Showing posts with label Mutant. Show all posts
Showing posts with label Mutant. Show all posts

Monday, November 3, 2014

Some impressions of Mutant: Year Zero

I guess you have heard that Modiphius is going to publish the Swedish post-apocalyptic game Mutant? If you have not, go forth and click that link and read some about it. I'll stay here until you get back?

You're back? Good. Let's move on. I have read the Swedish edition of the game and I'm going to talk a bit about my impressions. It is a game with some peculiarities and own takes on things. Please note that as far as I know, the edition Modiphius is publishing is just like it. But, I have no inside information.

First off let me say this is an interesting game. I have yet to try it, but reading it makes me really pumped up about the idea of running and playing it. There are some things that stand out.

The first thing is how the game have a communal part, and an individual part. You all belong to a community of mutants, an Ark. This Ark you all develop together, deciding how it's supposed to be developing, putting efforts into defenses or developing culture. This works as a framing device for your individual goals and also drives you into the Zone, to gather resources. I really like how this gives you all a reason to band together, and something to do.

Then there's the characters. All characters have one NPC they hate, one they want to protect and then they have their one big dream. It's the classic stick and carrot. While this is neat, I think where the system has the potential to really shine is in the mixing. You have a "council session" first at every game session where you plan the strategic game, then you get to play your characters and their hates and cares pull them in different directions.

Now, this is when I find it all becomes quite interesting. You have 10 Type Events for the Ark and 10 Events for the Zone. Roll the dice or pick one of those events, like One NPC Is In Trouble or Fight About An Item and combine that with the strategic goal for the Ark and the different characters the PCs care or hate and you will have something happening. I think this has potential! When things have really gelled in my Tianxia game is when I have managed to match a place with characters in conflict. This feels like it could work like that.

Actually, this makes me think of how I used to read Ars Magica and feel that game sounded great, and then really fall flat in play. This promises some of the same things. Maybe it will all come together better this time. I feel this way the characters are beings hooked into the Ark more than the Ars Magica characters ever where. In the Ark there's a desperate need for food and clean water, and necessity will drive the PCs and NPCs into conflict, and into the Zone. With the Type Events, you are sure to have something happen that will topple any kind of balance achieved.  

This all comes together to drive story. Note to my old school friends, this is not Story Before! This is very much a story that develop out of play. This naturally relates a lot to my previous Fate experience. There are still lessons to be learned from that. I will re-read chapter 9 of my Fate Core rule book and think upon the Mutant way a bit more, and I expect the fallout to at least be interesting. Yeah, fallout. The future is post-apocalyptic and brutal.

Friday, March 28, 2014

Everything carries baggage

For those who read my post from yesterday about how game systems might colour your experience when converting a setting, this is a good read.

The big thing is how things are presented in Ron Edwards game Circle of Hands and how some attitudes about controversial things can seep into a game text in a way not intended. Sometimes a text might be coloured by your views, and sometimes your views are so natural to you that you do not write them out, which also colour it. Ron has already revised the text for it to clearer reflect his views on these topics and it will make it a better game I'm sure.

Naturally, the lesson here is how not only the game rules, but also the game text can carry meaning and sometimes even baggage you did not intent it to. It pays to have an open mind.

Some people say they just want to kill some orcs and relax among their friends. Sure, that's fine. But, this conversation between Ron and the owner of the Go Make Me a Sandwich blog (who I for the life of me can't find the name of anywhere!) brings out an interesting potential as well.

Instead of having a game carry unintended baggage, bring it out into the open! In a post-apocalyptic game I ran last year we had some quite interesting sessions where the conflict between the owner of a sawmill and the sawmill workers escalated and involved the players. My political views was not a hidden agenda, it was up for debate, forcefully so! We had great fun and it worked out ok. It pays to have an open mind, right?

While I think you have to tread carefully, I think this hobby of ours can even handle problematic issues like sexism and rape (and just plain politics). Unless you game with dickheads, and you don't do that, do you? Good.

Wednesday, August 21, 2013

How to write adventures - I keep talking about location based design

So, what were my experiences from Location Based Design for my adventure?

I had decided to play a game of Mutant, one of the earliest games I ever played for any extended time. It's a BRP game, which really looks a lot like Gamma World. Mutated anthropomorphic animals for the win! Thanks to those qualities I could inject lot of humour and jokes about contemporary events.

The backstory say that some kind of catastrophe occurred, and humankind escaped into subterranean bunkers, and only ventured outside when long time had passed. Knowledge of the old times have faded, and now mutants of all kinds roamed the lands. I decided to make the PCs all be part of a secret project to develop psychic powers, and they had all been put to cryogenic sleep. Now they wake up, with hazy memories and can explore the setting with no preconceived ideas, as they knew as much as their characters did.

 My location was a small village, with a sawmill powered by an artifact from the Old Days. The village was basically ruled and run by the robber baron that owned the artifact. I made up a few enemies of his, some shops and people in the village and let the players loose.

Like I wrote about yesterday I had the map, the location in question. The threat I envisioned was the tension in the village between the rich ruler and his "subjects". In order to make it something the players could not just ignore I also invented an NPC with a personal vendetta against the baron, and a timeline for how it would play out.

So, how did it work?

The biggest problem I think was related to the reasons for the PCs to be there. They woke up, and some mutated badgers brought them to the baron and the basically followed along. While they did walk around a bit, they never did take strong action for or against any of the sides in the village. I think I learned that the threat has to be immediate, and personal. If you have very pro-active players they might make things up for themselves, but I think having a clear, threat, is a good idea. It's first now when I look back at it and try to formulate what the components were that I settled on that term.

I claim this is one of the basic forms of design for an adventure. Some call this fish tank or sandbox. I'd prefer to shine the light on the Location. Why? Because a sandbox is just a somewhat flat area, of a common material. I think a location based adventure has to be much more, and that's why I never have had much success with "sandboxes". A Location has to be strange, worth investigating and exploring and there has to be a clear threat looming large and personal. At least that's the theory.

Next up I'll take a closer look at the Scene Based Design.

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