Let's Play Cartoon Action Hour: Season 2

Mad Writter

"Tropertron Force, Go!"


What an idiot, I forget something! Just above the Recommended Viewing in the previous Channel, they is a sidebar about the sidebars. Beside the usual sidebars. they are two other sidebars:

  • Kraggor and Bravesteel: Comments on the system from the two fictional character from the non-existing series, "Galactic Heroes".

  • Now You Know: More information from the system from CCM herself.

Now: Channel #2 - The Series

Our first sub-section: "What is Series". Before we got the information. For this chapter is for Game Masters. So when the Channel says "you" it stands for the Game Master. Now we got the information. It's all the information for a CAH:S2 equal of other's systems "campaigns". And they is "no limit" rules, you are free to bend and break the rules at your will—in fact, CCM ends this section will a pretty good line: "The sky is the limit, and that's even debatable.

Our second sub-section introduces is to the "Series Guide". It previous shares the information on the series that the Game Master make with the Players. The Series Sheet contains four sections on it:

  • Series Information
  • PC Creation Guidelines
  • Rules Information
  • Cast Information

1. Series' Name: Each series begins with a name. I'm going to make a fiction series. My sample series will be in italics.

I.E: I been thinking of a Time Travel series. The name is called "Chrono Warriors".

2. Tagline: This is a market tool use to draw interest the series.

I.E. The tagline for Chrono Warriors is "The War of the Timeline"

3. Premise

Another word for summarizing. Some old retro-toon has a opening theme that summarizes what the series is about. It explains about originality (it's not a bad thing, but don't be pressured into making every aspect of the series groundbreaking. That's for the 2000s cartoons to do.), Gimmick and Fads (Not all series had gimmicks, but it can spiced if done right.), Protagonists Roles (Who are the good guys) and Antagonist Roles (Who are the bad guys), Primary Setting (Where does most of the series take place?).

I.E.: The following is the Premise of Chrono Warriors: "In the year 1985, Prof. Thomas Thyme invents two baker dozens of his friends to his house for test of a machine he just invented. It turns out he has built a workable time machine—but since the test of the time machine happen durning a thunderstorm. The time machine brought two aliens from the future. King Thular and Queen Kiyka, both claiming to the rule of Earth in the year 8888 A.D. With a lot of people having opinion ranging "King Thular is telling the truth" to "Queen Kiyka is telling the truth" to "Neither King Thular nor Queen Kiyka is telling the truth". They decide to watching King Thular and Queen Kiyka act as 1980s humans for a week starting the following day, "Sunday". For much of the following week, King Thular and Queen Kiyka acted as if they were 1980s humans—until a bank robbery happen when the group stopped at a local bank branch. The leader of the bank robber was Christ King, Thular's ancestor, who got saved by King Thular himself. This make the others believe that Queen Kiyka-including the cop that arrived to stop, Amelia Queen, Kiyka's own ancestor. Now, Queen Kiyka leads the group through time to stop Thular's gang from making themselves the rulers of the 8888 A.D."'

4. Proof of Purchase Points: Proof of Purchase Points (Po P Ps) are the points to buy your characters traits. This stand number is 30 Po P Ps, but it can go lower or high, but anything over 40 will result in extremely powerful characters.

I.E. I decide that 30 would be logical for this series.

5. Maximum Trait Rating (Regular Traits): This is the Maximum for normal non-Action Features traits. It's usually a 4 but it can set as high as 8. This can be pushed beyond the limits due to either modifiers or situational adjustments

I.E. I decide the regular number of 4 is fine for Regular Traits' Maximum Trait Rating.

6. Maximum Traits Rating (Action Figures): This is the Maximum for weapons, gadgets, vehicles, etc. This would be the same amount you selected for regular traits—but for some series, in which the P Cs are normal humans, you can raise it to 8. This allow you to create weapons, gadgets and other goodies that aren't cap of at 4.

I.E. Since most of the P Cs are going be humans. I decide 8 as the Maximum Traits Rating for Action Figures.

7. Miscellaneous: This era is where Game Master can write down requirements and dis-allowance that can't be revealed elsewhere on the Series Guide.

I.E. For "Chrono Warriors", the miscellaneous section is followed: "The P Cs are normal humans", "No P Cs had private time travel abilities.", "No magic exists in the series".

8. New Rules: Invented any new rules for your series? This is where to place them.

9. Modified Rules: If you have modified any rules, this is where you place them.

I.E.: I decide the normal rules are fine for this series.

10. Primary Cast: This is the Game Master list the P Cs for the series.

11.Supporting Cast: This is where the Game Master puts the Supporting Cast for the series—the NP Cs of both sides in other words.

Next Up: Channel #3 - Character Creation

[Author Note: In the previous, I asked the Troopers to create their own series, but no replied by the time I got antsy and went on with out waiting. It's one way of killing boredom.]


In this one, CCM deals with the following:

Series Idea: Series Idea usually don't just appearance and this "Now You Know" deals with series idea.

The Genre: The first step is decide what kind of genre. You don't have to stick to one genre. That's pretty fine idea. CCM then list most common genre.

  • Fantasy: Knights, wizards, dragons, kings, and castles.
  • Post-Apocalypse: The world is in ruin, and people are ruining in toxic waste and mutant creatures.
  • Military: Stories about the armed forces — usually part of the United States of America's armed forces.
  • Sci-Fi: Adventures with high-tech in the present or the far future.
  • Space Opera: Laser Guns, Aliens, Spaceships, Transporters, & Red Shirts are key to the 1980s take on this genre.
  • Horror: Not one of my favorite genre — but according to CCM, it's just an regular action cartoon that feature things that go bump into the night.
  • Western: Native Americans, Cowboys, Train Robbers, Snake Oil Salesmen, and Root Bear Saloons (Frothy Mugs of Water are possible as well.)
  • Superhero: Cape and Cowls team up to fight crime.

The Twist: CCM list twist that has been used in 1980s cartoons.

The Tech Level: Most 1980s cartoon use technology, expect the Fantasy cartoons.

The Series Goal: All of the 1980s have a over-arcing goal. Though she mention one cartoon that doesn't fit the usual model — and that was a summary of Thunderr The Barbarian", CCM"s favorite series.