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Post by Mighty Darci on Jul 22, 2018 22:12:44 GMT -5
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Post by Hexenritter Verlag on Jul 22, 2018 22:49:36 GMT -5
Got to love Mutant Future, I just need it in print. I love P-A gaming and I like the gonzo-ness of both Mutant Future & Gamma World which inspired it.
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Post by Deleted on Jul 23, 2018 8:44:50 GMT -5
Yeah but when you combine the two ... OH whataGame you have there!
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Post by El Borak on Jul 23, 2018 10:58:20 GMT -5
Yeah but when you combine the two ... OH whataGame you have there! Well don't stop there, tell us more!
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Post by Deleted on Jul 23, 2018 11:03:24 GMT -5
Mutant Dwarves that have insectoid qualities like ants that belong to a hive, rather than a clan, blasting a medusiod dragon with Raw Chaos Magic alongside of a robot that is convinced it is a spellcaster being lead by a Paladin type character in power armor with a magical Elvish blade of psionic power ... all the while radiation ticks away at their hitpoints ... WOOOOO!
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Post by Hexenritter Verlag on Jul 23, 2018 13:08:19 GMT -5
Yeah but when you combine the two ... OH whataGame you have there! I'll assume that you are referring to mixing Mutant Future & Labyrinth Lord, as your other post seems to suggest. It definitely sounds a wild time and something right up my alley.
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Post by El Borak on Jul 23, 2018 15:03:23 GMT -5
Mutant Dwarves that have insectoid qualities like ants that belong to a hive, rather than a clan, blasting a medusiod dragon with Raw Chaos Magic alongside of a robot that is convinced it is a spellcaster being lead by a Paladin type character in power armor with a magical Elvish blade of psionic power ... all the while radiation ticks away at their hitpoints ... WOOOOO! You had me at "Mutant Dwarves"!
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Post by Hexenritter Verlag on Jul 23, 2018 16:18:45 GMT -5
Hmmmmm I might have to read through my print copy of Labyrinth Lord and my Mutant Future PDF asap and work on a setting to run a second PbP campaign here if there is interest. Plus I could post about in on my Musings of a Hooli-Geek Blog (though I might retitle the blog into a RPG blog that focuses on non-OD&D RPGs. [ Update: I retitled my Musings of a Hooli-Geek Blog, it is now ' Musings of a Maverick Referee' Blog - found here.]
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Post by Deleted on Jul 23, 2018 16:23:22 GMT -5
There's a chapter in Mutant Future that deals specifically with merging it with Labyrinth Lord ...Mutant Lord, i think? Anyways it's totally doable and tons of fun.
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Post by Hexenritter Verlag on Jul 24, 2018 2:46:22 GMT -5
I'll check it out asap.
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Post by Mighty Darci on Jul 27, 2018 18:14:21 GMT -5
Mutant Dwarves that have insectoid qualities like ants that belong to a hive, rather than a clan, blasting a medusiod dragon with Raw Chaos Magic alongside of a robot that is convinced it is a spellcaster being lead by a Paladin type character in power armor with a magical Elvish blade of psionic power ... all the while radiation ticks away at their hitpoints ... WOOOOO! You had me at "Mutant Dwarves"! For that comment have an exalt! You win the thread.
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Post by El Borak on Jul 28, 2018 10:59:49 GMT -5
You had me at "Mutant Dwarves"! For that comment have an exalt! You win the thread. Thanks!
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Post by Malcadon on Sept 24, 2018 3:56:37 GMT -5
When I heard Dan was working on a spiritual successor to the old 1st/2nd edition Gamma World, I jumped on the chance to work on the art*!
I tried to emulate the silly offbeat, retro sci-fi look that I love about the 1st edition GW rulebook. I personally liken in it to "Silver Age" comic books ('50s and '60s), where it emulated Pulp Era sci-fi, and did a lot of crazy stuff that now dominates the Superdickery website.
By the way, years ago, I made a Wikia site for people to post MF rules, ideas and inspirations. Including some classic comics and cartoons. Even rules on converting GW to MF (namely, the mutations tables). Scroll down until you find 'Navigate by Category' to find what the site has to offer. Enjoy!
For inspiration, I personally recommend Jack Kirby's Kamandi: The Last Boy on Earth!
*and some third-party MF books.
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Post by El Borak on Sept 24, 2018 8:43:42 GMT -5
When I heard Dan was working on a spiritual successor to the old 1st/2nd edition Gamma World, I jumped on the chance to work on the art*!
I tried to emulate the silly offbeat, retro sci-fi look that I love about the 1st edition GW rulebook. I personally liken in it to "Silver Age" comic books ('50s and '60s), where it emulated Pulp Era sci-fi, and did a lot of crazy stuff that now dominates the Superdickery website.
By the way, years ago, I made a Wikia site for people to post MF rules, ideas and inspirations. Including some classic comics and cartoons. Even rules on converting GW to MF (namely, the mutations tables). Scroll down until you find 'Navigate by Category' to find what the site has to offer. Enjoy!
For inspiration, I personally recommend Jack Kirby's Kamandi: The Last Boy on Earth!
*and some third-party MF books. You're the artist? That's pretty cool. Yeah, I have read a little Kamandi and enjoyed it thoroughly!
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Post by El Borak on Sept 24, 2018 8:53:56 GMT -5
When I heard Dan was working on a spiritual successor to the old 1st/2nd edition Gamma World, I jumped on the chance to work on the art*!
I tried to emulate the silly offbeat, retro sci-fi look that I love about the 1st edition GW rulebook. I personally liken in it to "Silver Age" comic books ('50s and '60s), where it emulated Pulp Era sci-fi, and did a lot of crazy stuff that now dominates the Superdickery website.
By the way, years ago, I made a Wikia site for people to post MF rules, ideas and inspirations. Including some classic comics and cartoons. Even rules on converting GW to MF (namely, the mutations tables). Scroll down until you find 'Navigate by Category' to find what the site has to offer. Enjoy!
*and some third-party MF books. Take a look at his wikia site it is pretty cool
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Post by mormonyoyoman on Sept 24, 2018 11:59:23 GMT -5
When I heard Dan was working on a spiritual successor to the old 1st/2nd edition Gamma World, I jumped on the chance to work on the art*!
I tried to emulate the silly offbeat, retro sci-fi look that I love about the 1st edition GW rulebook. I personally liken in it to "Silver Age" comic books ('50s and '60s), where it emulated Pulp Era sci-fi, and did a lot of crazy stuff that now dominates the Superdickery website.
By the way, years ago, I made a Wikia site for people to post MF rules, ideas and inspirations. Including some classic comics and cartoons. Even rules on converting GW to MF (namely, the mutations tables). Scroll down until you find 'Navigate by Category' to find what the site has to offer. Enjoy!
*and some third-party MF books. Take a look at his wikia site it is pretty cool I covet that Modern World rolegame scene. Absolutely gorgeous on so many levels!
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Post by Hexenritter Verlag on Sept 24, 2018 16:05:01 GMT -5
When I heard Dan was working on a spiritual successor to the old 1st/2nd edition Gamma World, I jumped on the chance to work on the art*!
I tried to emulate the silly offbeat, retro sci-fi look that I love about the 1st edition GW rulebook. I personally liken in it to "Silver Age" comic books ('50s and '60s), where it emulated Pulp Era sci-fi, and did a lot of crazy stuff that now dominates the Superdickery website.
By the way, years ago, I made a Wikia site for people to post MF rules, ideas and inspirations. Including some classic comics and cartoons. Even rules on converting GW to MF (namely, the mutations tables). Scroll down until you find 'Navigate by Category' to find what the site has to offer. Enjoy!
For inspiration, I personally recommend Jack Kirby's Kamandi: The Last Boy on Earth!
*and some third-party MF books. Very nice, I hope to get Mutant future in print very soon, i really liked the cover art BTW.
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Post by Hexenritter Verlag on Sept 24, 2018 21:40:32 GMT -5
Malcadon what art did you do in the book? Also can you give us your thoughts on what makes Mutant Future worth checking out for the uninitiated.
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Post by Hexenritter Verlag on Sept 24, 2018 21:53:22 GMT -5
Malcadon, I am reading the Gaming Philosophy wiki article - very cool read so far. I like the use of Wahoo over Gonzo referring to the more fun B-Movie style of play. As a huge fan of RIFTS it was a thing I enjoyed initially but the setting seem to lose real quick. Though I never played Gamma world I loved the concept behind it. I only owned 3e GW, but my friends never wanted to give it a try. The whole Gonzo/Wahoo style of Mutant future appeals to me a lot.
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Post by Malcadon on Sept 25, 2018 0:44:17 GMT -5
You're the artist? That's pretty cool. Yeah, I have read a little Kamandi and enjoyed it thoroughly! Take a look at his wikia site it is pretty cool Thanks! I'm one of them. Another major contributor is Andrew "ATOM" Taylor.
Yeah, I have many of the books in my collocation. It is insane in an awesome way. Kamandi was the result of a falling through with the Planet of the Apes comic book adaptation. Had the deal gone through, it would be like Jack Kirby's 2001: A Space Odyssey adaptation. It was nothing short of an acid trip!
I covet that Modern World rolegame scene. Absolutely gorgeous on so many levels! Yeah, that was the first image I made for the book. It was inspired by the Will McLean "Papers & Paychecks" cartoon found in the old DMG. Very nice, I hope to get Mutant future in print very soon, i really liked the cover art BTW. Cool! Which cover? The original with the spider-goats, or the current one with the man-eating venues fly-traps? Malcadon what art did you do in the book? Also can you give us your thoughts on what makes Mutant Future worth checking out for the uninitiated. "Modern People" in Introduction; "Ruin cityscape" in Equipment Description; "Spacesuit Cowboy riding Mutant Chicken" in Mutations; "Primitive woman playing with metal pineapple" under Technology Rolls; Sorted high-tech items scattered across Artifact Descriptions; "Clone Chambers" in Artifact Descriptions. Mechanically, Mutant Future is basically Labyrinth Lord (a Basic/Expert D&D-clone) with the character generation system of 2e GW. You roll your attributes just like in D&D; choose your race (human, mutant, android, etc.); roll mutations (if mutant or android); choose alignment (for some reason); roll starting cash and buy gear; note your AC, HP & saving throws scores; give character name and backstory; and you're off. Just like GW, there are no class (everyone is assumed Fighter), hit points is based on Constitution score (roll 1d6 per point of CON), there is a Mental Combat table used in place of a saving throw score, and level advancement results in a roll that will boost an attribute or combat ability. Much of the combat and exploration rules are simple and easy to follow. Its a good system, but usually gets better with additions and house rules.
This is not a game that does not frets over game-balance! The concept of "Encounter Level" is meaningless in this game. The mutation list contains a number of game-braking powers and crippling defects, and most of the artifacts are game-braking. As characters and NPCs use the same mutations and artifacts, encounters can get one-sided in one way or another. And for all the hit points you start off with (35 hp on average), death can come easy with a bad save or poorly thought out action. By default, characters will not know how to work a newly discovered artifact, and even if the player assumed what an item is by description alone, your character would not know the difference between a raygun, a squirt-gun or a hairdryer. The act of figuring it out can get nail-bitingly dangerous, as that "metal pineapple" I drew is actually an old Mk2 grenade! The key thing to remember with GW and MF is to play smartly! Even a simple rat or Kobold-looking creature (level 1 encounters in D&D) could suck you lifeforce dry, cause your head to explode with a mental blast, or whip-out a disintegration-pistol on you! Dangers are round ever corner, you cannot assume anything, and the risk are great, but so are the rewards! All-and-all, its best to have multiple backup characters rolled-up, just in case. As for setting... There is no setting! Its up to the Game Master, or "Mutant Lords" to come up with a setting, and define its backstory. Much like GW, it is assumed that the past civilization destroyed in the setting—be it from war, accident or catastrophe—was technologically advanced, and that humanity was reduced to a state of barbarism them, them crawled up to a medieval state, with isolated pockets long lost advanced civilization and people reduced to total savagery (think: Eloi & Morlocks). That the landscape is covered in old ruins and underground complexes, that is in turn, covered over by an unearthly wilderness shaped by radioactive fallout, and within it, a treasure trove of high-tech artifacts waiting to be discovered! And that the science fiction is more fantasy than realistic or practical, with radiation poisoning being more like something out of comic books (or "The Colour Out of Space") than the abject horror show that comes from real life Acute Radiation Syndrome. Although, MLs are free to change the paradigm as she or he sees fit.
You are not left high and dry, as MLs are given a sample mini-adventure called "Mine of the Brain Lashers" and a sample wilderness map called the "Explored Lands". (MLs will quickly grow beyond this.)
At the tail-end of the book, you are given a Mutant Future/Labyrinth Lord conversion notes. I do not personally recommend it as-is, but its a good starting point.
Malcadon , I am reading the Gaming Philosophy wiki article - very cool read so far. I like the use of Wahoo over Gonzo referring to the more fun B-Movie style of play. As a huge fan of RIFTS it was a thing I enjoyed initially but the setting seem to lose real quick. Though I never played Gamma world I loved the concept behind it. I only owned 3e GW, but my friends never wanted to give it a try. The whole Gonzo/Wahoo style of Mutant future appeals to me a lot. I like the RIFTS setting, but the rules are... are... A MESS! I first tried the rules with the Robotech RPG, and it never got off the ground. RIFTS deserves something better! Something that caters to its innate over-the-top play-style. Something less meaty, and more role-play driven.
3e GW suffered from being an incomplete game. The new features required more development time, so it was rushed out to the market. Due to this, and my disinterest in ACT charts, I skipped that edition all together.
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Post by Hexenritter Verlag on Sept 25, 2018 10:28:50 GMT -5
Malcadon said: I like both, but the revised one was the one I referred to as I totally spaced what the original looked like - I loved the Spider-Goats on that cover. The cover art on the original reminds me of Bill Willingham's old D&D art. Malcadon said: Why would you not recommend those rules as-is? I am just curious. Malcadon said: Oh, I agree. I don't care for the Savage world version of the rules either. A OSR based version with house ruled tweaks could work for RIFTS, but then again I am biased towards OD&D and B/X D&D. Malcadon said: I missed out on the earlier editions of Gamma World so it was my first exposure to it. It seemed really cool, but I couldn't grasp the rules at the time; plus my players were more into AD&D & Palladium Fantasy RPGs. BTW what are your views on the various other editions of Gamma World after 3e?
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Post by Malcadon on Sept 25, 2018 18:10:52 GMT -5
Why would you not recommend those rules as-is? I am just curious. BTW what are your views on the various other editions of Gamma World after 3e? Mind you, this is just my option. The Mutants & Mazes conversion notes where an afterthought in the game's development. It was the last thing to be play-tested before publication, and was largely unchanged from the play-test document. It effectively changes mutations to spell-like effects, with "Mutation Class" being like a Spell Level, minimum level required to use, and number of times a day one could use them. It tries to balance-out the effects to fit with the level progression of D&D/LL. I'm not a big fan of game-balance. MF also predates LL's Advanced Edition Companion ruleset (aka Advanced Labyrinth Lord) by years, and a D&D-structured MF game would benefit more with race AND class options. (Android Wizards anyone? ) ______________
I find 4e GW to be a neat, if a little rule-heavy. I personally prefer the first two editions, but 4e is the apex of the old GW line. I joking call the 4e supplement, Gamma Knights "The Centurions RPG" due to how power-armor uses slots to mount weapons and equipment, much like the old '80s cartoon and toyline. (By the way, you can now buy the reprint of 4e GW for $20 on DriveThruRPG.)
I could not get into 5e GW, aka Alternity Gamma World. Beyond the inaccessibility of the corerules and GW rule supplement, I did not like the alien invasion premise.
I do own a set of 6e GW books. I was not a fan. Besides the fact that I find the d20 system needlessly rule-heavy and a magnet for powergamers, the game takes itself WAY TOO SERIOUSLY! It outright rejected the "gonzo" side of GW and everything unusual needed a practical, rational explanation for being! Even when it was recommending the films Six-String Samurai and Tetsuo: The Iron Man — two films that are crazy beyond description, and which I also highly recommend watching — the book treat them as oddities, and it wanted to focus more on gritty AP fiction that happen just after the bombs drop. To me, GM is not about being a gritty Mad Max-like setting; its about being a wacky, ham-fisted world of adventure and shameless self indulgence.
Whet I heard WotC was making the 7th edition of GW based on the "4e" D&D rules, I was cautiously cynical about it, and did my homework before investing any money into it. Then I head that it uses CCG deck packs as a game component, and that characters would have to "reshuffle" their mutations and artifacts between games. I was like: "Nope! No having that!" I did read the rules, and it did not move me. _______________
If you want to know what the 1e & 2e GW rules were like, PM me and I'll hook you up.
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Post by Hexenritter Verlag on Sept 25, 2018 23:15:36 GMT -5
Thanks for the info on the Mutant & Mazes, too bad Goblinoid Games didn't put more thought into those rules.
I also didn't like them changing GW to fit the Alternity rules, but I figured maybe I missed out on something good. 6e Gamma World didn't interest me for that reason as well, as one of the big draws for me for Gamma World was its Gonzoness. If I want to play a serious P-A game I'd play Twilight 2000 or the Morrow Project, not Gamma World. 7e GW turned me off simply because it was 4e D&D based and had stupid cards, though I did like the 'Red Sails in the Fallout' novel by Paul Kidd tied to it.
I'd rather play Gamma World with a setting inspired by Psychobilly, Horrorpunk & the more campy forms of Thrash metal & Deathrock.
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Post by mormonyoyoman on Sept 26, 2018 1:16:41 GMT -5
Oh, you would have really enjoyed Wasteland, Ebon!
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Post by Hexenritter Verlag on Sept 26, 2018 9:37:56 GMT -5
Oh, you would have really enjoyed Wasteland, Ebon! What Wasteland do you refer to mormonyoyoman? I only know of the comic (which I've read) & video game (that I haven't played).
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Post by mormonyoyoman on Sept 26, 2018 11:49:55 GMT -5
There was an MS computer videogame which was a post-disaster setting using Tunnels and Trolls rules. If a computer game can be gonzo, this was.
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