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Visit my d20 mish-mash, d20 Farscape with Mutants and Masterminds
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<blockquote data-quote="Voneth" data-source="post: 596610" data-attributes="member: 1016"><p>Like all cool campaigns, it sort of evolved past where I expected it to go, even to the point the rules changed. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I started off the game with d20 Farscape and had it running a few months before MnM hit the shelves. When MnM came out, I and some of my players were torn between starting up a super hero game or continuing Farscape. My comprimise was to use MnM rules, but I didn't want toss out my $40 Farscape book either. </p><p></p><p>Ahh the beauty of MnM. I am using the optional rules of Variable Weapon Damage, so that I can just yank d20 Farscape weapons right out of the book as is and I am using the hit point rules. I think I found all the spots in MnM where hit point changes need to be made and I can email them to you, if you like. I also instituted a rule where most equipment in the Farscape book costs only credits, not PP to acquire and use. Obvious alien tech, like Qualta Blades and Talveck gaunlets cost a character PP to acquire and we make them up by MnM rules. I also happen to use a lot of the stuff of Alderac's d20 Farscape website and the Monster Manual book (the setting screams to take MM critters and turn them into space monsters.) </p><p></p><p></p><p>I made the characters all 5th level and put a cap of +2 on super attributes and they are allowed only one weakness. My players ususaly state that they are able to do their character concepts and then have PP left over. I do notice that most of them love to buy as many feats as possible. And perhaps there are some powers I should have disallowed or restricted. The character with Incorpreal is being a pain. In d20 Farscape, the concept of mystical covers both psionic and magical effects and so I brought that idea over to MnM Power Sources. </p><p></p><p>The biggest change in my adventure design is that while I have to be more aware of how feats work in the game for PCs and NPCs, funky equipment, cybernetics and any strange powers are now a snap to do. (I didn't like that d20 Farscape only gave you enough powers to do one Mystic and one Priest, there is little to no variation if you get the characters to 20th level). So it balances out. </p><p></p><p>The other big change is that I took Monster Manual critters and upgraded them into full adventures, (A colony of stirges in a bio-organic ship, Yummm!). In straight d20, if the critter needed only a small tweak, I could drop them in as is almost, if the critter needed a serious overhaul, it was some work. With MnM, the critter needs to be converted, which make small tweaks more work, but larger changes are much easier. So it evens out. </p><p></p><p>As to my set up: </p><p>I play on Saturday afternoons at a game store, so it is a strange set up. I have maybe two or three regulars and twice as many "visiting" players who drop in and out depending on their schedules or if their Yu-gi-go trading is going well or not. Most visiting players haven't seen the show. </p><p></p><p>With that in mind, I had a unique set up. If a player hasn't seen the show, he is automaticaly part of a Farscape 2 module team that was sent to recreate the Critchon experiment, Earth assumed he was vaporized. </p><p></p><p>From there, the game set up is that while the Farscape cast is now in the Unstable (or what ever) region, the players are in the Uncharted Territories and dealing with some of the fall out as well as their own villians. The team was previously captured by an unkown race and put in statis pods, which were traded to the Peace Keepers as scientific oddities. (A way to introduce new human players, a pod just opens) Those pods sit on a Leviathan that the PCs and some backstabbing aliens freed from PK control. The PCs are the surviviors of the escape and the double cross. Other former prisoners are hidding in the Leviathan (for new alien players.) </p><p></p><p>The wierdest villian I have is a PK commander, since all the ones after Crais seemed funky. My PK villian is an genetic expermiement, where he is a tatical genius at the age of 15. The players couldn't seem to take him serious though (I use cut scenes in my games so the players have "seen" him, but the character haven't yet). So then I played it up that a lot of PK command also refused to take him serious, now the PK villian uses some of his cut scenes to find aging techniques to make him look older and get some respect. The players are guessing he will go overboard with it, though. </p><p></p><p>The Scarrens what to talk to the PC since they know Critchtion. I play them up as tough and cruel, but subtle and behind the scenes. And the backstabbing race (the lobster men in the d20 Farscape book) are also looking to get revenge on the players as well.</p></blockquote><p></p>
[QUOTE="Voneth, post: 596610, member: 1016"] Like all cool campaigns, it sort of evolved past where I expected it to go, even to the point the rules changed. :) I started off the game with d20 Farscape and had it running a few months before MnM hit the shelves. When MnM came out, I and some of my players were torn between starting up a super hero game or continuing Farscape. My comprimise was to use MnM rules, but I didn't want toss out my $40 Farscape book either. Ahh the beauty of MnM. I am using the optional rules of Variable Weapon Damage, so that I can just yank d20 Farscape weapons right out of the book as is and I am using the hit point rules. I think I found all the spots in MnM where hit point changes need to be made and I can email them to you, if you like. I also instituted a rule where most equipment in the Farscape book costs only credits, not PP to acquire and use. Obvious alien tech, like Qualta Blades and Talveck gaunlets cost a character PP to acquire and we make them up by MnM rules. I also happen to use a lot of the stuff of Alderac's d20 Farscape website and the Monster Manual book (the setting screams to take MM critters and turn them into space monsters.) I made the characters all 5th level and put a cap of +2 on super attributes and they are allowed only one weakness. My players ususaly state that they are able to do their character concepts and then have PP left over. I do notice that most of them love to buy as many feats as possible. And perhaps there are some powers I should have disallowed or restricted. The character with Incorpreal is being a pain. In d20 Farscape, the concept of mystical covers both psionic and magical effects and so I brought that idea over to MnM Power Sources. The biggest change in my adventure design is that while I have to be more aware of how feats work in the game for PCs and NPCs, funky equipment, cybernetics and any strange powers are now a snap to do. (I didn't like that d20 Farscape only gave you enough powers to do one Mystic and one Priest, there is little to no variation if you get the characters to 20th level). So it balances out. The other big change is that I took Monster Manual critters and upgraded them into full adventures, (A colony of stirges in a bio-organic ship, Yummm!). In straight d20, if the critter needed only a small tweak, I could drop them in as is almost, if the critter needed a serious overhaul, it was some work. With MnM, the critter needs to be converted, which make small tweaks more work, but larger changes are much easier. So it evens out. As to my set up: I play on Saturday afternoons at a game store, so it is a strange set up. I have maybe two or three regulars and twice as many "visiting" players who drop in and out depending on their schedules or if their Yu-gi-go trading is going well or not. Most visiting players haven't seen the show. With that in mind, I had a unique set up. If a player hasn't seen the show, he is automaticaly part of a Farscape 2 module team that was sent to recreate the Critchon experiment, Earth assumed he was vaporized. From there, the game set up is that while the Farscape cast is now in the Unstable (or what ever) region, the players are in the Uncharted Territories and dealing with some of the fall out as well as their own villians. The team was previously captured by an unkown race and put in statis pods, which were traded to the Peace Keepers as scientific oddities. (A way to introduce new human players, a pod just opens) Those pods sit on a Leviathan that the PCs and some backstabbing aliens freed from PK control. The PCs are the surviviors of the escape and the double cross. Other former prisoners are hidding in the Leviathan (for new alien players.) The wierdest villian I have is a PK commander, since all the ones after Crais seemed funky. My PK villian is an genetic expermiement, where he is a tatical genius at the age of 15. The players couldn't seem to take him serious though (I use cut scenes in my games so the players have "seen" him, but the character haven't yet). So then I played it up that a lot of PK command also refused to take him serious, now the PK villian uses some of his cut scenes to find aging techniques to make him look older and get some respect. The players are guessing he will go overboard with it, though. The Scarrens what to talk to the PC since they know Critchtion. I play them up as tough and cruel, but subtle and behind the scenes. And the backstabbing race (the lobster men in the d20 Farscape book) are also looking to get revenge on the players as well. [/QUOTE]
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