|
Post by angelicdoctor on Sept 12, 2014 13:57:13 GMT -6
I submit for your review, my first ever created adventure module for James M. Ward's Metamorphosis Alpha game.
I welcome all kudos and criticisms. Let me know what you think. Let me know what needs improvement. Does it inspire? Let me know if you have any ideas that I might want to include in version 2.0!
Thanks.
|
|
monk
Level 5 Thaumaturgist
Posts: 237
|
Post by monk on Sept 12, 2014 19:11:20 GMT -6
Haven't even read it yet, but I give you kudos for throwing out some support for a game most of us would love to play but haven't for some reason. Looking forward to reading it.
|
|
|
Post by angelicdoctor on Sept 12, 2014 19:42:10 GMT -6
Haven't even read it yet, but I give you kudos for throwing out some support for a game most of us would love to play but haven't for some reason. Looking forward to reading it. Thanks, amigo. I appreciate that. Please do let me know what you think about it.
|
|
|
Post by oakesspalding on Sept 12, 2014 20:13:12 GMT -6
Started it.
Given the raves for Jim Ward on Save or Die! and in other venues, I would have thought there would have been more support for it-both at the time and in the current OSR.
Looking forward to continuing your Module. May skim the MA rules beforehand.
|
|
|
Post by angelicdoctor on Sept 13, 2014 8:16:58 GMT -6
Started it. Given the raves for Jim Ward on Save or Die! and in other venues, I would have thought there would have been more support for it-both at the time and in the current OSR. Looking forward to continuing your Module. May skim the MA rules beforehand. I was quite surprised at the light amount of supplemental material for the game as well. Of course, now that Goodman Games has decided to reprint the original core rules and has committed to the publishing of new adventure modules, this game might finally get its due. Please let me know what you think!
|
|
|
Post by oakesspalding on Sept 24, 2014 21:46:47 GMT -6
Okay. I know I'm slow but I just printed out the original MA rules and am starting in.
|
|
|
Post by oakesspalding on Sept 28, 2014 17:10:52 GMT -6
What a fascinating game. But I'm still trying to wrap my mind around the 'play balance' of the thing, or what that even might mean in the context of these rules.
|
|
|
Post by greentongue on Sept 28, 2014 17:28:04 GMT -6
Was 'play balance' even a thing back when it was created? All I recall is the fight for survival against all odds. "Play Smart or Die" =
|
|
|
Post by oakesspalding on Sept 28, 2014 17:42:03 GMT -6
I know, and I like that aspect. But how does the referee (Starship Master?) decide what to throw at the players? I'm not sure I'd even know what 'hard' or 'easy' was. I'm going back for a second more concentrated pass on the rules so we'll see. But is there any guidance in the rules are any other source?
|
|
|
Post by greentongue on Sept 29, 2014 6:22:20 GMT -6
|
|
|
Post by Finarvyn on Sept 30, 2014 3:34:09 GMT -6
I know, and I like that aspect. But how does the referee (Starship Master?) decide what to throw at the players? I'm not sure I'd even know what 'hard' or 'easy' was. I'm going back for a second more concentrated pass on the rules so we'll see. But is there any guidance in the rules are any other source? Keep in mind that (1) characters used to die a lot, and (2) back in the day the notion of running away was more common. For folks who bought into the Goodman Games kickstart, the hardback is supposed to have a couple of articles on the whole "how hard" topic. I think one by Jim Ward and one by Michael Curtis. I haven't seen the final product yet, so I'm not 100% certain of this.
|
|
jdjarvis
Level 4 Theurgist
Hmmm,,,, had two user names, I'll be using this one from now on.
Posts: 123
|
Post by jdjarvis on Oct 4, 2014 20:31:11 GMT -6
Okay starter adventure. Which version of the rules are you using? I was a little surprised to see leadership potential listed for all npcs as ony normal humans get that score in the original rules (ive got 3rd but do not recall that point).
Re relative lethality/challenge in MA adventures its a tough statu-quo sort of setting where playerss learn how to gauge threats and react appropriately or PCs die as NPCs use all resources on hand to survive and thrive. I balance such a status-quo campaign with buidup, the more buildup to an encounter the worse it could be (usually).
|
|
|
Post by Finarvyn on Oct 5, 2014 5:11:42 GMT -6
Which version of the rules are you using? I believe it is designed for 4E, but should play well in 1E or 3E. I was a little surprised to see leadership potential listed for all npcs as ony normal humans get that score in the original rules (ive got 3rd but do not recall that point). This point was discussed on Craig's MA boards. I believe that having LP for non-humans was an error.
|
|
|
Post by angelicdoctor on Nov 17, 2014 14:48:07 GMT -6
I have revised and have now re-published my first ever adventure module for your favorite science fantasy game. Though I have included stats to be compatible with Mutant Future, this adventure can be used with just about any game system. I stripped out all of the MetAlpha references due to copyright (and the fact that Goodman Games was not accepting submissions) but the adventure is still very much set upon a lost colony starship. My eldest daughter has contributed the artwork for the cover as well as an interior piece giving it a rather distinct look. It is now at 50% off at DrivethruRPG in celebration of their Teach Your Kids to Game Week and is also available in saddle-stitch at my page on Lulu.com. Enjoy!
|
|
|
Post by kesher on Nov 17, 2014 15:10:53 GMT -6
I missed this original thread, but I'll take a look! The cover art is awesome, so that's a good start...
|
|
|
Post by angelicdoctor on Nov 17, 2014 16:13:44 GMT -6
Thanks! My daughter will be most pleased to read the favorable report on her work. Much appreciated.
|
|