capheind
Level 5 Thaumaturgist
Posts: 236
|
Post by capheind on Sept 5, 2011 10:08:05 GMT -6
We're only about four posts into our MA PBP game and I thought I'd post what I'm learning here as we go.
To be honest I'm not as impressed with the system in action as I was just reading and talking about it. An RPG based on abandoned technology run amok and mutant mania is brilliant, its execution is extremely ruff around the edges.
There is no set system for character advancement, there is no clear skill system despite the existence of GM dished out skills. Characters either seem too powerful or too weak, with very little middle ground.
You really can't fault Mr. Ward for any of this, after all he didn't have three decades of game designs to fall back on as we do now. But I am immediately beginning to understand why so many people use the warden (or a similar concept) and use Mutant Future or some other system.
Still, I am looking forward to seeing how this game progresses, the setting of MA lends itself to games spanning weird tales, sword and sandal, sword and blaster, and portal/paranoia style technological madness and dark humor.
|
|
jjarvis
Level 5 Thaumaturgist
Posts: 278
|
Post by jjarvis on Sept 12, 2011 22:09:13 GMT -6
1e MA does have multiple methods of character advancement:
1. Explore the ship and learn it's secrets. 2. Acquire technological devices. 3. Figure out and use those technological devices. 4. Acquire new occasionally useful mutations. 5. Survive mental assault and build mental resistance. 6. Recruit followers.
|
|
Aplus
Level 6 Magician
Posts: 353
|
Post by Aplus on Sept 13, 2011 11:58:00 GMT -6
I play in a regular game with Jim, and here are a few of my observations:
Advancement, as Mr. Jarvis pointed out, is primarily equipment-based. Thing is, if you get too greedy, you will die from trying out equipment.
Jim runs the game VERY fast and loose. It seems sometimes to be almost exclusively by DM fiat at times. There are only very occasional dice rolls of a d20 or a few 6-siders. He references a chart to see what happens when we try to figure out equipment, but just about everything else is out of his head. I've been playing for a few months, and I still have no idea what the rules are. He just presents the situations and we tell him what we do.
It certainly is a very different type of game than say, D&D or something like that. I really enjoy playing it, though. It seems like we never actually get anything accomplished as far as in-game goals, but Jim is so entertaining, it doesn't really matter. He'll look at you with a straight face and tell you about the 10-foot-tall purple cows you encounter, and not even crack a smile. It's awesome.
I doubt that cleared anything up, but if you have any questions, I'd be happy to attempt to answer them.
|
|
capheind
Level 5 Thaumaturgist
Posts: 236
|
Post by capheind on Sept 15, 2011 10:53:50 GMT -6
Well agreed there is in game advancement in the form of goodies, followers, and some progress on resistance. But what I meant is that there isn't any way to build up characters in a leveling or skill situation. Not necessarily a detraction, but players often like to see progress.
Granted, in real life we don't "advance" in the D&D sense, but more like the MA sense. And my observations are based entirely on My PBP which I'm running as BTB as possible so I can really see MA as its written. In a longer running game I'd house rule the heck out of it.
Now that we're getting to an actual combat I find it odd that there really isn't any randomness BTB, unless I've missed it. Everyone just progresses by dexterity, so the order is pretty much set unless someone has a mitigating technology.
|
|
|
Post by angelicdoctor on Nov 19, 2013 7:49:12 GMT -6
I play in a regular game with Jim, and here are a few of my observations: Advancement, as Mr. Jarvis pointed out, is primarily equipment-based. Thing is, if you get too greedy, you will die from trying out equipment. Jim runs the game VERY fast and loose. It seems sometimes to be almost exclusively by DM fiat at times. There are only very occasional dice rolls of a d20 or a few 6-siders. He references a chart to see what happens when we try to figure out equipment, but just about everything else is out of his head. I've been playing for a few months, and I still have no idea what the rules are. He just presents the situations and we tell him what we do. It certainly is a very different type of game than say, D&D or something like that. I really enjoy playing it, though. It seems like we never actually get anything accomplished as far as in-game goals, but Jim is so entertaining, it doesn't really matter. He'll look at you with a straight face and tell you about the 10-foot-tall purple cows you encounter, and not even crack a smile. It's awesome. I doubt that cleared anything up, but if you have any questions, I'd be happy to attempt to answer them. This has been my experience as well having played in a convention game with Mr. Ward. You are absolutely correct in your impression of his almost poker-faced way of describing to you the many and varied creatures of his world. Mr. Ward is a fantastic game master. Even if your character perishes he makes you feel so wonderful due to the fact that he appears genuinely sorry that such a tragedy has occurred. So, in short, it's all about how Metamorphosis Alpha is played by both the players but especially by how it is presented by the game master.
|
|