Post by Mutant Lord: William McAusland on Apr 19, 2013 11:34:39 GMT -8
Ran the Crevice
by Devin » Mon Jan 23, 2012 4:19 pm
SPOILER ALERT: Read only if you've played the Crevice or are the GM who will run it!
Began The Crevice Saturday night. Two part adventure to interrupt our current Castles and Crusades game. I also wanted to introduce post-apocalyptic gaming to our group as this is a new genre for pen and paper adventuring for our group (thanks to XBOX and fallout 3 it was a fairly easy sell though
We created players in about an hour - probably could have been a bit faster but we used the time to also go over rules explaining how to use skills and mutations immediately after they were rolled. There were three players and they each ran one of the websites pregens, and created one of their own for a total of six characters. Created were a 1) a purestock human named Steve who for lack of a better word is a tech-nerd. He came away with junk crafter, computer tech and medic skills. Physical abilities were a bit low but intelligence was a nice 96. Other character was a 6'8" tall mutant named Melosh. Lucky rolls on mutations left him with acid spit, and electrical charge ability. He also wound up with knife throwing ability. Last character created was a clone named Jimbo7. Higher in strength and endurance, he would be classified as the groups hand-hand fighter, wielding a battleaxe and weapon skill to use it, also pretty good at brawling.
The adventure started in good earnest with the characters part of a beginning excavator group that happened upon the possible resource rich area of The Crevice. After exploring the surrounding area, they first encountered a drooling rust-red garnock. The characters loosed a volley of arrows and musket fire then ran, luckily seeing the crevice as a source to escape. The Garnock was unable to follow so the team stayed quiet until it left then searched the warehouse, uncovering some special shotgun shells and a pocket bot in the process. Continuing their search took them to an office. They were able to crack several key terminals and gain access. After killing a cave scorpion they found some ammo and a riot shield. Then eventually found their way to the elevator where they are preparing to go down. As they pry the elevator doors open, they spy an empty shaft that drops down to the next level filled with debris. As they are looking down, a rubble spider swings in from the top of the door, grabs a character and knocks him down the shaft (ouch)! The rest of the characters back up and hear a clunk from behind them as ceiling panels buckle and two more drop down behind them. I stopped here to leave the characters in a pickle
Things learned:
1) The Mutant Epoch is a very fun game
2) Character generation was enjoyable and produced varied characters some seemed weak compared to others but then skills or mutations came into play which kind of evened things out.
3) Combat is quick and easy to resolve
4) Skill checks less so.
To sum up a very fun time, players are interested in continuing play (the highest mark in our group) and the only thing a bit rough was skill checks. I am thinking of having a copy of the hazard check matrix for every character. The problem came when trying to have every character make a roll (like okay everyone roll to see if you notice something). With all the different perceptions I had to cross index several different numbers on the matrix. I think giving everyone a matrix and saying something like - "everyone make a perception check type B" or some such would help fix this small problem.
Re: Ran the Crevice
by wolf » Mon Mar 05, 2012 4:00 am
I am going to run it for the first time later this month, and was considering giving everyone a matrix for skills (or using it like a BRP game, just a stat roll with a modifier). Thanks for the confirmation-I'll definitely have a stack of matrices ready to give out now.
by Devin » Mon Jan 23, 2012 4:19 pm
SPOILER ALERT: Read only if you've played the Crevice or are the GM who will run it!
Began The Crevice Saturday night. Two part adventure to interrupt our current Castles and Crusades game. I also wanted to introduce post-apocalyptic gaming to our group as this is a new genre for pen and paper adventuring for our group (thanks to XBOX and fallout 3 it was a fairly easy sell though
We created players in about an hour - probably could have been a bit faster but we used the time to also go over rules explaining how to use skills and mutations immediately after they were rolled. There were three players and they each ran one of the websites pregens, and created one of their own for a total of six characters. Created were a 1) a purestock human named Steve who for lack of a better word is a tech-nerd. He came away with junk crafter, computer tech and medic skills. Physical abilities were a bit low but intelligence was a nice 96. Other character was a 6'8" tall mutant named Melosh. Lucky rolls on mutations left him with acid spit, and electrical charge ability. He also wound up with knife throwing ability. Last character created was a clone named Jimbo7. Higher in strength and endurance, he would be classified as the groups hand-hand fighter, wielding a battleaxe and weapon skill to use it, also pretty good at brawling.
The adventure started in good earnest with the characters part of a beginning excavator group that happened upon the possible resource rich area of The Crevice. After exploring the surrounding area, they first encountered a drooling rust-red garnock. The characters loosed a volley of arrows and musket fire then ran, luckily seeing the crevice as a source to escape. The Garnock was unable to follow so the team stayed quiet until it left then searched the warehouse, uncovering some special shotgun shells and a pocket bot in the process. Continuing their search took them to an office. They were able to crack several key terminals and gain access. After killing a cave scorpion they found some ammo and a riot shield. Then eventually found their way to the elevator where they are preparing to go down. As they pry the elevator doors open, they spy an empty shaft that drops down to the next level filled with debris. As they are looking down, a rubble spider swings in from the top of the door, grabs a character and knocks him down the shaft (ouch)! The rest of the characters back up and hear a clunk from behind them as ceiling panels buckle and two more drop down behind them. I stopped here to leave the characters in a pickle
Things learned:
1) The Mutant Epoch is a very fun game
2) Character generation was enjoyable and produced varied characters some seemed weak compared to others but then skills or mutations came into play which kind of evened things out.
3) Combat is quick and easy to resolve
4) Skill checks less so.
To sum up a very fun time, players are interested in continuing play (the highest mark in our group) and the only thing a bit rough was skill checks. I am thinking of having a copy of the hazard check matrix for every character. The problem came when trying to have every character make a roll (like okay everyone roll to see if you notice something). With all the different perceptions I had to cross index several different numbers on the matrix. I think giving everyone a matrix and saying something like - "everyone make a perception check type B" or some such would help fix this small problem.
Re: Ran the Crevice
by wolf » Mon Mar 05, 2012 4:00 am
I am going to run it for the first time later this month, and was considering giving everyone a matrix for skills (or using it like a BRP game, just a stat roll with a modifier). Thanks for the confirmation-I'll definitely have a stack of matrices ready to give out now.