Posted June 22, 2023 by gary D. Pryor
#mutation #random #tables #gamma #time travel #death #chronomutants
So where do these changes come from? Well sometimes it’s a simple cause and effect change to your past, or sometimes it’s you “switching tracks” with a version of yourself from an alternate timeline to help make possible the alterations you have made to the timestream. Don’t worry these changes are a normal part of every time traveler's work life, with the proper training you will have nothing less to fear.
So in Chronomutants players generally interact with altering the timeline in three distinct ways.
When players do any of these things, the GM should attempt to track threats rolled in the past and apply the appropriate anomaly on the players return to the present, at a rate of:
Sometimes I give out Mutations in addition to other consequences for directly altering their own past, if it feels dramatic or appropriate, but I always warn a player before they roll on the threat of a Mutation or other Anomaly.
All Anomaly have varying degrees of negative in-game consequences, except Mutations. The current odds on the Mutation table are:
At first look these numbers might seem pretty ruthless, but there are a few factors to consider.
Previously, I had almost exclusively positive Mutations on the list, just because I hadn’t gotten around to writing enough, and certain savvy playtesters were able to game the system to get a bunch of superpowers nearly risk free. The new list prevents this, as even if remote, a skilled time traveler still has a chance to explode into flames with a very unlucky roll. Time Travel should be dangerous. Danger is fun.
Overall the mutations and anomalies are meant to be a risk associated with time travel, and changing it to be risky is doing a much better job than me just verbally warning players, but then giving them superpowers instead. Players can get cool gifts like Intangibility, but only 25% of the time.
Early testing shows the new list to be a big hit. The current playtest group has decided if they have defense, they don’t want to read the entries before deciding, they just have me tell them names. I’m not planning on making that a rule, but it shows they are getting into the spirit of the game. Although, the player without defense that got two extra mouths on their buttocks certainly wouldn’t have chosen for that to happen. Also with the new number of entries (240) it’s now possible to roll with 1d12+1d20 which feels a lot better than having to use a random number generator. Finally, with the 1.2 update you can roll on every table with standard polyhedral dice.
With 1.2 out, I think this is likely the last really big content update, the next couple of updates are going to focus on the artistic presentation of the rules. While I start another round of public playtesting before locking in the layout. The game has been running really well, so I don’t foresee any major system changes at this point. I’m taking a little time off, the next Devlog will hopefully be 7/11/23. Unless I get really inspired to write something between now and then.
Have fun, play the genetic lottery, don’t burst into flames, good luck
-g