Designer's Notes #6: Infinite Mutations in Infinite Combinations
Here is the latest installment in our MCC RPG designer's notes. Creator Jim Wampler tells us more about the role of mutations in the game...
Infinite Mutations in Infinite Combinations
By Jim Wampler
While the MCC core rulebook features a fine selection of mutants and monsters, with more to come in succeeding adventures, what does the discerning judge do when he needs a new, powerful adversary for his own table of players tonight? Fear not, oh not-so-gentle judge. MCC RPG has you covered.
MCC RPG boasts its own in-built system for creating new monsters and races. While hardly original to MCC, this system is none-the-less a powerful tool for MCC and DCC judges. In lock-step with DCC’s own tables for generating unique and original dragons, demons, and undead, one merely has to use MCC’s mutations tables to create an endless variety of wild mutant creatures for your players to encounter.
This happened repeatedly in my playtest campaign. Some of the older players began to notice that Terra A.D. did not feature a race of evil sentient rabbits with which to contend. These type creatures being integral to older PA games like Gamma World, they really wanted to face a race of malign bunny-men. So after creating an adventure in which the PCs had their minds projected back in time to the pre-disaster era, I contrived an outcome in which they altered their own history, and upon their return, voila! A less than savory race called Tibbars now prowled their hothouse jungle home. While (sadly) the Tibbars were not capable of transmuting metal into rubber, they were armed as a race with a deadly set of other mutations that I simply pulled from MCC’s existing mutation tables. As a result, these vile bunny-men now appear in the MCC RPG rulebook for your enjoyment.
In another example, I decided it was time for my then 4th-to-5th level MCC PCs to contend with something dragon-scaled. To create my new creature, I simply used the DCC rulebook’s insane dragon generation tables while substituting mutations for spells. Thus was born a five attacks-per-round, laser beam shooting, flying, nearly certain TPK. (Note: After losing about half the party, one of the mutant PCs glowburned and burned Luck until he got a 32+ disintegration mutation check off, and when the creature tanked his save, 10 cubic feet of his immense head went bye-bye.)
So with the MCC rulebook alone, judges should never be at a loss for new and exciting monsters to throw at their players. Using the DCC and MCC books together makes for even more exciting possibilities. I probably shouldn’t say this, but if one also owns a copy of James Edward Raggi IV’s seminal Random Esoteric Creature Generator (also published by Goodman Games), one really need never buy another product from Goodman Games ever again... at least with an eye towards creating new monsters for one’s campaign world.