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Other Games, Development, & Campaigns => Design, Development, and Gameplay => Topic started by: zend0g on May 17, 2014, 03:31:49 PM

Title: Mekton Z Changes
Post by: zend0g on May 17, 2014, 03:31:49 PM
I was working on some changes for Mekton and was going to post them here until I found out how annoying it is to work with tables in a post.

It is going to be a game that blends Eclipse Phase and Mekton's Jovian Chronicles together. I was going to use the Mekton Z's rules with Eclipse Phase's settings (with a few changes). However, the attributes and skills in Mekton Z are just a little weird. So, I wanted to get your comments on this:

https://docs.google.com/document/d/1gawoceQLiR-YQtqgf4vnqDT8WzcVkQ52aCz53OjuWGU/pub
Title: Mekton Z Changes
Post by: Mr. Kent on May 17, 2014, 08:06:48 PM
Nothing to add, except to say I think it looks interesting so far. Always wanted to try out Mekton, but it seems like your version is nicely streamlined! Hopefully I can playtest this further down the line.
Title: Mekton Z Changes
Post by: BrandonKF on May 18, 2014, 04:34:01 AM
So far it's looking like you have a nice campaign setting. I'm personally glad you dull down the transhumanism of the setting, although, again, this a post-apocalyptic game. But that's my own feeling towards that. Post-apoc can be done in the huge, so much was destroyed we're just trying to get our feet back under us, deal, or it can be done with more or less historical perspective. History shows that just about every civilization has at some point in time lost massive amounts of its history, its technology, and even its infrastructure (read up on what Attilla the Hun and others did to the Roman Empire for a clue).

As for the rules themselves, I'm not familiar with running Mekton Z, so I can't make much comment on it. However, I do understand that Mekton's 'god-stat' carries over somewhat into the later generation of Jovian Chronicles.

If it were a choice between the three arrays of possible character generation, the third array makes the most sense.

However, I would humbly submit my own opinion that 'charisma' and charm are not mental abilities you pick up at generating, but are moreorless determined by how a character is played. You can have a very high Charisma in D&D and get away with a lot of stuff that, in reality, you wouldn't likely get away with in the real world. So if you're going for something halfway between Adventurous and full-blown Cinematic, you could keep it. If you want to lean a little further towards realism, I would think of other ways to have folks deal with interaction with non-player characters.

God bless.

-Brandon F.