[Super Action Now!] a crazy-ass advertisement

So, in preparation for the First Super Action Edition of my favorite stupid little game, Super Action Now!, I asked this guy if he'd be willing to draw some illos for it. He is, which is awesome. He also drew this:


So, tell me, are you ready to buy it?


  • It has a "QAGS meets Risus" feel to it...but let me ask you something:

    "Does your game have action?"

    Also, what you have done by giving that guy work has made puppies inexplicably cry.
  • edited May 2009
    I know Risus, vaguely, but what's QAGS?

    As for your question: obviously you've never played SUPER ACTION NOW!
    How can your life possibly be complete up to this point?

    And, because I'm stupid and forgot to link it, here's the current (and free) version of the game for the curious. The new one will be better. And illustrated.

    And for those who don't know what the hell it is, here's some of the many playtest threads from the Forge:
    Bubba Bad's Bad Day
    Rules changes, and highlights from Jimbo's Saga and the Fantastical Wizard of Frotz
    DIY Porn Studio vs. Morality Police, with couch-on-couch love!
    Post-apocalyptic Olympics
  • Also, forget the puppies. Pseudo is a genius. Puppies just pee on things.
  • Posted By: Marshall BurnsI know Risus, vaguely, but what's QAGS?
    Hex Games made a game called "Quick Ass Game System" (QAGS) that was irreverent and fun.
  • I can say from experience that Super Action Now! Does indeed have action, and yes, that drawing is EXACTLY how an actual game plays out.

    I'm excited! And you guys (read: everyone) should be too! It's the funniest indie game in the world. Seriously.
  • I highly recommend reading about Bubba Bad and the Olympics, those AP accounts are hilarious.

    Marshall, "Action is happening to you!" MUST appear wherever you can find an excuse to use it.
  • Posted By: David Berg
    Marshall, "Action is happening to you!" MUST appear wherever you can find an excuse to use it.
  • Hey, look at what else that crazy bastard drew for practice. It's so much like something right out of an SAN! game, it's scary:


    I love the look on the guy's face at the far right. He's all, "ZOMG my buddy's brains are on my face that's so gross this cat is so NOT WORTH IT"
  • The artwork certainly captures what I felt while reading the early draft of the game.
  • I know! Isn't it crazy? The guy hasn't even read it yet. I just gave him descriptions of the sort of thing that happens in the game.
  • We're going to be trying it tonight. Can I ask a couple of questions? First, I could find any guidelines on how many points you can spend on traits. I'm sure this is customizable, but a frame of reference would be nice.

    Are there updated rules available in general? Any tips?

  • From my experiences playing it, for traits you can do a sort of "pick one of each dice type" if you need structure, otherwise it doesn't matter much. Also, try to get at least ten traits, otherwise you might end up reusing them more than is ideal.

    As for tips, make sure to do the "twists from a hat" thing. It's the single most important rule, and forgoing it would be doing yourself a disservice.
  • Thanks, we'll make sure to do it. There were a couple base traits, and those were always a d6, but the rules seemed to suggest they could be 1d6-5d6. How do you determine those? Do you get one of each number?

    So, I'm guessing nobody really cares much how many "points" you get for your character, but I'm worried about certain members of the group that might choose to take advantage if there's no limit. I'll just make one up and I'm sure it will be fine. Thanks!
  • edited June 2009
    Hi Sean,
    I'm stoked that you're going to try it!

    So, when I play, there's no points to buy with or anything. We just give the trait whatever dice seem appropriate. The more specific the trait, the bigger the die size. The more prevalent the trait, the more dice.

    As for someone trying to take advantage of that, well, that's where you can hear my evil laughter in the distance if you listen closely.

    Imagine, if you will, a player preparing to powergame over all of us by exploiting that rule. He makes a super badass ninja with lots of traits like "Badass ninja stars 5d20" all over the place. You with me?

    So, at some point, he's like, "I throw a badass ninja star!" and it's getting a little old, because it's clear what he's up to. So I'm like, "TWIST! You drop it on your badass eye." Now his own 5d20 is rolled AGAINST him. (Nobody can hear the ninjas crying.)

    See, his fatal error here was that he was playing it straight -- i.e. he's being the straightman. Which makes him the butt of all the jokes. Much better to be playing, say, the French baker who's like, "I hit you in the head with hard crusty bread! Like Zut!"
    (And if that guy's got "Handling hard crusty bread 5d20," then so what? It's funny.)

    The point here is, don't understimate the importance, power, and pervasiveness of the TILT! system. It's a safety valve on the fun pipe, and it's a pretty darn good one.

    Also, make sure that you guys all get together to make your characters, and read them aloud as you do so!

    Hope this helps!

    Oh yeah, and, as has been said, the From the Hat rules should have been described as necessary. They will be in the new version.
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