subplotkudzu: The words Subplot Kudzu Games, in green with kudzu vines growing on it (Default)
I think I have everything that can get worked out worked out - the 'aim to kill' rule solves som of the problems in my head at least, and I won't know for sure until I find some radioactive mutant gineua pigs to test them on. Otherwise the system, slight as it is, feels good. It's hard to remember how little cruft there was in TSR's game systems pre-AD&D.

To round things out, here are the social status cards that the players will have to pass around - that plus their mutations plus their genotype will make up the baseline character. That ought to give me enough diversity.

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subplotkudzu: The words Subplot Kudzu Games, in green with kudzu vines growing on it (Default)
So the re-read of the combat rules is finished, and I'm still not sure I divined the authors intent - unless all Mr. Ward wanted was some really long combats, or a major excuse for the PCs to want to upgrade their tech. There was one interesting bit that I can make use of...

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The other thing I found is the effect of Strength on damage (+1 per point over 15, meaning the 22 PS Mutated Cougar with a claw/claw/bite attack is going to be insanely effective). I also expect I'll adopt the old -10 HP till your dead rule, just because it's quick, easy, and won't have mutant grasshopper corpses littering the landscape.
subplotkudzu: The words Subplot Kudzu Games, in green with kudzu vines growing on it (Default)
Is what I'm gunning for in the Gamma World game, should it ever happen. The idea is to make the world feel alien and foreign without making it impossible for the players to wrap their brains around in a short session or two. That, but to hew pretty closely to the 2E Gamma World rules. (Honestly, they're not that bad, and I'm starting to groove on their simplicity - if it weren't for what I feared would be endless combat I'd be all set.)

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subplotkudzu: The words Subplot Kudzu Games, in green with kudzu vines growing on it (Default)
Since I've started down this road, I'll keep blathering. Those of you who recall my A&E discussion about possible doing Gamma World remember that I had a six sets of mutations arranged for the 'take one card, pass it around' style of on-the-spot PC design. Since I'm not going to post all of these in A&E, I thought I'd use them as an excuse to try that little 'read more' thingy in LJ.

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These were duly rolled up off the 4E charts, and then merged into these more coherent forms by years of V&V experience. The only one that I had to modify was the Symbiote, where I swapped a couple of powers to get the effect. Still, 5 out of 6 ain't a bad score for the Random Tables.
subplotkudzu: The words Subplot Kudzu Games, in green with kudzu vines growing on it (Default)
I'm contuning my modifications of Gamma World for the Infinite Frosts project, and also under the assumption that some of my local players might read background detail and not wince at the idea the next time I pitch Gamma World as a game.

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subplotkudzu: (Moonstars)
I still want to do something with this Gamma World, but there's the matter of some of the game's mechanics to consider. I also want to play the early version of the game more-or-less as is, given the nature of the Crisis on Infinite Frosts project. That leaves me at cross purposes.

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Brian Rogers

March 2025

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