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[Mutant Future]Welcome to Slimy Lake! (OOC)
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<blockquote data-quote="Alvordian" data-source="post: 5057016" data-attributes="member: 82162"><p>Here are just a few slightly disjointed thoughts concerning rules and setting..</p><p></p><p>A game like Mutant Future utilizes no feats or skills. I advise players unfamiliar with such a system not be phased by this and not limit a PCs actions because they don't feel they have the ability. Being descriptive in roleplaying and trying imaginative actions in combat and out are helpful to the DM and can be liberating to the player.</p><p></p><p>Also be advised that as the setting is a sandbox, not all areas are necessarily scaled to the PCs power level. Sometimes being cautious, parleying, or even running away are advisable to fighting.</p><p></p><p>Also, I will be using most of the optional rules including disease, and repairing technology. Initiative will be by group with a roll of d6 to speed things up.</p><p></p><p>If any player (s) gain the Plane shift mutation, I assume it was used once, if out of curiosity if nothing else. As per the rules I will generate randomly the dimension type which your PC has opened a portal to.</p><p></p><p>Languages- all PCs speak Common, which sounds surprisingly similar to English. As per the rules, the Int bonus allows PCs to know other languages. However as the characters are all level 1, leave the extra "slots" blank. In the course of the game PCs with open slots can learn a language (like figuring out a tech) as the game progresses.</p><p></p><p> In regards to setting, in Mutant Future the setting is an implied stand in for our earth. The apocalypse's cause is unknown to the characters, and how much time has passed since the time of the Ancients is unclear as well. Many local communities have their own timekeeping conventions, but the time reckoning most places at least recognize is the calender calculated by the sage monks of the Bodhisattva Elvis. By their reckoning it is May in the 475th Year of the King.</p><p></p><p>The World is at a quasi medieval level and has changed in climate, geograpy and culture since the Ancients' time. So there won't be as many obvious one to one correlations as there were in Gamma World in regards to geography, place names etc... </p><p></p><p>Also, PCs know vaguely of tech, like magic items in D&D. PCs have heard stories or seen pictures of the Ancients before the Bad Times. So there is a rudimentary familiarity with guns, robots and some tech.</p><p></p><p>Finally, it is assumed the PCs left their homes back east to escape; to get away from ostracism for being a mutant or android;because of war, famine or some other calamity. The map you posses has some landmarks that are labeled but many spaces are still blank. The trader that provided the map gave few details except that the settlements around Slimy Lake had food and shelter.</p><p></p><p>Ok I think that's enough. I await questions, character ideas, and comments.</p><p></p><p>Thanks!</p></blockquote><p></p>
[QUOTE="Alvordian, post: 5057016, member: 82162"] Here are just a few slightly disjointed thoughts concerning rules and setting.. A game like Mutant Future utilizes no feats or skills. I advise players unfamiliar with such a system not be phased by this and not limit a PCs actions because they don't feel they have the ability. Being descriptive in roleplaying and trying imaginative actions in combat and out are helpful to the DM and can be liberating to the player. Also be advised that as the setting is a sandbox, not all areas are necessarily scaled to the PCs power level. Sometimes being cautious, parleying, or even running away are advisable to fighting. Also, I will be using most of the optional rules including disease, and repairing technology. Initiative will be by group with a roll of d6 to speed things up. If any player (s) gain the Plane shift mutation, I assume it was used once, if out of curiosity if nothing else. As per the rules I will generate randomly the dimension type which your PC has opened a portal to. Languages- all PCs speak Common, which sounds surprisingly similar to English. As per the rules, the Int bonus allows PCs to know other languages. However as the characters are all level 1, leave the extra "slots" blank. In the course of the game PCs with open slots can learn a language (like figuring out a tech) as the game progresses. In regards to setting, in Mutant Future the setting is an implied stand in for our earth. The apocalypse's cause is unknown to the characters, and how much time has passed since the time of the Ancients is unclear as well. Many local communities have their own timekeeping conventions, but the time reckoning most places at least recognize is the calender calculated by the sage monks of the Bodhisattva Elvis. By their reckoning it is May in the 475th Year of the King. The World is at a quasi medieval level and has changed in climate, geograpy and culture since the Ancients' time. So there won't be as many obvious one to one correlations as there were in Gamma World in regards to geography, place names etc... Also, PCs know vaguely of tech, like magic items in D&D. PCs have heard stories or seen pictures of the Ancients before the Bad Times. So there is a rudimentary familiarity with guns, robots and some tech. Finally, it is assumed the PCs left their homes back east to escape; to get away from ostracism for being a mutant or android;because of war, famine or some other calamity. The map you posses has some landmarks that are labeled but many spaces are still blank. The trader that provided the map gave few details except that the settlements around Slimy Lake had food and shelter. Ok I think that's enough. I await questions, character ideas, and comments. Thanks! [/QUOTE]
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