Mutation Nation: Teenage Mutant Actions
The unique thing to a game is its skill list. With Mutation Nation , my first thought for a X-men inspired supers game was the laziest, I'd admit. Eventually though, I would move onto something that felt better for it. I think I found the right list. Things you can spend forever tweaking. The first skills- I should probably call them actions, since Mutation Nation is borrowing so much from Forged in the Dark games, but my brain defaults to "skill." Action is a better term for it, the suggestion that a character is acting or is proactive versus skills, which could be seen as reacting to obstacles in the scene. I get that. Anyway. The first skills mechanic I devised for Mutation Nation was pretty lazy on my part. They were freeform- borrowing from 13th Age with each being a word or phrase that the player could create to define their character. This is lazy because its me putting the onus on the players, which hey, sometimes is fine. Most of the time, that works. It was...