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Switch to Forum Live View I have no problem with cards, but...
2 years ago  ::  Apr 14, 2011 - 2:37PM #21
SirOmega
Date Joined: Dec 14, 2010
Posts: 119

Apr 11, 2011 -- 2:01PM, kaimonkey wrote:

Theres a difference between "one of the crowd" and "Has this very specific, but exctremly rare mutation". I mean there shouldn't be a scientific way to go "Oh look, acording to this persons DNA he's a MAIN CHARACTER!"

 




Then clearly you aren't familiar with Designated Protagonist Syndrome, which affects one's of characters every campaign.

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2 years ago  ::  Apr 14, 2011 - 3:26PM #22
Finarvyn
Date Joined: Feb 1, 2003
Posts: 382

Apr 10, 2011 -- 4:26AM, kaimonkey wrote:

The problem I have is that when I want to run a "funny" or "Silly" game I don't need to do tutu jokes, I just tell them not to stop them selves from doing stupid things.




Agreed. A silly game is never the problem, but keeping it serious often is.

As such, I rarely need a silly rules set. I do better with serious rules and then let the players take off and do their thing. They provide more comic relief than any rules set ever could.... Laughing

Marv (Finarvyn)
Master of Mutants (MA and GW)
Playtesting D&D Next and liking it!
OD&D player since 1975
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2 years ago  ::  Apr 15, 2011 - 1:42AM #23
Tony_Vargas
Date Joined: Sep 26, 2001
Posts: 10,809

Apr 11, 2011 -- 1:13PM, kaimonkey wrote:

Also I would be interested to know whether Alpha-flux existed in versions 1-6.


I'm not sure about the Alternity version, but, no, not any version of GW I ever played.  What they did have was radiation exposure, which could give you new mutations out of the blue.  There was even a 'mutation bomb' that emitted a blast of radiation with that specific purpose.

Also, in the earlier versions, mutations were entirely random.  They were rolled on % tables.  In 1st ed, for instance, you got 1d4 'physica' and 1d4 'mental' mutations, and rolled each one randomly.  Some were good, some sucked, some were outright defects, and a few were overpowering. 





I think I'm going to do is just give each player a single alpha mutation, of their choice (if they can back it up with a reason of course) and just stick with it. At higher levels, they gain more. Simple, but not ideal; I was hoping someone else had thought of some intresting alternative for it, but alas.


If you want the old GW feel, have them draw the mutation randomly.


Here are some other threads you might find interesting.

community.wizards.com/go/thread/view/758...!

community.wizards.com/go/thread/view/758...




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2 years ago  ::  Apr 17, 2011 - 2:07PM #24
GEEKAZOID
Date Joined: May 30, 2005
Posts: 99
OK, I had a lengthy reply but I'll edit down to the nitty gritty.

Random discordant mutations are the essence of Gamma World.
"Reality in flux" is NOT!

My solution: MASTER DECKS

At character creation players pick a random alpha mutation card from a master alpha mutation deck and then another whenever level allows. (Perhaps one re-draw allowed but you must keep the result.) That's it.

Omega tech becomes loot you need to find. Whenever characters search debris and rubble the game master can roll for chance something high tech is found then randomly pick an omega tech card from a master omega tech deck (perhaps just flipping top card on shuffled deck). Players decide who gets it. It is then used as normal, ie; one use then spent unless character can salvage as per card description. If spent it is removed from play. Rolling for chance-of-tech could consist of a roll of 6 on 1d6 for high  probability (searching a weapons locker at area 52) or a roll of 20 on  1d20 for low probability (searching a closet in a ruined suburban  neighborhood) or straight up percentile dice. Game master would use discretion on how many items are  found in a given area. Game masters could also customize a tech deck to fit the location.


 EDIT: It seems as I read through older threads here others have ad this idea already and have expounded on it to greater extent than I.
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