A world where superhumans have changed the course of human history. 
A world of conflict, and consequences. 
A world gone mad.
The world of WILD TALENTS.
I have been a fan of
 Greg Stolze's One Roll Engine game system since its first iteration, in
 the gritty World War II superhero game GODLIKE. In an era where most of
 the popular games looked a lot alike (the all-d20-all-the-time early 
2000s), the One Roll Engine was something fresh and exciting. It had the
 bloody, unforgiving level of detail you'd find in an old-school 
military game like TWILIGHT: 2000, but wrapped up under the hood of a 
sleek new Ferrari ready for you to push the pedal all the way to the 
floor. It also had Dennis Detwiller's long and detailed history of the 
war, ready to be tinkered with by superhumans with powers greater than 
the average Joe (while still refreshingly mortal). 
WILD TALENTS is the GODLIKE timeline spun forward to
 the modern day, with a revamped ORE under the hood and a badass coat of
 paint by Todd Shearer. Not only did it improve on the rules of the 
original and provide us with almost 70 years of new history to set our 
games against, it provided a robust toolkit (by luminary Ken Hite) for 
designing your own superheroic histories and creating gritty superhuman 
dramas of your own. Any one of these elements alone could have been the 
spine of a great game, but together...? 
You can almost hear that engine purr.
I've played a lot of superhero games over the 
years, and Stolze's game mechanics are among the tightest I've ever 
seen. There is enough flexibility in power creation to make highly 
detailed and fidgety powers, or the ability to make them simple and 
broad - garnish to taste. Although the default mode of the game is for 
gritty realism, which could leave heroes a little on the bloody and 
battered side at the end of a fight, there are a number of built-in 
tweaks that can adjust the game into more of a "four colour" mode. 
Either way, it plays FAST.
Most of the effort in the game is frontloaded on 
character creation, which is as complex (or simple) as you'd like it to 
be. There are also nifty goon rules so that the GM can throw a horde of 
unlucky, low-powered crooks at the heroes for a thorough whomping. 
Unless, of course, one of the mooks gets in a lucky shot...
Although the WILD TALENTS timeline is an excellent 
starting point for creating alt-history supers games, with a number of 
ready-to-play campaign concepts in the book associated with interesting 
historical moments (which could become more interesting yet, with the 
presence of superhumans in the mix), I have to admit that creating my 
own games is what really excites me. Ken Hite's "Four Colors" system is 
an excellent benchmark to use when creating your own superhuman 
histories, breaking down some important ideas about how the usual flow 
of history might change and how the game will feel thematically. There 
are also several published settings for the game, including the 
sensational Victorian KERBEROS CLUB book by Ben Baugh. 
I created two pitches for Wild Talents games last 
year, INSURGENCY and TRUE BELIEVERS, which I talked about here. One is a
 rock-em-sock-em "What If The Villains Won?" adventure where the heroes 
are struggling to overthrow an army of triumphant villains. The latter 
is more down-to-earth, examining some of the obsessive nature of 
superheroism through the lens of "real life superheroes". It speaks to 
the power and breadth of WILD TALENTS that it could handle both of these
 games with style. 
I've been considering what the One Roll Engine could
 do with a pulp game, if I were to use it instead of Fate (which I had 
always considered my go-to pulp game engine since SPIRIT OF THE 
CENTURY). But I'd also be game to just sit down together with a group of
 players and let them play with the toys themselves, to build a new 
supers world together. 
Now that would be wild. 
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