Before reading further, you might want to view my post from the first game of Stankenfreen's Monsters.
Bad Mechanics:
Weird thing is, the mechanical flaws were different this time. In the previous play, the PCs were under-powered. Their skills didn't overlap much, and it was a rare roll that got +4 (the bonus from two bodyparts/skills on a single card). In this second game, the opposite happened. Most of the body parts were really broadly or metaphorically defined. As a result, nearly every roll a PC made had +6 or higher. Stop to consider the odds of rolling 11 or higher on 2d6+8... roughly a 97% chance of success. I'd say at least a third of the rolls were at those odds. Meanwhile, human NPCs were rolling 1d12+2. In all our various conflict scenes, I only managed to hit like four times.
The crit system for the game is flawed as well. In both sessions, curiously enough, double 1's were rolled twice. In the first session, John rolled double 1's twice. In the second session, Rob rolled double 1's twice. In neither session did anyone roll double 6's. For this second game, I increased the penalty of the critical failure, but it proved to be no better - despite getting two ticks on every card he had, Rob never lost a part.
I even tried to make the final conflict more interesting by putting them up against a boss monster - a rogue Stankenfreenian creation that had turned evil. While he took two parts off of one PC, he lost all 9 of his body parts before he could get a third action.
Beyond a doubt, this is the worst set of mechanics I've ever crafted. Yet both games have been incredibly fun, and the character creation process is a winner. One of the players told me this session was the most laugh-out-loud fun she'd ever had roleplaying.
I'm thinking that I may run it again sometime, but if so the die mechanics would need a major overhaul, probably a complete replacement. I'm thinking F# might be the way to go - but with Stankenfreen's character creation system.
Amazing Characters:
The real joy of the game was, as with the first session, the player characters. I sadly don't have character illustrations this time, but here's the lists of bodyparts.
April's PC:
- The Feet of the Waiter
- Legs of a Dancer
- Vulcan Brain
- X-Ray Vision
- Hitler-style Face w/ Mustache
- Tusks of a Woolly Mammoth
Carrie's PC:
- Trunk of an Elephant
- Wings of a Bumblebee
- Vampire Fangs
- The Mustache of Luigi
- Heart of a Lion
- Lion'sheart
During this session, I reused the Corwin-in-the-dungeon gimmick 'cause I thought it was cute. Carrie ended up using her Vampire Fangs to drain him, so I gave her the new part "Blood of Amber" which was rather potent.
Jeremy's PC:
- Lizard's Brain
- Toes of a Chimpanzee
- Breasts of a Prostitute
- Hands of a Pointilist Painter
- The Teeth of John Tesh
- Weight of a Feather
Sarah's PC:
- Elbow of a Tennis Player
- Amazing Spring-Like Jumping Ability
- The Spleen of Roger Rabbit
- Raven's Tongue
- Voice of the Siren
- Tentacles of a Squid
Jumping Ability wasn't really a body-part, but I was cool with it. It combo'd well with Squid Tentacles for acrobatic tricks. Voice of the Siren combo'd with Raven's Tongue (since Raven is a Trickster God) for potent crowd-control and smooth-talking. As a result, it won her:
- Ears of the Romanians (as in "Friends, Countrymen, Roman...ians, lend me your ears")
- Singed Scalp of an Arsonist
Christie's PC:
- Lips of a Latin Lover
- Super-Strong Hair
- The Claws of the Sloth
- Legs of a Giraffe
- Princess Sparkle Pony's Horn
- Owl's Eyes
At some point, the tips were trimmed off April's "Tusks of a Woolly Mammoth". After that happened, these tips were braided into Christie's Super-Strong Hair. It was part Wilma Flintstone, party improvised weapon.
Rob's PC
- Ears of a Bat
- Hyper-extending fully-controllable Tongue
- Hyena's Jaws
- Buddha's Knuckle
- Eye of the Tiger
- Eyes of a Child
Gene's PC:
- Skin of a Chameleon
- Legs of a Centipede
- Arm (just 1) of a Body Builder
- Liver of a Drunken Japanese Stockbroker
- 360-degree swiveling Neck
- Pouch of a Kangaroo
- Moebius' Splint
In addition to the PC's parts listed above, someone got this off an NPC:
- Strong Arms of a Pitchfork-Wielding Farmer
The Big Bad
At the end of the game, the PC's had to do battle with Dr. Stankenfreen's Most Evilest Creation EVER. So, I gave everyone another blank card, and had them generate the body parts of the Big Bad. Thus did they face:
- Dragon'sbreath
- Vader's Helmet
- Mouth of an Asp (poison included)
- Picasso Face
- Blowfish-like Inflating Body with Spikes
- The Black Sulpherous Void That Was Dick Cheney's Heart
- Hung Like a Walrus
- Whiskers of a Kitten
- Will of Oberon
- Soul of Evil Incarnate
Link to photos from the game. Probably not of interest if you don't know the players.
2 comments:
Players can be incredibly creative when facing boss-level threats...
they will always find a way to kill it dead...
I'd use Risus. Let the spiral of death work for with the game for once.
That would allow dropping the ones critical system, since parts would fall off on their own. Developing a soul could result from a roll of all sixes (meaning it would happen through the traits closest to death) and would then allow the dice pools to heal.
-Matthew
Post a Comment