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.











Cthulhu and Hot Chicks


Naw, that isn't the newest supplement to Carcosa. Great looking girls mixing it up with monsters from beyond the stars? Hey, beautiful women go with anything.

Like most of you I come across tons of great fantasy art online, a lot of it anonymous. I'm not usually compelled to share, but as an old time Call of Cthulhu GM this one stuck out at me.

With weird fantasy art featuring women, many times you say to yourself "OK, what the hell is going on here?" This is one of those that have you trying to figure it out. An almost elfin, long-legged young girl, partially covered in clean bandages, steps over a giant tentacle that extends from the Great Old One in the background. To just say it is hallucination is way to easy.

So what's up? Is she a previously wounded, now-insane adventurer who escapes from Arkham to be with her one true, octopoid love? OK, kind of a stretch, and a little too sexy/disgusting. How about she's an unusally rare form that Nyarlothotep has taken - he will appear as a human appealing to the eyes, no (and, usually some Egyptian motif, right, like mummy bandages)?
I guess we maybe have to call it a scene from the dreamlands, where she might be a lovely sorceress/siren who calls on the power of The Sleeping One to combat her enemies. Hmmm...maybe it is Carcosa after all.

Monday, December 28, 2009

Leveling up? Call me "Captain Generous"

If it is a problem, it has been with me since I was a kid. We played a lot in the 80's, but using D&D's experience rules just took too damn long for a PC to go up. Didn't matter if we played every week or every day; it just seemed to take too long to me.

I've always done my best to go by the book where characters are concerned, but I was never able to resist fudging experience. Even though I always gave copious amounts for things like role-playing and entertaining me, it just never seemed like enough.

When I started a new group last year (after several years off to pursue more interest in my lint collection), we decided that three to three and a half hours on a Wednesday night would be best for our adult schedules. So now it was going to take forever and a day for a character to go up, right? Screw that.

First off, since the mid-90's I have let 1st level PC's go up to 2nd level in their first game. Didn't matter if we play for three hours or half that. Your weakling went out, looked in a hole, and swung a sword at whatever lurked inside, then *wham* you are now second level as the chairs are being folded up and the beer bottles hauled out to the bin. Nobody spent more than one session at 1st level.

I fudge the hell out of exp. after that 1st level. I usually take a look at how much a PC needs to go up, think about all that they did in the game and what challenged them and what life experiences they had, then jot down a number I think is right. I don't look in a book. Sometimes it's big, sometimes it's small. In the last game a 5th level female PC lost her virginity. I gave her almost 5 grand for that (a guy would get twice that. C'mon, it's tougher for guys).

Some of the estimates I see online indicate around 13 - 15 game sessions to go up. Man, if only there was that kind of free time in the world. Right now saying I run 24 session a year would be a generous number. In the better part of the 90's, when I ran 5-8 hour sessions once a month at most, people would almost never go up in a campaign unless I fudged it.

I like for it to take 3-6 game to go up after 1st level. Getting a level around every 2-3 months or thereabouts doesn't seem like overkill to me. After about 24 or so sessions since we started late last year, the highest character is at 8th level. 8th level after one year...no crime has been committed, has it?

I think a trade-off in my games is that I tend to end a campaign at around 8th or 9th level, then those guys go into "semi-retirement" and a new campaign with new characters gets started. I have no "end game." Very often, "retired" PC's get dragged into the current campaign at a certain point. The exception to that may be my current campaigns change of direction into a second year. I'm sending those now high level dudes into the Night Below adventure. Imagine how fast they will go up now!

Thursday, December 17, 2009

I hate it when a plan doesn't come together

Had to cancel the Mutant Future 1st game session last night due to somewhat weird circumstances. At the last minute Dan's fiance had a death in the family, Ben 2.0 emailed and said he had a cold at the last minute (yeah, that's usually my top excuse to get out of shit. Gonna call in sick to work tomorrow with a "cold"), and then the nuttiest one. It was going to be just me, Andy, and Paul. Paul is a fairly timid young 20 yr. old, a long time Warcraft player new to tabletop. He showed up, saw that the house seemed quiet, stood outside for 20 minutes, then decided we had totally cancelled and left. This is a guy who had to take a bus to Santa Monica from West Hollywood (bit of a ride), and he went home without even knocking on the door. No call, nothing. Good guy, and up for anything we play, but that was just damn weird.

So no December last game o' the year. Shit. Group of six players and could not get enough for one damn game for year's end. Aw well. See ya in January...

Tuesday, December 15, 2009

Housin' Mutant Future

In yesterday's post, I outlined the setting and set-up for my Metamorphosis Alpha game using Mutant Future. So here are a few house rules I'm going to use. I want to use the rules as-is as much as possible, but I needed some tweaking to make it fit into how I like to GM things. I have a very difficult time refraining from modifying rules, and it's nice that this game's design makes it easy to add your own ingredients.

First off, I'm leaving out alignment. I just don't want to deal with it in this game, and I personally don't think it fits. I don't think the players will mind.

I want going up in level to mean a bit more. I noticed that some good mutations include drawbacks, so going up in level might alleviate some of that. For example, a mutant human character one of my players rolled up has disintegrate. When used, you get knocked out and go down to 1 hit point. Ouch. But there is hope. I may have the hit points he gets knocked down to be equal to his level, and maybe after 4th level I'll give him a saving throw to go down to only half his points and not get knocked out. A lot of mutations can be level-tweaked like this, and I'm going to wing it as best I can.

Also, I wanted to come up with my own level bonus chart. Here it is.

Experience Level Bonus

D6 Bonus
1-2 +1 hit and damage w/ attack of choice
3 +1 attack per round w/ attack of choice (not usable with powerful mutations)
4-5 +1 to random stat
6 +1 to stat of choice

Obviously, in my game you'll get much less chances to have extra attacks. I just think that getting extra attacks in everything every two or three levels is a bit much.

OK, now this hot potato. I'm including skills. I don't want them to be a big part of the game (just like in my D&D), but I'm just compelled to do so.

Character skills

Pure humans begin with half their intelligence (round up) in skill slots.
Mutant humans begin with half their intelligence (round down) in skill slots.
Mutant plants begin with one-third of their intelligence in slots (round down)

Acting /Performance: stage, musical instrument, puppetry, etc. (mutant must use two slots)
Animal handler: might include stable skills, cattle or sheep husbandry, etc.
Blacksmith: with proper facilities can work with metal, including weapons creation. Can work iron into steel (three slots and unavailable to mutants)
Boating: operate and repair small boating craft in Europa’s rivers and lakes
Farming skills: adept at growing food.
Fishing: +1 to fishing attempts, and ability to create fishing gear from simple materials
Gambling: get a small bonus in most gambling situations (mutants must use two skill slots)
Knowledge: general knowledge of an area/place the characters is not originally from
Riding: character is especially adept (+1) at riding horses or other animals
Simple weapon craft: can create weapons from wood, stone, and bone (no metal work)
Stealth: +1 when trying to move silent or hide
Survival: minor hunting skills and living off the land (usually not applicable to non-mammals)
Tactics: (not usually available to mutants) usable when dealing in combat with 10 or more allies present
Tracking: +1 when tracking things in the wild
Trade/Haggle: usable in trading situations (mutants use two slots)
Transport familiarity: can drive and repair carts and wagons of various sizes
Weapons skill: +1 hit and damage with weapon/attack of choice (all PC’s use two slots for this)


None of these skills are going to have a big affect on play. Even little weapons bonus' won't make that big of a difference. Now, when crew members or characters from other, higher tech society levels come into play, I'll need to rethink skills. But for now, these will do for people of a dark ages level.

That's about it. It looks like only three players are showing up for the game tomorrow, so I'm hoping to wow them with this excellent old school-style game. I hope it's good enough to make the other players wish they had been there!

Sunday, December 13, 2009

Mutant Future on the Starship Warden

As I've mentioned in previous posts, my current AD&D 1st ed. group has being going strong for over a year, and I feel it is time to do as I always do with a group I put together for my D&D world - introduce a back-up alternate game genre. I'm going to do that this coming Wednesday night with Mutant Future.

As a kid running a bit of Metamorphosis Alpha and Gamma World, Mutant Future appealed to me (and I didn't have to buy anything. I'm Scottish, ye ken?), and I've wanted to do some Met. Alpha again for years, so I thought I'd just do MA with the MF rules.

I'll start things off on the "Valley" level that the inhabitants call "Europa," a place more or less at a dark ages social and technological level. Three major international groups had colonist towns on this level and are now the largest populations of pure strain humans - Irish, German, and Italian. In the several hundred years since the "cataclysm," these groups have maintained many ethic features of their own. The Irish descendants are in a wooded area town of "Dublin" and are hunters and archers. The Germans, or "Germanans" whose original colonists mined large deposits of raw iron placed in the northern part of the level, are much like ancient Germanic warriors, and pure humans from there would start with metal weapons. The Italians, who originally were made up of many historians and anthropologists, have evolved their town into a mini-Roman empire with togas and higher learning and all. The people of "Nova Roma" tend to be more educated, and they created the monetary/trade system of the Valley. The Nova Romans have a gladiator arena, and often force mutant slaves and monsters to fight it out for entertainment.

Gypsies and savage hill people round out the PSH population.

To the humans of Europa, iron is the greatest commodity. Without it, you have to rely on weapons and armor of wood, bone, and stone. These items break easily.

Mutations are thought of as curses from the "bad times," and the three major pure human communities tend to cast out and chase off any obvious mutants. So most mutants live in the wild, except for the few who have created the mutant colony, a mutant town with a flop house and a public house for anyone willing to stay there, all run by mutants. Just like I would for any D&D town or village, I've come up with a few interesting NPC's the players might encounter. As I expect most if not all of the players to run mutants, the mutant colony will likely be the home base for the "Europa" portion of this campaign.

The NPC who will bring them all together is "Garth," a middle aged travelling scholar who is actually an original crew member, unfrozen a year or so ago, who is trapped on the level and trying to get out (the doors and elevators have long gone into malfunction - opening on their own briefly every 1-100 days). He is a high ranking electrical engineer, and he wants to get back to the command deck to meet up with his fellow crew members (and perhaps captain) to work on restoring more ship systems. So he will ruse the characters into questing around with him, and hopefully after three or four games in the Valley, lead PC's to other parts of the ship. Besides a mini-computer "Mother Box," Garth carries a plasma pistol that he wants to keep quiet from players. It'll only have a couple shots left, as Garth has had to protect himself while in Europa.

So Garth will probably encounter and hire the players at the public house in the Mutant Town, and go in search of tools and crew badges to get out of the level with. Yeah, I'm starting out with a standard D&D type meet n'greet.

I haven't really thought much more out than that. I'm hoping to get the party to Nova Roma and into some arena combat somehow. I also have a "necromanser" (misspelled on purpose) in a "castle" in the hills who can create undead that I want to be encountered somehow. I even want to use the all-18 stat PSH "jungle girl" described in the original Metamorphosis sample valley level. The hunt for crew badges can lead to all of that.

I can see in the future having the party go between decks, learn that they are on a giant starship, and perhaps get recruited in the quest to save the ship.

I am fairly successful so far in not revealing the true nature of the environs to the players in this pre-game stage of discussing characters. Nobody seems to know I am basically doing Metamorphosis Alpha. I'm not allowing androids or robots as characters yet, and as far as the first characters are concerned, these things don't exist in my game. Once characters go to other levels and learn the nature of the environs, I will allow dead characters to be replaced by androids or crew members.

A few weeks ago I got together with a couple of players to work on characters. One wanted a mutant human originally from Dublin (he doesn't have obvious mutations, but does sort of look like he has Downs Syndrome or something), and the other a mutant tree from the wild. The human rolled teleport, disintegrate, thermal vision, and as a bad mutation ended up with slow movement, basically letting him only do things every other turn.

The mutant tree got acid blood, shriek, and thermal vision. He also ended up with a bad one, fast aging. Despite somewhat crippling bad mutation, both players were happy with their characters, which is a good sign. I'm going to have a month equal a year for the tree as far as growing is concerned, so it might be interesting to see how big he gets if the campaign goes on for a long time.

The randomization of mutations was done as given in the rules, and I like they way it worked out. I can't wait for another player or two to roll up a mutant. I do hope somebody runs a pure strain human, though. I can't tell them that eventually the pure humans can command robots and get other perks, so they seem like sort of bland characters compared to mutants. But there are advantages in terms of equipment and weapons and wealth for the pure humans, so hopefully that will entice somebody to go the "pure" route.

Game day is just a couple days away, and I'm still trying to decided on my house rules. I don't want to change too much, but I want to have some rulings about the particular mutations (especially teleport). I also want to have going up in level mean a bit more, and maybe tie that in to mutations improving as well. Guess I better get on that stuff...

As and old dog who never strayed too far from D&D, Call of Cthulhu, and Champions, it's pretty exciting to face running a brand new game to me. Tonight I'll finish up my small amount of house rules, and post them tomorrow. After that, it'll be the big test Wednesday night. Not all my players are totally excited about me running anything other than the AD&D campaign they are enjoying so much. I hope it wins them over enough to be an alternate game they won't bitch about having to play when some players are missing for D&D.

Monday, December 7, 2009

Why do rainy days make me want to game?


If rainy days AND Mondays always get you down, you’d be hating life in Southern California today.

For what seems like the first time in years, it is raining heavy today in Los Angeles. Here in Venice Beach, the home of the homeless and day laborers, the smell of old urine and unfulfilled dreams are being washed out into Santa Monica Bay along with around 18 tons of sewage, McDonald’s wrappers, and body parts.

For as long as I can remember, rainy days have made me think of two things. One – my several visits to Scotland with my parents when I was young. Sometimes on a rainy day, when I pass a house with a fireplace, the combinations of scents takes me right back to the cobbled streets of my mom’s ancient home town of Sterling. The second thing the rain makes me think of is gaming.

I know for sure that for decades whenever it was raining outside, or if I heard it was going to rain, I would immediately think “Oh man, I gotta work on the next game a bit tonight.” Something about it just stirs my imagination. There is a lot to be said of the famous literary story opener “It was a dark and stormy night…”

The only thing better than sitting in a cozy spot and working on an upcoming game when it is rainy outside is actually running a game when it is raining outside. It’s weird, even when I can’t smell it, hear it, or see it, the fact that it is just raining gives me so much inspiration and pep in the gaming process. I think some of my most brilliant “performances” as a GM occurred when it was wet outside. If I could run a game right next to an open door (as I usually do, standing up the entire session, with my latest group) where I can see and feel the downpour, all’s the better. Of course, it hasn’t rained on game night in the last year or so of this group, but that’s global warming for you.

OK, a cool clear night with a full moon is pretty bitchin’ for gaming too, but I like rain the best.

Bruno “Rainman” Mac