Adjusting the dail, guidelines for different genres in MnM.

Voneth

First Post
While I am in the middle of running my MnM Farscape game, I have also been reading too much Exalted and playing Warcraft III. All of this overload in special effects has given me some ideas on how to set up guidelines to tweak MnM for different genres.

Space Fantasy, Epic style
PL 5, No Super Attributes can be bought up past +2
"Mundane" SF equipment (laser guns, tricorders) only cost cash, no PP expendure needed to use or keep them.
Alien equipment and biology are Power Sources particular to the setting.
Power Sources excluded from the setting: Magic

I have playtested this and so far it works. Next time I may disallow Incorporeal though.

Video Game Fantasy (Final Fantasy, Exalted, Warcraft III, Samurai Jack)
PL 8-10 Super Attrbutes can only be bought up to half the PL level of the character.
"Mundane" Fantasy gear (the melee and armor in MnM book) are free of PP expendure (besides they are so PP cheap it is a joke)
All "spells" can only have Concentration as their longest duration. Magical Devices and the Training Power Source are the only source of Sustained and Continues durations (perhaps a new Power Source: Mystical Bloodline could be used for innate magic effects.)
Power sources excluded from the setting: Superscience, Mutation, Alien (though I realize that in some of these Video Game Fantasties the GM would still allow Alien and Mutation as well as perhaps turn Superscience to Steampunk.)

Feel free to add.
 

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