Within a couple of weeks I’ll be starting my first online campaign (through Google Hangouts and Roll20) as a GM. I’m kind of nervous but mostly excited. We’ll be using the Mutant Future rules from Goblinoid Games (the same who made Labyrinth Lord), while the setting will be a Metamorphosis Alpha-inspired generation ship of my own making – the Mutual of Omaha Spacecraft Vonnegut.
As the ship name might tell you, it’ll be a milieu of quasi-gonzo existential horror (in spaaaace!), but when it comes to world-building, I’ve got no worries. I trust myself, but with regards to actually running the game, I’m a bit less sure of myself. This is particularly in the case of how to handle the subdecks, or what might be more accurately named inter-decks – those more spaceshippy decks with futuristic corridors and haunted maintenance tunnels between the massive biome decks traditionally known in Metamorphosis Alpha.
But I think I’ve come upon a solution: Chris Kutalik’s posts on pointcrawling. (I recently joined Chris’s Tuesday night Hill Cantons campaign.)
At first, I imagined the subdecks as massive dungeons, seeing as how their tunnels span same miles of the biome decks, and nearly panicked. But clearly pointcrawling is the answer. Sprinkle in a few important sites across the deck, narrate some corridor travel, roll for random encounters, and voila! everything looks great. I plan on combining this with a traditional hexcrawl format in the biomes, but we may handle exploration of these decks as a pointcrawl, at times, too. I’ll just see what works best. Additionally, whenever the PCs arrive at a subdeck site, we’ll switch over to dungeoncrawling.
Most of this is probably pretty obvious to some who’ve run a Metamorphosis Alpha campaign before, but I’m glad to have worked out what I hope is a good plan of action. I’ll write future posts talking about how this worked out. In the meantime, does anyone else have any experience with running pointcrawl/hexcrawl combinations or Metamorphosis Alpha campaigns?