Another newbie question! I ran my first session last night, and the players racked up an absurd number of Mutation Points by the game's end. Two of them had 10 points banked, and another two had at least three.
We went through the water purifier scenario in the book, and the Trash Hawk proved zero match for the mutants, being dispatched in a single round with a judicious use of Acid Spit, Pyrokinesis, and Pathokinesis. In this case, the "big combat" was a case of the creature missing its attack, then being immediately petrified with fear/doubt, burnt with acid, and then set on fire with 6 MP. It spiraled to the ground and died in a flaming heap.
Players asked if it was a bad thing to get so many Mutation Points, and I could not find any answer.
@jasondurall: Mutations are powerful! As your players seem to have proven. :) However, it does sound like they acquired Mutations Points unusually quickly. In order to get MP you need to push a roll and suffer trauma in the same amount, which usually makes getting MP a very painful process. How did your players acquire so many MP so quickly without breaking themselves in the process?
Also - IF your players finish of a monster by burning all of their Mutation Points - that's the moment to hit them with a new threat...
A GM Screen is something that we're considering very actively! Stay tuned for news.
Not a question, but a just want to say that this is probably one of the most well-designed rpgs I've ever seen. I love how the game starts out with a very set theme it wants to follow, and then tailors the game system to enhance and work with that theme at every level. I love how the rules explicitly force players to be constantly considering ALL of their resources, including social ones. I love how skills are handled, and how conflicts are handled. This is just a really cool game and is one of the best I've ever read. Thanks for making it!
Tomas - I see what the problem was! I wasn't giving them Trauma per Mutation Point when pushing a roll.
They've asked for another session... even pulled out smartphones and calendar apps checking schedules when I was trying to wrap up the first session, so that was gratifying. I'll have to remind them about the MP/Trauma aspect, so maybe they won't be so powerful next time.
For a slight background question... they were all of them sort of confused about the aspect of being in an Ark with an established Elder, Dawn Vault, and several bosses, yet having all of its Development Levels so low. I hand-waved it away saying that things had been better, but there'd been conflict on the Ark. There used to be only one Boss, and everything was fine, but then his lieutenants killed him, and things broke down. The Elder retreated into fearful insanity, and since then it's been a few years with the situation degenerating slowly (to explain the low Development Levels).
Anyway, despite the rules hiccup (which is a GM hiccup), everything was pretty fun, and we're likely to continue in a few weeks once schedules align.
I'm reading my way through the rules and just loving it. However, I've got a question. the rules say if you're broken you can't perform any action.... so that means you can't flee the battle. Am I right?