Showing posts with label post-apocalypse. Show all posts
Showing posts with label post-apocalypse. Show all posts

Saturday, December 4, 2010

Gamma World: A Delicious Melange


Nothing is more fun for me than anachronism. I've been trying for ages to put together my campaign ideas for a western campaign inspired by Desperado, Hard Boiled and the Spaghetti westerns I've talked about before: a game where it doesn't matter that the bad guys are coming into town on a combination of horses and old sidecar motorcycles because you've got to Fonzie slap the jukebox in the saloon into playing Misirlou before you flip-cock your Winchester and get ready to shoot someone through a plate-glass window.

(God damn I want to run this so bad)

Regardless, that's the way I feel about Gamma World. It's fantastic because of this wildly fluctuating technology level. Some communities might have a still functioning slushie machine in their local cantina and as a result, that's what the town's known for! Firefly-esque prospectors with laser rifles! Tribes of robots with rebar spears! A group of Programmers worshiping a crazed mechanical digger!

I love this machine and the post-apocalypse makes it even better

And that's why I really like the new Gamma World rules. Albeit, I've never played any of the previous editions and I'd like to get my hands on a copy of 2nd if only for the map of post-apocalyptic Allegheny County, but I like the feel. The rules support that anachronistic melange in a way that I didn't feel that Mutant Future does.

One of my favorite additions to the new set are the generic weapons (Light One-Handed Melee, Heavy Two-Handed Ranged, Light One-Handed Gun, etc...) because it levels that playing field. Under the rules, a crossbow can be as effective as a hunting rifle or a harpoon gun made out of car parts, depending on what you decide its stats are. It feels a lot more natural than either limiting characters to medieval weapons at the start or ending up dropping your trusty spear completely when you pick up a plasma rifle.

By its nature, the post-apocalypse should be off-beat. Chuck all your favorite influences into it, let 'em simmer and season with gonzo or serious to taste. But for Pete's sake, don't make it prosaic.

Picture from Six-String Samurai. If you like Gamma World and haven't seen this movie, what the hell are you waiting for?!

Tuesday, November 16, 2010

Further thoughts on Mutant Future

So, after last week's Mutant Future post, I printed out a copy of the rules at the school's computer lab and have been checking them out when I have the chance. So far, an extended look at the rules has mostly verified my suspicions from last week: still a whole lot of Labyrinth Lord in those rules. I'm mostly afraid that in trying to run the kind of game that I want to run in Mutant Future, I would have to hack out and house rule an inordinate amount of stuff, write up my own equipment lists and probably my own monsters, mutants and robots, too. I don't want to feel like I have to rewrite the entire thing to get it to work for me.

So what would work? Frankly, the more I've been hearing about the new D&D Gamma World, the more inclined I am to pick it up. It seems to be able to do what I want it to do right out of the box, but I've been trying not to spend money on gaming stuff.

Totally awesome mutant pigs vs. PCs picture by Chance II of the Something Awful forums from his Roadhogs and Rednecks Gamma World Let's Play.

Sunday, November 14, 2010

Mutant Future Inspirado: Sabata

A lot of my post-apocalyptic inspirational material is pretty straightforward. The Road Warrior is obviously at the center of it all, surrounded by its like-minded brethren like the Fallout games, Interstate '76, Six-String Samurai and Fist of the North Star alike. But there's a fair amount of idiosyncratic influence that also inform my idea of a post-apocalyptic game. Over the next couple of days, I'm going to talk a little about what's informing my latest post-apocalyptic shenanigans.


Sabata (and other ridiculous Westerns)

I've said before that the post-apocalyptic genre feels right for me when it's close to being a western. The Road Warrior, the keystone film of the post-apocalyptic genre, fits the redemptive anti-hero western model almost note for note, only with cars replacing horses. Me, I've been watching westerns since my parents showed me Silverado when I was 5 years old and the genre is still very dear to my heart, not to mention my gaming. The Deadlands campaign I ran for my college friends was probably the most successful piece of gaming I've ever done.

The poster for Lee Van Cleef's Sabata has been my background design ever since I started this blog and for good reason. I mean, just LOOK at it! Explosions, dynamite, doing it, a BANJO that's also a GUN! People seem to have this idea that Spaghetti westerns were all gritty, violent and intense affairs, primarily because every Spaghetti western they've seen has starred Clint Eastwood and was directed by Sergio Leone. There's a whole world of Italian westerns out there and most of them are wacky as hell. Sabata and its sequels are fantastic primarily because of this over-the-topness. The banjo gun is just the tip of the iceberg: the series has everything from ball-bearing throwing shoes to suspender slingshots, Yul Brynner's faaabulous fringed black leather ensemble and director Gianfranco Parolini's obsession with finding ways to get actor Aldo Canti to jump off of rooftops onto trampolines. Seriously, the guy's in every Sabata movie as a different character who jumps off stuff.

You can watch Sabata for free on Hulu and Adios Sabata on Netflix Instant. Unfortunately, Return of Sabata isn't available in any easy streaming format, but it's constantly on Encore Westerns and other cable channels that show Spaghetti westerns off and on, so that you too can hear the totally awesome Return of Sabata theme.

EDIT: I can't believe that I didn't actually finish that sentence.







Friday, November 12, 2010

Mutant Future: How 'bout some zipguns!

While scouring the internet for pictoral inspiration for post-apocalyptic weaponry, I came across a blog posting from EnglishRussia detailing a whole load of self-made weapons confiscated from Chechnyan rebels.




I can easily see any of these being built by a post-apocalyptic gunsmith, alongside compound bows and compressed air-powered spearguns.

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.

Tuesday, August 17, 2010

What post-apocalypse means to me

Zak S's totally fucking sweet recaps of his TMNT/Mutant Future game are the kind of games that I wish I was running. Not only because his players are totally rad, but because we seem to like our post-apocalypse the same way. Two of the most formative games of my high school years were Jared Sorensen's Inspectres and octaNe. Inspectres has been bar none the best money for enjoyment that I've ever gotten out of a roleplaying game and octaNe... octaNe was a kick in the junk.

The years of 14 to 18 were full of a lot of weird fucking movies. My parents had given me the ability to rent R-rated movies on their account at Heads Together Video, a cult video store in Pittsburgh that's sadly no longer in business. They had a phenomenal selection of Hong Kong action, independent strangeness and B-movies galore and I spent most of my money renting movies like Six String Samurai, Big Trouble in Little China, Repo Man, Versus and Shaolin Soccer. They were bizarre, entertaining and utterly over the top, which was totally cool to the adolescent mind. Combined with a burgeoning interest in ska, punk and hardcore and my existing nerdy qualities, it meant that on the whole, people had no idea what I was talking about most of the time. octaNe somehow synthesized all of my interests at the time into a neat little package, which also included one very cool rule:

The Rule of Rock n’ Roll
Before we even get started, I need to make one thing perfectly clear: the Rule of Rock n’ Roll states that when playing octaNe, you MUST be playing rock n’ roll music* of some kind. Consider it The Law, and disregard it at your own peril.

You heard. A game soundtrack is fucking mandatory. This is probably the reason that I ever thought about game soundtracks and as a result, I've had wonderful ideas for game settings come from songs as diverse as Fugazi's 'Full Disclosure' (kind of Burn Notice meets the Invisibles, filtered through the corporate superheroics of WildCATS 3.0) and Slim Cessna's Auto Club's 'This Land Is Our Land Redux' (Desperado as an actual Western, complete with man portable Gatling guns)

This is what my post-apocalypse sounds like: