I dig all the random generation tools Mutant: Year Zero puts
forward. They’re rich enough to create interesting situations, but modest
enough the GM can easily use them. The random “Threats” create
quick interesting stories from simple premises. I can draw one just
before the session and easily fold it into events. Yesterday I pulled “The Last
Drop” which meant a clean water shortage in the Ark. It connected nicely to elements the players had already established.
It’s also easy to use the sector generation tools to create
the “hex-crawl” areas the PCs move through in the Zone. I like the level of
detail it offers and I can create a cool place in a minute or two. The Mood
elements are particularly nice: a table of six add-on bits for each of six
types. They offer a mix of atmosphere, ornamentation, and story hooks. To
supplement that I’ve created another table with the same structure and 36 new
ideas.
See also my 36 MYZ Plots for Roles, AP Playlist, and review of the game.
PEOPLE
1. In the distance they spot what seems to be a beast. It
runs off, revealing itself to be a person covered in an elaborate homemade
costume. Are they part of a larger tribe? Where do they flee to?
2. They find tunnels excavated in a garbage mountain. Are
the dump tunnels occupied? Is it a lone junk-person or a whole group?
3. Someone has created a tableau from scavenged dolls,
action figures, and figurines. What story does it tell?
4. A survivor staggers across the landscape, but they are no
longer entirely whole. Some strange animal, insect, or plant has taken over
their consciousness. How do they know?
5. They discover a plot of land covered with deep parallel ruts.
Weeds and twisted plant choke the ground, but someone clearly tried to farm
here in the near past. What strange seeds do they find?
6. A mound of bones and shells sits here; they’re marked
with signs of tools and cutting. A few pieces suggest strange weapons used to
bring down prey. How long ago was this created?
NATURE
1. Though benign, swarms of small insects cover the sector.
They cling to surfaces, get into bags, and create an echoing sound. What drew
them here?
2. Tracks and disturbances indicate a mass migration of
animals passed through recently. Where did they head? What were they fleeing
from (or going towards)?
3. A small pond seems to be fed by an underground water
source or spring. The Rot-free water draws animals. What beasts might they see?
4. The sector appears completely filled with tall, dead
stalks. Their density and height makes crossing and navigation difficult. Will
the group venture into the funereal field?
5. The party picks up a pack of scavenger beasts. They
circle from the air or follow at a distance, but won’t approach or attack.
Instead they wait for someone to inevitably die-- a party member or another
animal, they don’t care. What do they look like? How many do there seem to be?
6. Dead woods dot a greyish-black landscape. However the
trees, when touched, evaporate into a cloud of ashes, dust, and gas. Does
anything survive here?
WEATHER
1. Winds howl across this sector. They start and stop,
switching direction and nearly pushing them over. Is this a constant here or
anomalous event?
2. Icy rain begins to fall. Within moments frost and slick
patches cover everything. Does it grow colder and freeze solid or simply keep
going miserably?
3. The air is wet and moist. The humidity becomes almost
unbearable. Water beads and condenses on anything remotely cool. What kinds of
fungus blooms in this environment?
4. Streaming, flickering lights dance across the night sky.
Perhaps damaged atmosphere creates these aurora borealis. Is it natural? Or is
it a warning sign of something to come?
5. A cloud funnel runs from the sky to the ground below.
What causes this? Is it a weirdly calm marvel, a tornado held in place, or
something else?
6. Rain falls from the sky, but it isn’t water. What does
the downpour consist of?
REMAINS
1. A tarnished metal statue stands atop a stone monument.
Who or what does it depict? Could it be salvaged for some purpose?
2. A fragmented hologram hangs in the air. It reacts in a
primitive way, but speaks in a language they cannot understand. What does it
look like? Was it a guide, an advertisement, a warning?
3. A solar-powered drone glides quietly above, a tattered
banner dangling. Can it be captured? Why hasn’t something destroyed it already?
4. The concrete canyons of a large-scale skate park force
the group up and down. What debris has collected at the bottoms of these
half-pipes?
5. A great skeleton of bone and metal stands alone. What was
this fearsome Trex? What other beast remains might they find here?
6. A sea of cargo containers—rusting into one another—lies irregularly
before them. Some are stacked neatly while others seem haphazardly flung into
place. What might live there? Could artifacts or good scrap still be found
among them?
EVENTS
1. They hear a thunderous explosion. Moments later the party
feels a wave of air. In the far, far distance they just make out a massive
smoke pillar. It’s too far to reach in a simple journey, perhaps it is a
mystery for another time. Does it happen again or is it a singular event?
2. The air becomes still and suddenly everything is quiet. A
blanket of silence falls on the sector. Footsteps, voices, gunfire—nothing can
be heard. How do the PCs communicate? How long does it last?
3. Two huge trash hawks battle in the skies. Does one win?
What do they fight over?
4. A rumbling below the ground grows louder as it approaches
them and quiets as it moves of into the distance. Are there any visible signs
of what has passed beneath?
5. An autonomous big rig truck trundles across the
landscape. It’s worn, showing the signs of age and attacks by various
predators. The trailer is rusted and torn open. Where is it heading to? What
were its last orders?
6. Another Stalker-led party from the Ark crosses their
path. Who gets the drop on whom? What info might they be willing to exchange?
What things aren’t they sharing?
TERRAIN
1. A geyser of hot water explodes in the sector like
clockwork. It could be natural or an artificial phenomena. The sulfur and acid
surrounding the spot make the ground treacherous; unwary explorers can fall
into a caustic bath. Can the group use this?
2. Great sections of the sector are set in the ground. A
massive building once sprawled here, but in vanishing left an exposed basement
complex. What might be found in this open-air maze?
3. Enormous dunes make travel difficult. Slogging up them
will be exhausting. What are they made of? (sand, pebbles, bone dust, metal
filings, something else?) What happens here when the weather turns bad?
4. Seemingly solid areas turn out to be quicksand. What kind
of granular material is it made of? How do they detect and move past it? What
treasures might be lost at the bottoms of these pools?
5. A layer of mud sticks to everything here. Deep gouges and
ruts crisscross the landscape. There might even be trenches. Is the mud dry or
wet? Has it preserved anything?
6. Shallow water covers this sector. It comes up over their
feet, but in a few places it is boot deep or more. It’s less dangerous than
unpleasant. How to they spot drop-offs? How to they keep the damp from seeping
into everything?
If you've run or played MYZ, any other cool details you've dug?
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