Giorgiant
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[MYZ Core Rulebook] Questions #1-10

Thu 20 May 2021, 18:01

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Giorgiant
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Re: [MYZ Core Rulebook] Questions #1-10

Thu 20 May 2021, 18:04

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Giorgiant
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Re: [MYZ Core Rulebook] Questions #1-10

Thu 20 May 2021, 18:05

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Giorgiant
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Re: [MYZ Core Rulebook] Questions #1-10

Thu 20 May 2021, 18:05

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Last edited by Giorgiant on Thu 19 Aug 2021, 23:03, edited 1 time in total.
 
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Fenhorn
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Re: [MYZ Core Rulebook] Questions #1-10

Thu 20 May 2021, 18:31

Q#1. PCs leveling up: You can only raise skills, or gain a new skill/talent, but there is no way to increase an attribute or health/hit points?
Yup, only you can only increase skills and take new talents with xp (and gain new mutations).

Q#2. Ark Projects: How long does it take to complete an project, as measured in Work Points? (If you have six PCs, and a lot of lucky rolls, you can get a cropland, workshop, or harbor built within a few days; that seems WAY to fast to me.)
Game time is abstracted for these meta-gaming tasks. So when your players work a on project, weeks or so may have passed. When I played, I used a calendar and I assumed that two days to a week has passed.

Q#3. The example “Ark: Beached Cruise Ship” has not default DEV ratings or special projects built; considering that the game lore stats that this ARK is where the PCs have been living in for at least 20-30 years before the first session start (and obviously the ARK has survived all these years from monster attacks, environmental destruction, Zone-Ghouls raids…), how is it that nothing has been build by the NPCs during this time?
The sector has been fairly safe up till recently when the stalkers has been moving around more in the zone and more and more monsters and other mutants (from other arks and whatnot) have started to find out about the players ark.

Q#4. Role “Boss”, having a PC with his/her own gang to start with sounds like a nightmare for me as a GM to keep track of in the party and during fights; I am not sure this role is balanced for a new party.
Personally, yes it is a nightmare. It can work if you (and the player) are experienced.

Q#5. Role “Slave” reads extremely underpowered compared to the other non-Boss roles; why would someone that is not a method actor voluntarily take this role when there are clearly much better options?
His specialist skill (Shake it Off) makes him extremely good. So good in fact that when we played I didn't allow anyone to play slave.

Q#6. Roles; are there more roles in the other Core Rulebooks (GLA, MT, E), that can be used in a starting MYZ party?
Yes there are five new roles in GA and six new in E. Mechatron has special rules for this since you play robot there. Besides the expansion campaigns (I have played them all), You can start a "normal" zone campaign with any or all of the expansion books in play. The last zone campaign we played, we started with animals and robots as available class options and of course the five animal roles.

Q#7. Zone travel: If a party has two stalkers, can the primary Stalker make the “Find the Path” skill check on entering a new zone, and assuming no stunts, look for artifacts, while the secondary Stalker can look for “Grub and Water” at the same time?
Only one stalker can make the normal "Find the Path" roll (the one you make when you enter the sector), but during the next four hour period, several stalkers can make the roll to get the Find the Path stunts that hasn't been found yet (you still can only get one stunt once per sector).

Q#8. “Session body count” it says to roll to see how many people in the Ark died at the end of the session. Is this a daily, weekly, or monthly roll? This is not clear.
Per session. Game time is abstracted in this game.

Q#9. There are references to a future sourcebook about “the solar system/in space”; what is the status of this book?
Ad Astra. They are working on it. We will get more information later this year about (hopefully).

Q#10. Has FL announced additional products for this RPG line; or is it dead/ended?
It is not dead (according to themselves). They have been said much where it will go next. So hopefully they will give us more news later this year.
“Thanks for noticin' me.” - Eeyore
 
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Fenhorn
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Re: [MYZ Core Rulebook] Questions #1-10

Thu 20 May 2021, 18:41

Random Note #1: This is the first RPG where I can not find stats/prices for armor in the core rulebook, combat section, non-existent “Gear and Services Chapter”, or “weapons and equipment” tables; frankly I am shocked.

Yes, I know about MYZ CR pages 55, 88, and 269-261; but that kinds of proves my point.
The only armors that exists are scrap armors. There is no working market or industry in the ark. If you want an armor, you have to make one. Artifact armors do exists but you can't buy artifacts, in later expansions, yes, but not among the mutants in the zone.

Random Note #2: I am not thrilled with the fact that XP can not be used to gain new Attribute points, additional lifeforce (aka hit points, vitality, extra health dots), or to recover lost attribute points to the Rot (what, no mutant regeneration points in exchange for a high XP Cost)? This is something I will think about later when I get more experience with the current system.
It is a survival game. If you could buy with xp your shortcomings instead of trying to avoid them, it would be a very different game, some kind of power game.

Random Note #3: Renaming some roles:
Enforcers = Warriors
Slaves = Workers
Enforcers are called that because they work for the bosses (unless PC) and are just nothing more than just enforcers for their boss. A warrior role exists in GA. In the 4th digital version of the game slaves have been renamed to grunts.
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Shads
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Re: [MYZ Core Rulebook] Questions #1-10

Fri 21 May 2021, 21:06

was gonna reply but as usual Fenhorn has already provided ample answers!
I can do nothing but just agree with what he has said.

And MYZ is definetly not dead, considering they just got out with Hindenburg, and its campaign, at least in swedish.

Also yeah.
Slave is pretty much the only class in base MYZ without armor who could even possibly survive insurmountable odds.

Boss is actually fairly easy to make simple.

I made my player have a Crew of 4-6 members (it is specified in the book how many people you get per skill level)
I gave him 1-2NPCs who are "permanent" as in they have a class " Mutant w dog" " Fixer" and skills accordingly, the rest are Random goons so to speak.

I also modified the mutany rule, for there to be a risk of mutany every time the Boss fails a roll to command his crew is...harsh... simply having your crew not do as the boss says is troublesome enough, either through fear, rebellious behavior etc, and i let context play a big role.

"If he failed commanding his crew to defend the ark agenst a monster, but single handedly went in instead and won, than no amount of "fail to command" is gonna mess with the big boss who went " Fine il do it myself"

continuesly fail during important situations, or not to appear as a strong leader, than yes a Mutany might happen.

dont forget the Rule book is , yes a rule book but not set in stone, adjust and balance things accordingly as you see fit.

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