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Mutant High

Posted:
Thu Jan 05, 2012 12:50 pm
by junejazz
Right now I mostly just have a bunch of themes which I think would be fun to make into a game.
The most interesting thing about the X-Men setting to me is the school and the kids. The juxtaposition of the boarding school setting against the kids' fantastic powers and their mutant training is a great deal of the appeal. Mutant High is definitely inspired by comics and shows like New X-Men, The Runaways, or Young Justice.
Attributes would probably be things like Banter or Guts to support the genre. Emotional strength and will are more important than physical strength. If you want to be the Strong Guy then make a power to express that. Something like "That Rock Guy" or "Have I Told You About My Tactile Telekinesis".
On that note, powers are only important as much as they are an expression of the character. Spider-Man isn't interesting because of his powers, he's interesting because they empower him to express himself and to do the right thing. Pixie isn't interesting because she's a fairy girl who produces hallucinogenic powder, she's interesting because her mutations are a metaphor for her flightiness and her sweet disposition.
I'm thinking of using just 2d6 added to the attribute for action resolution. Powers are similar, 2d6+the power's rating. Characters should succeed at things which fall under their character's abilities (archetype?). However their actions should have consequences more often than not. You don't roll dice to succeed, you roll to decide what sort of consequence your action causes.
Re: Mutant High

Posted:
Thu Jan 05, 2012 3:16 pm
by Onix
Sounds like a fun game. To not be just another super hero game I think you will need to get very specific on how the conflict (as in who the conflict is between) works. In your case, the conflict is largely within the student themselves and secondarily with the other students. Conflict with the other students is relatively easy to understand. Conflict within oneself is quite a bit trickier.
Might I suggest a trick that I've been using to create man vs. nature conflicts? Make the inner person the students are in conflict with, monsters. Not literally green skinned and bug eyed (although with mutants they could be), but give each student a flip side NPC that the GM can play against them. They can't fight their monster inside with powers but they have to fight the monster inside to be able to grow in power. The GM pits them against an NPC of negative emotions and self doubt. The NPC can inflict stress or chaos on them and they have to fight it to become the real hero they want to be.
The Headmasters may even know this is their real struggle so they purposely put the students in situations to get them to fight their inner monster.
If the student fails to defeat their monster, they become a villain and never reach their full potential.
Just a few thoughts.
Re: Mutant High

Posted:
Thu Jan 05, 2012 3:33 pm
by Chainsaw Aardvark
Welcome to 1km1kt.net, please enjoy your stay!
It is wonderful to see you have a game and themes in mind. You're doing a good job starting with a concept and story, then working on how to express it.
An idea for your consideration - use 1d12 for powers, and 2d6 for other things. 1d12 is a linear distribution (as much chance of rolling a one as a twelve) while the other way is a curve. Thus powers show more variation - and are a bit more likely to fail - turning the emphasis to social attributes.
I don't want to scare you off the project, but X-Men and their special school has been around for half a century now. Do you think you can explain in a few sentences how this is different from any other "heroes in training" media? (New Mutants, Sky High, Smallville, etc.)
For another possibility, there are some games played in phases - with one chapter earning points for the next. For example, in the game Mecha, interpersonal scenes earn points that are spent to activate mecha abilities in combat ones. Something similar might also help emphasize the drama over combat in a game like this.
Good luck, we eagerly await your updates.
Re: Mutant High

Posted:
Thu Jan 05, 2012 4:03 pm
by Evil Scientist
Re: Mutant High

Posted:
Thu Jan 05, 2012 4:36 pm
by junejazz
Re: Mutant High

Posted:
Thu Jan 05, 2012 8:39 pm
by junejazz
Blah! Major math flub! Those ranges for consequences should probably be around 12, not 6. Within 6 of the target difficulty for a minor consequence, above 6 for a major consequence.
Astonishing negative consequences probably need to be made as a result of being KOed in a conflict, rather than hitting the edge of a die roll.
Consequences in my mind are shaping out to be changes in the direction of the story or setbacks to a goal. Difficulty checks (Consequence checks?) would logically be scaled to the importance of the action, rather than straight difficulty.
I think that Minor consequences might last for a scene or two. Scrapes and bruises, embarrassment, that kind of thing. Major consequences might last longer, like a few sessions. Astonishing consequences are long term character dilemmas, which would probably last much longer. If a PC deals with their negative Major consequence in the story and overcomes it, then they get a point to spend in order to raise one of their Attributes or Powers. An Astonishing consequence grants them two.
I'm thinking of defining characters further with Tropes. Phrases which describe what the character is about and maybe limit their capabilities. They might also be a nice way to focus a character's Consequences so that they are meaningful to the character.
In this way, a consequence would not necessarily have to be directly applicable to the scene. Rather, they could take a consequence related to their "Taking Care of Old Aunt May" Trope, and when they get home they get a call from the hospital.
------
Considering the above, here's what a character sheet might look like
ATTRIBUTES - A character's basic, mundane abilities. I'm currently dividing 15 points between them.
Banter (Joking around, making speeches, flirting, this is how charming or witty you can be.)
Guts (The ability to hold your ground and dish out damage when not aided by your powers.)
Nerd (book smarts, science, building things, and so on.)
Grit (How many consequences you can take in a single scene.)
TROPES - Situational modifiers and what Major or Astonishing consequences are based off of. (Related consequences in parentheses)
POWERS - Things you can do which set you apart from the rest of humanity.
For example, going back to the New X-Man, Pixie...
Pixie
ATTRIBUTES
(3)Banter
(5)Guts
(2)Nerd
(5)Grit
TROPES
Joy and the Laughter ([M]Nobody Takes Me Seriously)
Daughter of a Miner and a Magician ([A]Daddy died in that mine)
Just Don't Hurt My Friends!
POWERS
(4)I'm Totes Just Like a Fairy! - Glossy, black eyes, pink hair, long ears, and fairy wings.
(5)Pixie Dust - Her wings produce a hallucinogenic powder which makes people see images straight out of My Little Pony.
I'm going to have to think about combat some more. I don't want it to turn into low-rent Fate.
Re: Mutant High

Posted:
Thu Jan 05, 2012 8:43 pm
by kumakami
I feel the need to take this time to say you are a welcomed new voice here on 1km1kt. this game idea of you're is sounding more and more interesting with each of your posts. KEEP IT UP !!!!!

Re: Mutant High

Posted:
Thu Jan 05, 2012 8:54 pm
by junejazz
Re: Mutant High

Posted:
Thu Jan 05, 2012 9:31 pm
by kumakami
since we are all just wantting to share and seek out other who are sharing...it helps. plus that rob and us Mod. are on here all then time doesn't hurt!
once again welcome! happy to have more monkeys!
Re: Mutant High

Posted:
Thu Jan 05, 2012 10:07 pm
by junejazz
Combat... Conflict... hum...
Combat is between other students (Both NPCs and PCs, I suppose) and manifestations of the character's inner struggles (The Villains). Villains are really only there to create consequences for the heroes, and the more negative consequences the hero has the stronger they become.
Ideally, to actually meet the challenge that the Villains present then the character will have to deal with their consequences and...
Huh. I think I've accidentally made a Scott Pilgrim RPG.
For the actual contests, I could just go the standard way and treat attacking as an opposed roll. Attacking Attribute Vs. Defending Attribute. If the attacker wins then they get to inflict a Consequence. A Minor Consequence is 1 point of Grit and a Major Consequence is 2. When all your Grit is filled up, you're taken out of the conflict and either keep 3 Major Consequences or place an Astonishing Consequence on yourself.
All this might just create a terrible death spiral of Consequences though.