now.

My kids convinced me to watch Mini Force, so I could create a campaign for that any time as well. It’s a cute show. Lil fuzzy Power Rangers from SAMG Entertainment. It might be kind of a short campaign, though. Heh heh.

I grew up watching GI Joe, Transformers and Power Rangers after school. I’ve thought for years that a fusion of all three would be amazing. Take the zords to an all new level and have them be akin to Autobots and combine into a Megazord. Watch out Devastator! Likewise, making the Rangers into a military organization and have them fight terrorists from space would be epic, but a little outside of the scope of a Rangers TV series.

As a side note, I hung onto a lot of my old GI Joe and Transformers figures from back in the day. Still waiting for the crossover movie. Might have to do it as an RPG some day.

Dear Renegade,

Please email me a pdf copy of this game for review jeffcraigmile@gmail.com or drop me a note and I’ll send you my home address for a physical copy. I promise I’ll say good things on every website I can reach. I’ll even put up a YouTube channel just to review your games. Yes, seriously. I’m good for reviews of GI Joe and Transformers RPGs, too.

I’m also available if you’re hiring, especially writers. Thank you!

Your pal,
Jeff

Okay, before I drop any more puns intentionally or otherwise, I’m out. Have a great day. Game on.

Hex Crawl Adventures

This style of play isn’t for everyone, but one thing I recommend for players and GMs/DMs who get burned out on the same old campaign world is to drop the player characters onto a brand new planet or sub-plane/demi-plane after an adventure or two in the old world. Much the same way the mists of Ravenloft used to abduct entire groups of adventurers, the PCs could literally just wake up in a new world and have to explore to try and find a way home, if they ever want to go back.

Exploration at its most fun!

Many gamers from back in the day probably still remember the old Expert Set adventure, Isle of Dread. Which is now reprinted here as a deluxe hardcover. My copy came with my original Expert D&D Blue boxed set. I have spent hours pouring over this module. I love it for its simplicity and charm. Not to mention several terrifying adventure sessions running around dodging dinosaurs and cannibals.

Without too many spoilers, X1 Isle of Dread sets up as a shipwreck. Or at least that’s my preferred way of running it. From there, the PCs have to salvage what they can for supplies, pick a direction, and start exploring. Assuming they have time to choose wisely because they’re not being chased by something. Thus, for many of us, began what is now commonly referred to as a “Hex Crawl.”

Small Hex Grid

If you’re running a game, this can be a fast way to put together a campaign world on the fly. Or, for a completely random campaign of fantasy adventure, you can literally roll as you go or roll for any blank surrounding hexes next to the one the party just entered.

This style of game is a hoot because the person running it doesn’t necessarily even know what’s coming next. Personally, I recommend rolling for the adjoining hexes at the end of the session just so the GM can prep accordingly. That, and some landmarks are going to be dead obvious to the group, especially if they can get a bird’s eye view of the surrounding area.

I’ve seen all manner of distances applied to hexes from one mile to ten miles across or more. Some people like to draw on them with colored pencils or mark key land features for future reference. If you’re running a game based on random hexes, you can also have tables for encounters in any given terrain type, or even preset adventures for when the group enters “X” hex space. Ruins are a great example.

Example courtesy of Shieldice Studio’s Realm Fables: Hex-Worlds

This style of world generation is also very useful if designing your own campaign world, especially if it’s set in a time before modern or magical global cartography. (There’s an adventure seed there for someone- Imagine a mage’s guild whose entire job is to teleport to random places, make a quick map, and teleport back before they get eaten by the locals…) I use this generation method myself because I don’t want to give away the whole map at once. Usually, I have a page of the larger hexes as my starting campaign map and then make more map pages as my group ventures out from their current hex.

I usually have some vague, general idea of where I want them to end up and what’s around it, but I certainly don’t have the whole thing lined up all in one week. That’s one distinct advantage homebrew worlds have over premade settings. The group can legitimately say, “We don’t know where we’re going yet. No one has been there yet as far as we know.”

How do I (h)explore if my group is in a premade world?

This style of play isn’t for everyone, but one thing I recommend for players and GMs/DMs who get burned out on the same old campaign world is to drop the player characters onto a brand new planet or sub-plane/demi-plane after an adventure or two in the old world. Much the same way the mists of Ravenloft used to abduct entire groups of adventurers, the PCs could literally just wake up in a new world and have to explore to try and find a way home, if they ever want to go back.

Once they’ve been transported from the old familiar maps they may be used to, the group is going to have to become somewhat more resourceful. If you think about it, food might not look the same. There are no familiar landmarks to go by. Heck, the stars aren’t going to look the same, if there are stars. Different planes have different rules. Maybe there’s perpetual day or night. Maybe there’s no metal as far as the locals know. This makes exploration one of the most valuable pillars in any RPG where the group is engaged in a hex crawl.

One word of caution for using this style of play- You may wish to limit certain types of magic if you’re going to have a good hex crawl. At low levels, it’s not a huge problem. Teleportation can be a regular game wrecker for hex crawls. So can certain divination spells. Even basic flying can get out of hand if the GM doesn’t find a way to reasonably limit it. (Freakish thunderstorms, flying monsters, antiaircraft flora…) Obviously technology can make things rough on the GM and super easy on the party. Look how far humans got with just a telescope and a few simple navigational tools here on Earth.

The nice thing about dropping the group onto a whole new world is they can hex crawl for a few sessions or the rest of the campaign. I do recommend if you’re going to turn the game into this style of play that it be mentioned before characters are made. Obviously someone’s 100 page backstory is going to deflate completely if they’re no longer anywhere near those places and events mentioned therein. Artificers, Clerics, and druids are going to be extremely useful or completely hosed depending on where they end up. It’s also a good time to introduce any major rules changes the GM might wish to impose due to the new environment. Please make sure everyone is on board before the hex crawl begins.

Hope this little foray into the worlds of hexcrawling was useful. I may drop another article similar to this one down the line explaining how to set up the random tables with more examples of adjudicating a hex crawl game. Have a great day. Take care. Game on.

FATE?

It attached itself to the hull. At first it was just a nuisance. Then the crew began to change…

Horror? One Shot? In Space?!?

I’m thinking about putting together a one-shot game or possibly a mini campaign. I like FATE because it’s a simple system and easy to work with. I’m not sure what kind of an audience I would have for the kind of adventure I want to write, though.

Some background. I like anime a lot. Much of the material I tend to come up with for funsies in my own head usually revolves around some type of anime game such as OVA, BESM, Gratuitous Anime Gimmick, Mecha Hack, and so on. I’ve played around with a lot of systems over the years. I also love Mecha v Kaiju for FATE, which is roundabout how I got here.

My favorite anime series, of which there are many, is still Neon Genesis Evangelion. I also love Chrome Shelled Regios, Appleseed, Satellizer El Bridget (Freezing,) Macross, and Arpeggio of Blue Steel. I never get tired of anime, especially anything with giant robots. I also loved long Cowboy Bebop before it got popular again (Just ask my wife, who got tired of listening to Real Folk Blues…)

I’m shooting for a change of pace on this one.

Chrome Shelled Regios is getting incorporated into a D&D campaign I’m building, especially the dite. However I still love the idea behind the contaminoids. They had to spread through space, theoretically. And that brings around my love of two other series; Starship Troopers and Aliens.

Here’s kind of the premise for the adventure: The group runs into a distress beacon from a ship that has this big, gnarly thing attached to its hull. The ship has had an outbreak of a zombie-like virus that is killing the crew. Turns out the big gnarly thing is using humanoid hosts to turn the ship into its egg.

What to do with the ship? What to do with the crew? Do we cure them? Rev up the space chainsaws and start beheading zombies? Nuke the whole thing from orbit? Where did the big nasty bug come from? Are there more?

This could literally turn into a campaign or series of campaigns and the more I think about it the more cool ideas bubble up. There’s only two questions remaining. The first is what system? The second is, do I drop this into an established universe or just run with my own?

These questions and more answered in another article. Game on. Have fun!

%d bloggers like this: