Tuesday, November 9, 2010
My first impressions of Mutant Future
In the past few weeks, I've been on a pretty serious post-apocalypse and western kick, so I've been trying to find a fun game to scratch that itch. From the posts that I've read about people's Mutant Future games, it seemed like a sure bet. Fun random mutations and lost technology in a gonzo post-apocalyptic wasteland. What's not to like?
Except there's this weird assumption in Mutant Future that the technology level of the post-apocalyptic society is going to go straight back to default D&D medieval level, with literally what seems like the entire Labyrinth Lord equipment list reprinted verbatim, manacles and spyglasses alike. The book is full of illustrations with weird, weapon-wielding mutants, but then tells you about hiring longbowmen and light cavalry. Does this strike anyone else as a little weird? Maybe 'post-apocalypse' is a bit like 'pulp fantasy' in the sense that it can mean radically different things to different people. For some it may mean Thundarr-esque wizardry, to others it's far-future dungeoncrawling for high tech artifacts. For me, it's always been a weird, far-flung western, with bandits, trains and six-shooters alongside mutants, killer robots and Mexican wrestlers.
I guess it's just hard for me to fathom a post-apocalyptic setting with no cars. Is Gamma World (any edition) better about emulating that kind of western post-apocalypse feel? Or should I run with Mutant Future and just add the elements that I want to it? I think that the system's probably pretty solid, I just feel like I'd have to rewrite the entire gear section until I like it.