Charlie D
Man on the Silver Mountain
- Joined
- Aug 28, 2017
- Messages
- 1,773
- Reaction score
- 3,382
I've been looking through my RPGs and Mutant Year Zero really stands out as something I want to run again. I ran a campaign last year and it went okay but I was not on my A-game.
Things I'd do different this time around. No search for Eden (to fix the lack of the settlement being able to have kids), instead have that fixed from the first campaign and really concentrate on building up the PCs' Ark (settlement).
I'd also have the players randomly get mutations first before making characters to help guide them during character creation. Mutations are the superpowers of the game and the backbone of a character.
I'd give more hints and more definition to the surrounding Zone (ruins). Give the PCs more than just a blank map and allow them more informed choice. Reduce the number of Artifacts (old tech) but give the PCs a better direction of where to go if they really want one.
I'd allow more random events including powerful foes I downplayed in the first campaign. Let the randomness fall where it will and leave it up to the PCs to sort things out.
I'd also make combat more tactical and visceral. Use Zombicide maps and minis and make combat street level and violent.
I'm going to talk to my rules guy player tonight to get his read on heading back to the Ark and the Zone. My GMing mojo is coming back.
Things I'd do different this time around. No search for Eden (to fix the lack of the settlement being able to have kids), instead have that fixed from the first campaign and really concentrate on building up the PCs' Ark (settlement).
I'd also have the players randomly get mutations first before making characters to help guide them during character creation. Mutations are the superpowers of the game and the backbone of a character.
I'd give more hints and more definition to the surrounding Zone (ruins). Give the PCs more than just a blank map and allow them more informed choice. Reduce the number of Artifacts (old tech) but give the PCs a better direction of where to go if they really want one.
I'd allow more random events including powerful foes I downplayed in the first campaign. Let the randomness fall where it will and leave it up to the PCs to sort things out.
I'd also make combat more tactical and visceral. Use Zombicide maps and minis and make combat street level and violent.
I'm going to talk to my rules guy player tonight to get his read on heading back to the Ark and the Zone. My GMing mojo is coming back.
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