OK, so, I missed the bus on both those IPs the first time around. MLP wasn't on my radar other than commercials that ran in my childhood until my daughter got into it. We even picked up the previous RPG, Tails of Equestria, when Kaylee spotted it on store shelves. Power Rangers debuted shortly after I graduated, so it was in that terrible blackout spot where a teenager tries to grow up, and I never got into MMPR. Again, my kids changed that. My son loved Power Rangers, and so did my daughter. They were both rangers for Halloween one year. I watched some of both the MLP and MMPR shows with them. I still think the Yellow SPD Ranger is winking at me during the intro. So I have no hate, on the contrary I have quite a bit of respect for both those IPs. They missed me as a kid, but as an adult and a parent I appreciate the shows, and the messages they convey, especially MLP. Oh, and as an aside, Barbie: Life in the Dreamhouse, is also worth a watch as an adult. The in-jokes are funnier than hell.
What alarmed me wasn't the subject matter of the MLP and MMPR games being rolled into GI Joe and Transformers per se. It was the tonal shift. I couldn't wrap my head around a game session in which Apple Jack teams up with Dr. Kat Manx to defeat Megatron and Golobulus. OK, it sounds cool when I say it now, but... anyway.
It goes without saying that I snatched up the GI Joe RPG when it arrived on game store shelves. I gave it a cursory flip-through. And then it went on my shelf. I only recently picked it back up, after listening to some YouTube videos about how the system worked, and playing a LOT of the GI Joe Deckbuilding Game. I figured I'd give it another look. I am glad I did.
Two main things had made me bounce off the GI Joe RPG. First was I didn't get the Essence20 system at first. For some reason it just didn't click. The second was more about the realities of creating a game that would encompass every version of an IP that goes back 40 years. To me, GI Joe would always be a period piece set during the Cold War. So many of the original two years worth of Joe characters backstories depended on them being Vietnam veterans. Stalker, Snake-Eyes, Wild Bill, Duke, etc. The tech was 80s contemporary with the occasional bit of superscience, like the MASS Device or Weather Dominator. But mostly, a tank was a tank, and at least in the original 5-parter, a gun was a gun. Snow Job uses an actual firearm in the battle at the crystal caves. There are more firearm sounds throughout the miniseries.
This version of GI Joe encompasses technologies that just don't fit in the GI Joe of my youth. One of the character roles gets a freaking energy shield as part of the role. All Joes have satellite uplink tablets. Cool stuff, to be sure, but outside the realm of what Joe was to me. Thing is, there have been a couple of generations since 10-year-old me sat down to watch GI Joe. And the game needs to either serve up their Joe as well, or go against the current presentation of the IP and call itself a period piece. Of course the former is the more lucrative option.
So I sat down with my fellow GM and frequent co-conspirator Ed, and we each made two characters for the GI Joe RPG one afternoon- and damned if the game didn't just "click" in a way it hadn't before. As we stepped through character creation, we started to see that under the hood of Essence20 are common concepts from d20-derived games, mixed with some new or borrowed mechanics. Origin replaced race/species/ancestry. Role replaced class. Skill proficiency was expressed a a die type, sort of like Pathfinder 2e had a lovechild with Savage Worlds. Essences were Ability Scores with the raw number eliminated to just reflect the modifier. It all suddenly made sense.
I created Inkwell, a Marine Combat Correspondent, who used her journalistic and interpersonal skills for the Joe team but becomes a bit distracted when she's attempting to observe and record things. This "hangup" comes from the option available to choose more than one Influence, for Inkwell I chose Artisan with a focus in writing, and Professional with a focus in journalism. One influence is free, you may select up to two more, but they come with hangups. I like this, it gives the character an interesting weak spot. Inkwell was created with the Officer role, even though she's an E-4. Officer is a catch-all role for leadership, and enlisted/NCO characters can have the Officer role without being officers. As a focus I chose battlefield psychology. This gives Inkwell some pretty bard-like abilities to bolster her allies. We got to equipment, and find that it's done in a very innovative way, Equipment in which a character is proficient can be used without penalty, just like in any other d20 game. If a character has a "Qualification" however, not only can they use the equipment, they can automatically bring it on any mission without requesting it. Requests are handled by the requisition mechanic, and some roles, notably the Officer, can have an effect on the requisition process.



