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<blockquote data-quote="Eltab" data-source="post: 7335893" data-attributes="member: 6803337"><p>One of the old Gamma World modules lets you ride along on a "space shuttle" -like starship. The PCs can't do anything with the controls - except maybe cause a crash if you have an evil DM - because the real adventure is placed aboard a space station. (Heck of a place to put a 'dungeon' that has no interaction with the rest of the world.)</p><p></p><p>Way back when, I created a table with "mutation chains", an effort to compare power levels. Alas that I no longer possess those notes (30+ years old). Some of the classic mutations sound like an evolved / grown-up /trained use of an earlier mutation that had lesser effect.</p><p></p><p>Also keep an eye out for NPC-only mutations (Control Weather), the kind of thing that is a BEAST to write rules for or employ to any noticeable non-narrative effect. (You: "I call up a tornado." DM: "Ok, everybody on both sides takes shelter until it moves away. About 10 minutes later it's safe to be outside again, and you can all come back out to resume the fight."</p><p></p><p>Look for synergy between mutations, and possible "I win" combinations: Death Field Generation + Life Leech. In my campaign, I adapted DFG so the user fell unconscious for a few minutes when used. The sole exception was the Serf race, and to demonstrate its power I added in-game lore: a Serf assassinated the Emperor Bonaparte and his retinue, to avenge a Ranks of the Fit raid on his home village.</p></blockquote><p></p>
[QUOTE="Eltab, post: 7335893, member: 6803337"] One of the old Gamma World modules lets you ride along on a "space shuttle" -like starship. The PCs can't do anything with the controls - except maybe cause a crash if you have an evil DM - because the real adventure is placed aboard a space station. (Heck of a place to put a 'dungeon' that has no interaction with the rest of the world.) Way back when, I created a table with "mutation chains", an effort to compare power levels. Alas that I no longer possess those notes (30+ years old). Some of the classic mutations sound like an evolved / grown-up /trained use of an earlier mutation that had lesser effect. Also keep an eye out for NPC-only mutations (Control Weather), the kind of thing that is a BEAST to write rules for or employ to any noticeable non-narrative effect. (You: "I call up a tornado." DM: "Ok, everybody on both sides takes shelter until it moves away. About 10 minutes later it's safe to be outside again, and you can all come back out to resume the fight." Look for synergy between mutations, and possible "I win" combinations: Death Field Generation + Life Leech. In my campaign, I adapted DFG so the user fell unconscious for a few minutes when used. The sole exception was the Serf race, and to demonstrate its power I added in-game lore: a Serf assassinated the Emperor Bonaparte and his retinue, to avenge a Ranks of the Fit raid on his home village. [/QUOTE]
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