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Psychic powers, mental mutations and physical mutations

A topic by GhostShip Blue created Dec 24, 2021 Views: 169 Replies: 7
Viewing posts 1 to 5
(1 edit) (+1)

First things first. This is my first ever jam in over 40 years of tabletop role playing (I go all the way back to the first editions of Gamma World and Metamorphosis Alpha)  - thanks for putting this out here, sharing it on reddit and choosing one of my favorite genres to boot me into action.

The first choke point I ran into thinking about this is how, without a ton of complicated, similar and overlapping systems, to address these common (and frankly fun) tropes. I've kind got a vague notion for a unified stat called "Ruin" since they're all facets of the apocalypse manifesting in the character.

On first blush I like the idea of using a single stat but it creates some issues. First to use a unified stat the mechanics become binary. It's easy enough to use roll vs stat for task resolution for two of the three - simply use roll high vs Ruin for one and low for the other. The obvious problem and solution are to combine mental mutations and to collapse the choice to two options.

Where that creates trouble is that it forces the character, and by extension to be bad at one to be good at the other or be mediocre at both. That kind of "multiclassing means not being good at anything" situation feels kind of dated and unreasonable. Is that really the case?

In the media outside games that's rarely the case. Another point about translating movies and books to the game space - what's everyone think of attacking this as the classic journey by building a game that leans into the:

  1. You are here but are forced out
  2. The terrain and environment you must cross
  3. The force that oppose you
  4. What you have that they want
  5. Sanctuary

structure of Miller's Mad Max films, Damnation Alley, and almost every zombie movie ever?

Edit: I suppose the actual question is the same for both - "Does it look like there's anything down that road?"

HostSubmitted

Honestly i love the way Simple World, a PBTA hack does it, 4 or 5 abstract stats that represent how your actions are percieved usually.

So “Freak” “Fury” “Precision” and so on.

Just a thought. Great post.

Savage worlds comes to ming with the spirit stat being used in the latest Super Power Companion to connect to Focus for super power usages of most kinds, besides fighting, shooting and athletics and magic if you wanna.

HostSubmitted

PS I started cranking out Game Jam content and general projects less than a month ago and ill tell you ill never stop or slow down.

Submitted

I agree that one unified stat seems limiting, but even 1 more would add lots of simple depth. Lots of binaries to choose from (physical/mental, detachment/attachment, instigation/reaction, etc.) that I think could be used to still represent the ways in which people are affected by a sort of crumbling world. For the issue of being good at either one or the other, I see at least one stupid but perhaps worth considering option: roll the stats anyways. In those classic games like Gamma World, it was possible for certain characters to be simply better than others. I think this was built on the understanding that everyone was probably gonna die pretty soon regardless, so you'd get a good chance at rolling a powerful character as well in time. And, it feels good to roll well. But aside from that, it's sort of down to how obstacles are set up, right? Like maybe it's often beneficial to roll middling instead of too high or low, which would benefit the middling statted player. I struggle with the same thing in some of my games, so I don't have any particularly sweet answer.

I think that building it around the narrative tropes of apocalypse movies is a great idea. After all, these are story engines and there's a reason those story beats resonate consistently.  And even in their own movies, the tropes are the result of certain unspoken rules in those movies. For example, when you're kicked out of the safe place, it's probably because if had you been the person that did the kicking, you might have chosen the same thing. Every man for themself type deal. So you could recreate those scenarios without writing that it has to happen- only make it mechanically imperative for things to go that way. Want to stay in the nice city? Pay high taxes. If you can't afford them, you're kicked to the scorching desert. Either the players go on an adventure finding work to pay, or they can't and go on an adventure finding a new home. Kind of a win-win for drama (given there's fun rules for both cases).

It looks to me like there's something down them roads.

I agree that one unified stat seems limiting, but even 1 more would add lots of simple depth. Lots of binaries to choose from (physical/mental, detachment/attachment, instigation/reaction, etc.) that I think could be used to still represent the ways in which people are affected by a sort of crumbling world. 

I think I may not have been clear - I was planning on using other stats too - just using Ruin as a unified measure for physical/mental mutation. My rough draft is Impact to measure smarts/strength and Survive to measure toughness/agility.

While I'm not 100% convinced it's a good plan, it's the one I have and am going to work. I suspect that, in the end, forcing the choices is a great thought experiment but maybe not the most playable game. We'll see.

Leaning into the story structure though - that I do think is worth exploring.

HostSubmitted

i think Ruin sounds like a lovely stat. would it be 0-X or -X through X where its like a scale (like karma in fallout).

1-10 at the moment. Noodling on point-buy mechanics or just going old school and roll it. In order to speed development I'm leaning to a roll so I can move on to implementing the story structure mechanics and work out how that impacts task resolution.

Submitted

Simple and intuitive rules are the best in my opinion.  Complex rules discourage new players and for a new TTRPG mean a hard to captivate game. I like the way the PBTA game do it. An intuitive rule's system with 2d6 to solve a combat, that is action based, cinematic and fast and more based on narrative instead of math. Apocalypse is a very popular, and you can create a new narrative from it.