LurkMonkey
First Post
A lot of folks are saying they played 1E and/or 2E, with a few 3E's here and there. I wonder: why not 4E, 5E (Alternity) or 6E (d20) -- with 5.5E (Omega World) in there somewhere. Did you not care? Did you play other PA games, just not GW?
Again, just curious. I am looking at developing a adventure "set" for running at cons and maybe selling as a pdf, and am trying to decide between something like Mutant Future (not a GW retro-clone, per se, but definitely geared toward a 1/2E audience) or Exodus (d20).
I was recently running a PbP that used the D20 Apocalypse/5.5/6e rules (I know a lot of people didn't like the S&S books, but there's some good yoinkable bits stashed in there) but I stayed with the 1E flavor. I also threw in bits of Darwin's World into it as well, but I wanted more of the mutant gonzo feel rather than grim apocalypse. For instance, my apocalypse didn't involve nukes. The mutations in game were derived from nano malware and voluntary nano soma reconfigurations. Civilization dies from a thousand cuts (too many cranks with too much abilty to make terror strikes) crowned with a guided asteroid strike sent from some embattled L5 colonies.
One thing I have always found is it is important to give the players a defined goal in GW. For the game mentioned above I had them travelling as ambassadors to Nu Ork to attempt to enlist the Gangs of Nu Ork (A collection of nano-mutated tribes inhabiting the ruins of the old Manhattan Arcology) against the Wreckers (The Rectified Church of Later Day Martyrs- a Pure Strain religious group dedicated to 'purging' mutations from the Earth and destroying any 'soulware' AI-tech as well.) Although I had to shutter the game before they completed their goal, it ran like 18 months through my reimagined Western New England landscape. It was a lot of fun, and I was able to set them against a lot of different foes as they travelled.