Wednesday, January 6, 2010

Mutant Future on the Starship Warden Game 1

Last month I posted here and here about my desire to do a little Mutant Future/Metamorphosis Alpha with my regular AD&D group. I finally got to have a little session last night.

Only three of the regular players could make it, which is kind of the point. I want to do MF when we don't have enough players for our regular D&D. I had already sat down weeks ago with Andy and Paul to do up characters. Paul rolled up a walking, thinking Tree man (although he opted to have him be non-speaking. With Paul being a bit quiet and mousy, that is actually perfect) with 3d6 acid sap, shrieking ability, and a glandular problem that has him growing 10 times faster than a regular tree. Andy did up a sort of hillbilly mutant, with teleport, disintegrate, and the crippling slow movement drawback. He didn't look like a mutant, but Andy did decide he would look a little bit like he has Down's Syndrome.

So with Dan there the other night, he did up a mutant animal. I made the mistake of allowing him to decide the animal after the mutation rolls, and I think that was a mistake. It lead to him spending around a half hour brainstorming on what animal it should be. Anyway, he got quickness, poor eyesight, telekinesis, and dwarfism. He went with a humanoid bear that was 4' tall, and I also gave him a D6 bite and heightened sense of smell to make up a bit for the bad eyesight.

I had diverse groups of pure strain humans set-up, but nobody ran one. Ah well. The mutants are more fun anyway. Andy and Paul's mutants already knew each other. They decided that out in the woods Andy bumped into the living tree, got surprised, and discovered his disintegrate power by zapping part of the tree off. Both hung out for the next couple of weeks recovering there in the woods, with Andy teaching the tree to understand the language. Andy decided to carry the dead arm off the tree as a staff for combat.

On the road the met Dan's dwarfy bearoid, and they encountered a wagon of the "Undine Brotherhood." This monastic order travelled around giving fresh, guaranteed unradiated water to pure strain humans and mutants alike "All may drink of pure water, even the unclean." The brotherhood also brew up strong tea for minor donations.

Suddenly from the brush a young pure strain human appeared. Wearing cloak and toga, he was obviously from the human town of Nova Roma. He was bloody and wounded. It turns out that he is the son of a senator in Roma, who preferred traveling around sketching things over the political intrigues of his people. So while on a few day outing, he and his bodyguard were attacked by a green, spikey mutant and his small band of "Thuggos." The Thuggos take up a sort of orcish slot on the valley level. Generally without powers, they tend to have distorted or misplaced facial features and limbs. The mutants had killed his bodyguard, and left Nero for dead in a ditch.

So 16 year-old Nero Pullo asks them to help him get his sketchbook bag, his family ring, and decorative dagger from the mutants, and in exchange they could keep the majority of his money, his retainers sword and spear, and anything the bandits may have. With steel weapons in short supply and very valuable, our heroes were chomping at the bit for real weapons instead of their sharpened sticks and fish bone daggers.

The party assaulted the bandit cave, using some decent strategy. They lured them out so the bearoid could drop heavy rocks on them from above, while the rest attacked with their weapons. It is especially fun when the tree gets a heavy wound, and 3D6 of acid goes spraying all over his attacker. Also, when he is damaged he lets loose his 2D6 shriek that damages everying in the immediate area. One freaky, scary tree, dude. Anyway, all the Thuggos were killed, but the party parlayed with the Spike Guy, who was fairly intelligent and managed to talk his way out of fighting them. With the party scooping up the nice treasure, we ended it there.

That battle was pretty much the last hour of the evening. The first hour was Dan's character set-up, then the second hour me giving more information on the world they live in. I described that the weather had been weird the last year, with heatwaves, snowstorms, and 3 day-long eclipses (no moon, stars, nothing). That all represents the slow failing of the ship systems, and why crew members ares starting to be unthawed in other decks the last several months.

So far the players have not voiced anything to make me believe they suspect they are on a starship or something. Most of them have D&D experience, but it is becoming apparent that they don't really know Metamorphosis Alpha. Because they have their own copies of Mutant Future, they keep bringing up androids and technology. But I'm quick to say that this is more or less D&D with mutants, and to not worry about techno stuff. That may be throwing them off and keeping them guessing. I should probably make a reveal before too long, before somebody shows up at a game talking about Met. Alpha!

As this is an alternative to my AD&D campaign, who knows if we'll play it soon, but at least I got the first game in, and I think the guys had fun with it.











3 comments:

  1. On one hand, it's usually a bad idea to conceal signposts from players. But a slowly changing worldview leading up to a big reveal is so satisfying it's worth it.

    Besides, D&D is really more than a midieval sword and sorcery game - it's pulp and sci-fi and fantasy and a whole lot else. They shouldn't be surprised to see the reveal. But they will, if they've missed out on D&D's roots.

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  2. I am envious. That game sounds so kick ass. :) I love the bit about the tree spraying down foes with its acid blood.

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  3. 1d30: in the next game an NPC "historian" will get escorted to the "old blocked pass" up the hills (he is a crew member who got trapped on the level months ago). He'll be messing with some wires on a "magic box" at the door entrance, and I'll probably be doing a computer voice telling him he needs access now to a command or security color band (he only has engineering band - no longer accessing the exit). So players should start figuring out some things from that. They will then follow the NPC on a couple of game quest in-level for appropriate color band. So a couple more games in they'll be getting hip to the world around them (won't get full story until they actually leave the level and go to an observation deck).

    Christian: yeah, that tree is pretty insane. I have to decide if it's shriek power will damage techno weapons when they become available. I sort of like Andy's teleporting, slow movement disadvantage mutant too. Pretty early in the game he started talking like Billy Bob from Slingblade. "hhmmm...hmmm. Ahl-right then..."

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