MY0 Session 2- Ironing out rules and the zone is tough!
So first a couple mistakes were made with the rules, apparently my brain isn’t a sponge and I’m rather forgetful. We were rolling for mutation misfire every time a mutation point was spent and not just when a 1 was rolled on a 1d6 roll after spending a mutation point. Oops! No terrible effects from this other than Ender grew a horn out of the side of his neck, but I think he’ll keep it in hopes that chicks back at the Ark dig it. Also pretty big mistake on my part, but we were continuously rerolling to push anything that wasn’t 1 or 6, instead of just being able to push one time. And I was allowing PCs to fight twice as their 2 actions, double oops! My SO is playing Sofin, and due some technical difficulties in the beginning she went to bed shortly after starting, while Skyfish and Ender continued on their journey. At this point the groups are split on different tasks so Ill just run a separate session for Sofin to get her up to par a bit. Don’t really like this idea but I think it will work out fine. As for the technical difficulties, if you end up using Roll20 go ahead and skip their integrated video/audio function and use Google Hangouts.
Sofin and her five NPC party headed out of the south gate and were about to head West when they spotted what looked like a small subdivision further south. Curiosity got the best and her party headed to go check it out. About six small houses all run down with broken windows with one having the windows boarded up. Sofin seems to be very scared of being out at night and running into zone ghouls, so decided that they would stay the night in one of the houses and continue on in the morning.
Meanwhile Ender and Skyfish headed North on their journey to investigate some mysterious lights. At the end of the first sector they were able to sneak past three mutants that were standing around. The mutants looked familiar to them, but they decided to sneak past regardless. Into the next sector they discovered a two story building with a yellow plastic box outside on the front porch. As they approached the box three bitter beasts came out to attack. They managed to kill the three giant lizards, but barely (what's a good way to determine the appropriate number of monsters/npcs to encounter in regards to party size and level?). During the last blow Ender punched one of the lizards so hard in the face his right lung collapsed. They have both decided to get inside the building and try and heal up. A know the zone roll meant they knew what the yellow plastic box was, a cassette player. It was picked up before heading inside.
So this session had a few issues and raised a few questions for me. Should agility be checked every time a mutant is trying to move during combat? NPC mutants can also push their abilities but monsters can’t right? I feel like I probably did the critical damage wrong when Ender’s strength was broken. If I’m reading it correctly critical damage is only done when something physical damages you and reduces your strength to 0. In Ender’s case he was pushing his roll when this happened and probably just should have passed out. Lastly, when damage is done to attributes, do you also roll less dice when testing?
Overall with all the mistakes that were made this session, oddly enough, I think the mechanics are starting to click for me now. I think after the next session I’ll have everything down pretty well. Now I just need to go and read some GM techniques for driving the story!