Canon Continuity and Gaming
Part One of Six
by Jesse Willey

There are literally dozens of roleplaying games based on licensed properties. From no less than three versions of the DC Universe. (Mayfair 1st edition in the early eighties, serious rule revisions in 1986-87, and West End Games version in the late nineties and early 2000s.) There were a few Marvel games as well. Those are the series I"m going to focus because this is a comics fanzine.

Today we're going to focus on The DC Universe. When continuity has changed (with some characters several times) and zillions of Elseworlds it is easy for the gamemaster to say "I don't want to deal with all this, we're setting this game on Earth-P." While there can be some fun games using this method, a skilled GM will still attempt to follow some version of canon as closely as possible.

There are two methods to doing this. The one we will focus on this month is what I call "filling in the missing time." And there is plenty of it. Here are my top five favorite ideas some of which I have actually run.

  1. The Age of the Manhunters: Before there were Green Lanterns, before there was human life on this planet, the Guardians of the Universe created robot sentries known as the Manhunters. There are two of this type of campaign. During their early centuries the Manhunters were known as agents of peace. The players are rookie agents of the Oan Manhunter Corps.

    The opposite road is to tell the tale of the fall of the Manhunters. It's been a vague blank spot in the DC Universe. Once the Manhunters went rogue what stopped them? Was it the first Green Lanterns? Was it a small group of super powered beings from various planets joined together for the common good? What about all the innocent people the Manhunters pursued?

    The possibilities here are endless.

  2. Earth (1950-1956): On any DC Earth this timeframe has been largely ignored. Chase and Suicide Squad (the 80s run) covered it briefly by saying there were small tight knit metahuman and non-metahuman teams running around covertly. Villains like Vandal Savage and Ultrahumanite did not go dormant during this time period. Other super villains popped up as well.
    To me, this isn't the most interesting part of it. After what happened to the JSA any such super human group would be in just as much danger on the home front. They'd have to face such threats as McCarthy, Cohn and fellow costume wearing crime fighter J. Edgar Hoover.

    The types of motivations for heroes to still operate under these conditions could make for some interesting roleplaying. You might have one or two stragglers from the World War II era who actually want to root out communists. You might have characters whose secret identities are beatniks, scientists, intellectuals or other sort of minority that might be under investigation by the FBI or the House of Un-American Activities Committee. Things if our characters Discovered, could put team unity in jeopardy as much as the planet.

    Then on the international front you have a still fairly occupied Japan, the Russians trying to get nuclear technology, The Korean War, The Cold War and plenty of other sources for your heroes busy with bad guys.

    This setting proves to be the ultimate place where proving ones character's best way to fight for truth and justice might not behind a cape and cowl. A time when there is "The American Way" and the right way and the two don't necessarily coincide.

  3. The Forgotten Heroes - Near the end of Resurrection Man it was made clear that the Forgotten Heroes did not disband after Crisis on Infinite Earths. They became a loose knit organization of second and third string heroes. It became sort of a poor man's Justice League. They operated secretly and kept an extremely low profile. It's part of how they did the job. If people knew they were out there the villains could plan for their arrival. Of course, Cave Carson kept the "secret" purpose of waiting for Immortal Man's return to take out Vandal Savage hidden from most of the members.

    But who were the other members? He mentioned they had dozens of members but all we ever saw were Carson, Animal Man, The Ray and a few survivors from Bloodlines. If they'd let Bloodlines characters in, I'm betting anyone could join. (Aside from maybe G'nort.) This version did disband at the end of Resurrection Man. If you need a new benefactor you'd need someone else familiar with the super communities.

  4. Comedy Calvacade - The original Mayfair DC Heroes had things they called genre rules. They enable you to change how certain properties for damage worked for the tone of the game. One of the genre rules was for comedy where no amount of damage was lethal.

    Many people don't know that DC has a long history of funny books. From the funny animal books like Fox and Crow of the forties and fifties, to Sugar and Spike, Stanley and His Monster, the solo stories of Mister Mxyzptlk, Captain Carrot and his Amazing Zoo Crew, Blue Devil and my personal favorite, Ambush Bug. Face it, GMs have things to do other than plan their weekly torture experiments for their players.

    Where has all the fun gone? Using this method you can literally plot together and see what sticks. One week they could babysit a bunch of precocious trouble making infants and the next week fight a killer sock. For a real challenge have them have a fight with the Inferior Five to determine who pays for the pizza this week. A really brave GM can even put his money where his mouth is and have the outcome affect who really pays for the food. Before running this type of game, I'd suggest reading some trades of these funny books. Or cruise cheap boxes at local comic shows and big cons. Or petition DC to reprint them. (Vext forever!)

  5. Space (2216-2945): According to the pre three boot Legion continuity the 23rd century were troubling times on Earth. Environmental conditions became so harsh it led to an era known only as "The Great Disaster." Human colonists on other planets had to do extreme genetic engineering to themselves to survive. (Or may The Dominators did it... or was it Valor?) The point is, there were planets with lots of political intrigue and backstabbing of neighbors.

    So what brought these planets from annihilating each other during the seven hundred years between the start of colonization to the beginnings of the United Planets? I don't know-- but it would be awesome to find out.


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Text Copyright © 2006 Jesse Willey