Monday, May 6, 2024

Revisiting GRIDSHOCK 20XX Zine 1: Roadmap

 

It was all yellow.
I Kickstarted and published GRIDSHOCK 20XX as a set of four zines, each presenting a few chapters that, at least in theory, added up to "a post-apocalyptic setting for use with ICONS Superpowered Roleplaying." Zine 1: Roadmap provides "a crash course on the world of GRIDSHOCK 20XX and its history," and includes optional and variant rules for use with ICONS.

Since I worked on the world of GRIDSHOCK for years before I finally released it in this form, there's a lot for me to unpack. The temptation to blather on and on about my creation is strong, but I think the best way to resist that urge is to just tackle the zines section by section, as presented. (I will try not to be too hard on myself, but I also think it's important to point out when things don't work -- or do.)

The Cover 

  • This depicts a motorig (basically a super-semi truck) smashing through a gate while fascist Supremacy goons blast at it. I always like Steven De Waele's art, but I feel like it's a little tough to tell what's happening on the cover at a glance. I probably asked for too many elements to be included for the price point, so I blame the art director (me) rather than the artist here.
  • I still love the logo, but if I was to do it over, I would probably ask Chris to make it more horizontal, to make it clearer that it's "GRIDSHOCK" and not "GRID SHOCK" (which I have seen it listed as on several online retailers).
  • I think having "You can make it if you run" to kick off the back cover blurb is cool. Your mileage may vary.
  • Chris' map on the inside cover looks great -- if you got one from the first print run. The second run is too dark for reasons I have never been able to figure out, and that makes it hard to read, unfortunately.
Welcome to the Shock
  • I'm proud of this chapter. I think it summarizes what the world of GRIDSHOCK is like pretty well, and without over-explaining. It effectively lets players and GMs know how it's different from other settings and gives a quick rundown of how it got that way.
  • The "What Do Vectors Do?" section, which lays out exactly what the game is about, is solid. Next time, I will make it even clearer: GRIDSHOCK is about heroes driving around in big trucks, fighting stuff with superpowers, fixing problems, righting wrongs, and then getting the hell out of Dodge before the bastards in charge drop the hammer on them.
  • Though I see some things that could be improved, I stand by this section, and will probably keep big chunks of it more or less intact in the next iteration. I'll tone down the discussion of how GRIDSHOCK fits into the superhero genre, though, because so many of its assumptions are not part of what most people consider that genre to be, especially now.
Timeline of the GRIDSHOCK 20XX Universe
  • This chapter doesn't hold up as well, unfortunately. It's just too much information. I think I was hoping to impart a sense that this is a rich, complex tapestry of a setting, and I went with a writing style reminiscent of the analytical (and often downright dry) presentation you get in something like the Official Handbook of the Marvel Universe. I think that what it ends up doing is feeling restrictive instead.
  • If I was a GM coming to this setting cold, I'd be concerned that whatever cool stuff I thought could happen in GRIDSHOCK while reading the comparatively fun, evocative preceding chapter might not fit into this terminology-laden, intricate timeline. I think the history that is described in these few pages is cool, but it's so verbose and information-dense that it's overwhelming, maybe even boring at times. There are probably people who liked it, but in retrospect, it doesn't do what I wanted it to, which was to show off a rich setting.
  • Looks cool, though. Using public domain photography was a financial necessity, but when combined with the flowchart layout, it imparts a textbook feel that I think is unique in RPGs and consistent with what's being presented. And the artwork that Grey Wizard made to introduce the section is fantastic. It just happens that what follows isn't a very inspiring read. If I keep the timeline at all, it'll be completely revamped next time. I suspect it may not be needed at all.
Rules Changes for GRIDSHOCK 20XX
  • This chapter forces me to have a tough talk with myself. I think ICONS Superpowered Roleplaying is a great superhero game. It's my favorite. However, from the perspective of moving units and finding players, using it for GRIDSHOCK was probably unwise. The roleplaying game industry is one with a handful of big games that have long lifespans, and innumerable indie darlings which, while often deserving, don't attract long-term attention. ICONS made a splash when it debuted in 2010. By the time I published GRIDSHOCK, over ten years had passed, at which point it had a small but loyal fanbase, who largely use ICONS for its intended purpose: classic "animated series"-style superheroics, not genre-warping post-apocalyptic ass-kicking super-truckers.
  • To be blunt, GRIDSHOCK is really "high concept" and would still face an uphill battle regardless of what system it used, but it should have been a standalone game. Releasing it as a modular supplement instead -- even for a really damn good game like ICONS -- limited its reach.
  • All that having been said, I playtested all of the new rules presented in this chapter and they work well in ICONS. The alternate rules I wrote for things like specialties, qualities, and combat deliver the intended experience more effectively than the standard ones. Some of them are good enough that I have adapted them to an entirely different system, the Year Zero Engine, and after playtesting them again, found that they work well there, too.
  • Let me be absolutely clear that none of this is said with any disrespect for ICONS or its designer, Steve Kenson. Steve is one of the industry's best, and is undoubtedly the most important designer of superhero RPGs working today. He has never been anything but supportive of GRIDSHOCK 20XX, which I sincerely appreciate.
Next week, I'll dig into GRIDSHOCK 20XX Zine 2: Roster, which details the various types of characters you can play in GRIDSHOCK.

2 comments:

  1. I admire open autopsying of one's work. It takes courage. I think some of your points are fair, though on others it's hard to know if doing it another way would have been better or just different.

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    1. Thanks. You're right, it's tough to know what would make a difference, but at the end of the day, I get the impression that while some people bought the zines, they're not using them for anything, which is a bit of a letdown. Still, hopefully this doesn't sound like I'm trashing what I made -- or my collaborators!

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