Friday, August 5, 2016

Open Call for Nominations for 3rd (2016) Annual BAMFSIES

In an effort to cast as wide a net as possible, we're asking for self-nominations of superhero RPG products this year for the BAMFSIES Gamer's Choice poll.

SO - if you have a favorite RPG that was released in the last year - or if you're the publisher of one, please reply to this post with the name of your product and the name of its publisher and we will make sure it is included in this year's poll.

About the BAMFSIES

The BAMFSIES are a cheeky and fun RPG awards focused solely on superhero RPGs.
We’re not nearly as serious as the Ennies. We’re probably more serious than the Grammys.

There's a renaissance going on with supers RPGs right now - and it's not really reflected in mainstream RPG awards as those tend to be focused elsewhere.
So – the BAMFSIES aim to highlight the best in Supers RPGs. We're about celebrating and drawing attention to all the great Supers RPGs that have been released recently

We've assembled a crack team of judges from the tabletop rpg scene and we’ll be announcing the awards in a show on the BAMF Podcast in January

Tuesday, February 16, 2016


Gamers Choice Award  - Worlds in Peril
With a whopping 31% of the vote, Worlds in Peril is the 2015 Bamfsie Gamer's Choice pick.
Chris Helton says: Worlds In Peril is the game that opened up my eyes to the potential of the Apocalypse Engine rules. Well written, and with great production values, this game sucked me in and made me want to play it.

Sean Patrick Fannon says: A prequel for the fascinating story of villains forced to fight overpowering aliens for the sake of the Earth, this one calls back to great sources like "Escape from New York" and the Batman storyline, No Man's Land.

Tommy Brownell says: The follow-up to AMP: Year One, Year Two advanced the timeline past the world-altering events of Year One, and set up an almost Days of Future Past-like situation in which AMPs were hunted by militarized police forces and enslaved AMPs who tracked them in the streets. New factions rose up, and the setting continued to fill with secrets. Hints of mysticism even appeared in the timeline of this one. A worthy continuation of Year One, the world of Year Two seems more gameable than Year One does, as the factions jockey for position. Normal humans (Saps) also became playable for the first time, and the Kickstarter unlocked the first factions books, which provide additional world details and powers.

Sean Patrick Fannon says: Some games do work well with a metaplot, and the AMP series from Third Eye is one of them. The ongoing continuity is used to introduce new developments - including powers, factions, and stories - for a supers campaign that examines what happens when folks first start getting paranormal abilities.

Best "Return to My Childhood" Products - Cartoon Action Hour, Series 3

Sean Patrick Fannon says: With new products like FLAG Force, Galactic Heroes, Wasteland, and Hexslinger, Spectrum continues to line up multiple cereal-binge worthy games that make every action hero a superhero. Can't want to see someone link them all together into one Super Saturday Spectacular Event ... thing!

Sean Patrick Fannon says: No one loves supers more than Michael Surbrook, and he delivered a powerful product that faithfully recreates some of the greatest myths and legends of American folklore for multiple supers games.

Best Callback to Old School Supers  - G-Core Line
Sean Patrick Fannon says: There are a lot of retroclones for FASERIP out there, but Dilly Green's been putting out a lot of good, solid, new material for the Old School Game that so many still adore.

Steve Trustrum says: I've always been a fan of Green Lantern, Nova, and Rom, so a book that covers super-hero adventures in space already has a thumbs up from me. Inside is an extended measurement table for covering cosmic scales, as well as new rules for cosmic / godly beings, as well as notes for bring other powers onto the cosmic stage. As much as I appreciate these aspects, it is the book's crunch -- suggestions on running cosmic games, the problems characters face while doing so, and how to run a cosmic series -- that really make it stand out.

Sean Patrick Fannon says: Gorgeous, as all of their books for Mutants & Masterminds are, and this one delivers on something that fans have been waiting for over a fairly long period of time.

Steve Trustrum says: A line of products covering subjects alphabetically, I've found each release to push the overall usability of ICONS that much more forward. "H" covers headquarters, for example, and "T" brings up new content for super-teams. Each fleshes out questions left by the core rules or covers areas begging to be built upon, combining to make this already-spectacular game line that much more interesting and fun. I consider the product line essential for anyone playing ICONS.

Sean Patrick Fannon says: Seriously, a new product, in constant flow, and each one expands on the core ICONS game experience. Clever idea, excellent execution.

Best Constant Source of Super Stuff - TIED: Rogue Genius Games and Vigilance Press
Sean Patrick Fannon says: Both are constantly putting out villains and other source material for systems like ICONS and M&M, with new products at least every month, and sometimes weekly.

Tommy Brownell says: The original Necessary Evil campaign for Savage Worlds proved to be the single greatest campaign I have ran. Now, part of that is obviously going to require the right players for the game, but the story of villains realizing they are the only hope the world has in the face of alien enslavement was fantastic. The Super Powers system is actually my preferred powers system for Savage Worlds, and the campaign was robust enough that we played it extensively, while still being loose enough that I could insert several of my own adventures (including a trip to Russia, and a throwdown with an Atlantean God). 

We laughed, we cried, we became very attached to our characters (I don't often see players burning through their bennies to help an NPC repeatedly reroll a Vigor roll to keep from dying, but I saw it in this game...and the player in question wound up having to fight his archnemesis without powers or bennies right after). Like I said, my favorite campaign that I have ran, and one of my favorite purchases of all time and truly, in my opinion, worthy of a Hall of Fame selection.

Tuesday, November 10, 2015

Gearing up for the 2nd Annual Bamfies

As we prepare for the 2nd annual Bamfies, it's time to think about who will be in the Reader's Choice Poll.

Any Superhero themed RPG release from the last twelve months is eligible. Please reply below with any nominations you can think of.

Wednesday, February 25, 2015

Prizes Have Been Sent Out

Thanks to everyone who took part. The prize giveaway is now over and the winners have been notified.

See you next year!

Thursday, January 29, 2015

Winners are Announced and Prize Giveaway

Gamers Choice Award: GCore Prime

Gamers Choice Award Runner-up: Mutants and Masterminds 3rd Edition

Best Presentation: Atomic Robo RPG
Notes from Tommy Brownell: I preordered this because I was on a bit of a Fate kick, and now I've been working my way through all of the Atomic Robo trades. Completely self-contained, with tweaks that allow you to jump right into ACTION SCIENCE, Atomic Robo uses the comic itself to explain the mechanics, making it one of the best written and presented Fate books I have ever read.

Best Presentation Runner-Up: Emerald City Player's Handbook

Best Genre Emulation - Iron Age: Cold Steel Wardens

Notes from Dan Davenport:  It's a rules-medium game that successfully
emulates Iron Age supers without relying on heavy-handed emulation

Best Genre Emulation - Pulp Supers: Atomic Robo

Notes from Cam Banks:  Atomic Robo is, right out of the gate, clearly aware of and fully embraces its source. It makes excellent use of the art from the comics, tweaks the Fate Core rules to provide a solid action-centered baseline for rules, and devotes considerable mechanical and background space in the book to things that matter to pulp action heres: inventions, doing crazy stunts, being part of a worldwide organization of science heroes, and including weird agents and villains who defy standard categorization. It's a remarkably effective licensed RPG and stands alone as a pulp supers game in its own right.

Best Genre Emulation - Street Level Supers: Venture City Stories

Notes from Cam Banks: I think Venture City makes excellent use of Fate to give a sort of urban depth to what's usually a generic kind of RPG genre. It doesn't try to be every comic book. It comes with enough meat to spin bigger stories out of it but it's a self-contained adventure product. So in that respect I think it succeeds highly because it knows what it wants to do as a product.

Best New Edition: ICONS Assembled Edition

Notes from Tommy Brownell:ICONS was more popular than it was intended to be, due in part to the astounding support of third party licensees, and because it scratched an accessible, rules light itch that many people had. Now under the direct hand of designer Steve Kenson, ICONS Assembled Edition is a "1.5" version, folding in the best tweaks and rules additions in its short life-span while maintaining 99% compatibility with previous releases. While it never really "went away", it's back with a sleeker, shinier exterior and a finer tuned engine under the hood setting itself up as the alternative for supers fans not thrilled with the rules heavier games.

Notes from Christopher Helton: I think that right now my favorite new super RPG would be the Icons: Assembled Edition from Steve Kenson and Green Ronin Publishing. This new edition really filled in some of the gaps in the previous edition, making it a much more complete gaming experience. Rules light, but still robust, Icons does super-hero gaming well.

Best New Edition Award Runner-up: Savage Worlds Super Powers Companion 2nd Edition 

Notes from Tommy Brownell: Actually the third time the Savage Worlds supers rules have been released (first in Necessary Evil, then in the original Super Powers Companion), the 2nd Edition of the Super Powers Companion not only helped usher in the new "graphic novel sized" Savage Worlds books, but it addressed a lot of complaints with the Super Powers rules, adding in significantly more flexibility than was present before, and "locking in" a hero's power level at character creation, while still allowing them to become more skilled and experienced. A much needed step to bring the fun, but flawed, Savage Worlds Supers rules in line with a truly robust Savage Worlds supers experience. (Requires the Savage Worlds core rules to play).

Best Supplement Award: Awesome Powers series for BASH Ultimate Edition 

Notes from Tommy Brownell: BASH was already a great choice for those who wanted the customization and flexibility of a Champions or Mutants & Masterminds with fewer rules...but now it is in the process of mutating further, thanks to the Awesome Powers series, a group of books focusing on various powers suites and how to utilize them in BASH. With five volumes available and eighteen volumes planned, it serves as much as a guide on how to reimpliment many of the existing powers as it does a shopping list for new abilities. The only downside is that it feels a little, well, incomplete until it's completed.

Special "Tragically Gone Too Soon" Award: Marvel Heroic Roleplaying

The Podcast
Please check out the BAMF podcast - which sponsors the Bamfsies. We regularly talk about comics and superhero gaming with some of the best and brightest in this niche of the hobby. You can check out our latest podcast (in which we also talk about the 2014 Bamfsies winners) here

AND - In addition - as a way to celebrate all the great supers games in the BAMFSIES, we're going to be giving a bunch away to you.

(hat tip to Tommy Brownell. I’m shamelessly copying his method of running a giveaway)

Between now and February 15, 2015 if you email me at bamfsies(at)gmail(dot)com with the subject line of "Bamfsies  prizes" with your preference of prize, in order, of the product you would like to win, you’ll be entered into the drawing.
On Feb 16, I will randomly draw the winners. Each person selected will win their first available choice (so if you are the third winner, and your first choice was also taken by the first winner, then you get your second choice, and so on), until prizes have been selected! Also: One entry per person.

And now for the prizes:
 - Four (4) PDF Copies of GCore Prime
- One (1) PDF Copy of Cold Steel Wardens
- One (1) PDF Copy of Savage Worlds Superpowers Companion 2nd Edition
- One (1) PDF Copy of Emerald City
- One (1) PDF Copy of Mutants and Masterminds 3rd Edition Heroes Handbook
- One (1) PDF Copy of Atomic Robo RPG
- One (1) PDF Copy of Venture City Stories