SPECIAL NOTICE
Malicious code was found on the site, which has been removed, but would have been able to access files and the database, revealing email addresses, posts, and encoded passwords (which would need to be decoded). However, there is no direct evidence that any such activity occurred. REGARDLESS, BE SURE TO CHANGE YOUR PASSWORDS. And as is good practice, remember to never use the same password on more than one site. While performing housekeeping, we also decided to upgrade the forums.
This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Mutant RPG (A Time of Changes)

Started by Bloody Stupid Johnson, May 10, 2015, 10:10:49 AM

Previous topic - Next topic

Bloody Stupid Johnson

Hi everyone
I've been working on a post-apocalyptic mutant RPG (i.e. setting similar to games like Gamma World), on and off for a few weeks. At the moment its basically complete and should be playable - current draft is here and is about 30 pages
https://drive.google.com/file/d/0B5_trvUq5rSyV1Nzek5pRVVtQXM/view?usp=sharing

It has been playtested a couple of times (though in earlier versions) but I'd be interested in anyone's feedback things that look like they don't work or could be improved or expanded. Art is just placeholder stuff, though.
It is designed to be fairly simple to play or run while still giving a  wide variety of character options.

As a quick summary the system:
* belongs roughly to the Cortex / Savage Worlds family: stats and skills range between d4 and d12, as with Cortex roll both and add. The exception is combat which is single-roll - one die applies to attack and the other to defense, so characters can prioritize one or the other; unlike Savage Worlds it does use hit points.
*characters can be randomly rolled or built with point buy, and types include pure strain humans, mutated humans, mutant animals or plants. Mutant humans are divided into a number of sub-types (e.g. near-humans, half-men, ghost mutants, shifters, ghouls, hybrids, freakish horrors) allowing the GM to fairly easily create mutant adversaries without randomizing lots of mutations individually. There are of course rules for various mutations and defects.
*includes 10 factions with assorted special abilities and beliefs similar to those in Gamma World.
*it experiments loosely with the * World 'Move' structure, although this is still being worked through.
Thanks and of course for anyone who comments I'll read and critique your game as repayment (/revenge :) ) if desired.

Bloody Stupid Johnson

Anybody?

Some of the things I'm wondering, BTW, are:
*should I keep fiddling around with the * World 'Moves' thing, or is this just unnecessary complexity?
*any other races I really should've included? Skills ?

Also have been thinking about playing around with skill sets for classes. Currently a 'class' is basically just one skill (at a higher cap than you could normally buy), but potentially I could make each a package of several skills. That would give a bit more room to for instance give out more abilities to cyborgs, which are a bit flat at the moment - balanced but meh. Or I could rewrite cyborgs as a race package instead, I suppose.