Post by tavis on Dec 1, 2009 11:30:14 GMT -6
I'm going to be doing some MA games and cross-overs with D&D at Anonycon this coming weekend, and work has kept me from doing as much prep as I'd like. Help in both rules and content would be much appreciated!
Rules: One of my events will be using MA 1E, which I've never played before. How far can I trust my Gamma World 1E experience as a guide? What sections of the rules should I bone up on, or be prepared to make rulings about?
(I'm also doing two events using 4E D&D rules for events in and around the Warden; I'd planned to use these to playtest the Signal Fire edition of the rules, but perhaps it's better that the playtest materials haven't materialized yet because winging this will be easier on my time constraints than trying to master existing stuff!)
Content: What kinds of things would you include as part of a MA convention game? Elements that make up a "classic" experience would be good to have, as would those I should avoid. (I don't want to encourage inter-player conflict, for example, although my most recent GW game saw PCs trying to life-leech one another within the first hour of play).
Here are the descriptions of the games I'm signed up to do:
Hidden Secrets of Tamoachan (AD&D):
Your band of adventurers accidentally destroyed the world. So far, only you know that in a few days everyone on the planet will die horribly. Your hasty research into ancient lore suggests that an escape route may be found in the depths of the legendary pyramid of Tamoachan. Can you fight your way through a dungeon full of poison gas and the relics of ancient civilizations, or will you die a little ahead of everyone else?
Swords and Star-tribes (MA 1E):
You are the Captains of the Crossed Swords, and your might, mutations, and wits have conquered all the lands you know. But the hawkoids from the vent in the sky-vault tell of new conquests. You have long suspected that there are many other lands layered above and below. And you’ve heard heretics whisper that your world is truly a vast ship traveling from one ball of gas to another. But what does it mean that “the Warden has landed”?
Battlefield Oerth (D&D 4E PCs vs. Warden threats):
Your fellowship of heroes were the only ones to escape the hideous fate that befell your world. But do you have what it takes to survive an environment where metal walls talk and pigs can fly? In the spirit of D&D classics like Expedition to the Barrier Peaks, in this adventure you’ll pit your swords and spells against robots and ray-guns. The future of more species than your own is yours to decide!
War for the Starship Warden (D&D 4E rules, MA characters):
Defend your home against invaders from Oerth! As long as you have charges left in your disruptor pistols, robots at your command, and the mental ability to drain energy from living organisms, the outsiders don’t stand a chance. This free-wheeling adventure uses the framework of the 4E rules to create a high energy mashup of the world’s first fantasy and science-fiction RPGs. Will it be you or your enemy who sets the next destination for the Warden?
Rules: One of my events will be using MA 1E, which I've never played before. How far can I trust my Gamma World 1E experience as a guide? What sections of the rules should I bone up on, or be prepared to make rulings about?
(I'm also doing two events using 4E D&D rules for events in and around the Warden; I'd planned to use these to playtest the Signal Fire edition of the rules, but perhaps it's better that the playtest materials haven't materialized yet because winging this will be easier on my time constraints than trying to master existing stuff!)
Content: What kinds of things would you include as part of a MA convention game? Elements that make up a "classic" experience would be good to have, as would those I should avoid. (I don't want to encourage inter-player conflict, for example, although my most recent GW game saw PCs trying to life-leech one another within the first hour of play).
Here are the descriptions of the games I'm signed up to do:
Hidden Secrets of Tamoachan (AD&D):
Your band of adventurers accidentally destroyed the world. So far, only you know that in a few days everyone on the planet will die horribly. Your hasty research into ancient lore suggests that an escape route may be found in the depths of the legendary pyramid of Tamoachan. Can you fight your way through a dungeon full of poison gas and the relics of ancient civilizations, or will you die a little ahead of everyone else?
Swords and Star-tribes (MA 1E):
You are the Captains of the Crossed Swords, and your might, mutations, and wits have conquered all the lands you know. But the hawkoids from the vent in the sky-vault tell of new conquests. You have long suspected that there are many other lands layered above and below. And you’ve heard heretics whisper that your world is truly a vast ship traveling from one ball of gas to another. But what does it mean that “the Warden has landed”?
Battlefield Oerth (D&D 4E PCs vs. Warden threats):
Your fellowship of heroes were the only ones to escape the hideous fate that befell your world. But do you have what it takes to survive an environment where metal walls talk and pigs can fly? In the spirit of D&D classics like Expedition to the Barrier Peaks, in this adventure you’ll pit your swords and spells against robots and ray-guns. The future of more species than your own is yours to decide!
War for the Starship Warden (D&D 4E rules, MA characters):
Defend your home against invaders from Oerth! As long as you have charges left in your disruptor pistols, robots at your command, and the mental ability to drain energy from living organisms, the outsiders don’t stand a chance. This free-wheeling adventure uses the framework of the 4E rules to create a high energy mashup of the world’s first fantasy and science-fiction RPGs. Will it be you or your enemy who sets the next destination for the Warden?