Machinations is a great rpg in its own right. But what I especially like about it is its excellent list of playable alien types and their typical characteristics. (And it turns out the alien list in Machinations is nearly identical to this list on Wikipedia.)
The Machinations alien list is not unlike the list of Mutated Animal types playable in MDRG. So I mashed those two ideas together. Nuts and gum, together at last!
I will appreciate any advice on my alien list, especially from people who know both Machinations and MDRG. You can reach me through this site’s Contact page.
And speaking of playing an Alien Legion party in MDRG, I strongly recommend you pick up a set or two — like I did — of C-P Models’ Alien Federation figs. They’re pretty much Alien Legion, the minis.
I also wanted to add this guy …
… and his ilk to MDRG.
But unlike the magic system in Fightin’ Fungi, I wanted to take advantage of the hundreds — if not thousands — of spells out there in the wild for the various old-shool D&Ds (since I’ve already written my 3d6-in-order converter).
[What about second edit?: I posted a link to these docs on a forum and somebody made a comment about not having a very extensive figure collection. He doesn’t use the game’s random generators because they often come up with characters for which he has no model. I gather he just uses the Warband Calculator to stat up minis from his collection on a fig-by-fig basis. I offer a meet-halfway solution:
Use the game’s — and these — random tables to generate your force. But if you generate a character-type for which you have no model, just add one to the roll until you land on a result for which you do have a mini. (Adding one to the last entry on a table wraps the result back around to the first entry.)]
Third, Ganesha Games — makers of Mutants and Death Ray Guns — co-created a Kickstarter called Project Simian Ultra X. It’s cool. But what’s really cool is this: Ganesha and Interloper are collaborating on the campaign book for the project! Andrea from Ganesha is writing up my figs as the rivals and enemies of their Simians.
Taking information provided in Carpenter’s flick and in the ’11 prequel, I want the Russians — warned by Kate, the survivor of the prequel — to go to the American station and find MacReady and Childs frozen outside per the closing scene of the ’82 original. [But because I want my dream third Thing to be about Cold War Russians and not about Kurt Russell and Keith David (I love both you guys, just not for this flick) I don’t want it to go exactly how Carpenter has talked about his sequel ideas.]
Since the “alien copy monster” part of the story is out of the bag because of the survivor of the prequel, I want the third one to be more the Aliens chapter of the story. Eerie Soviet nuke-suits and AKs all around. Cold War paranoia writ large. Some kind of a Commissar maybe, or at the very least a KGB plant.
I thingk (heh) extruding all of the following through the 3D printer that is Thing 1 and Thing 2 gets us quite solidly to a red and unpleasant land.
For good measure I recommend tweaking the final product with equal doses of FPSRussia, every Armageddon scene with Lev Andropov and these:
And because it’s the second “goddamnweek of winter” the Russians have their work cut out for them.
Oh, and I want Simon Roy to at the very least storyboard it. He is a guy who gets Russians-meet-Aliens:
It is a dream I have.
[Edit: Speaking of Russian/Aliens, this movie has to have a Kamov in it!]
I recently realized something about the shenanigans of published RPG articles, modules and supplements that throws off my various 3d6-in-order, etc. converters for Mutants and Death Ray Guns and Song of Blades and Heroes.
The characters in those RPG books were statted to be the class the writers wanted them to be for the story they were telling. None of those knights, witches, thieves and wizards were randomly rolled.
So to keep things honest I now do the following:
Immediately after converting a published character’s 3d6- or d%-in-order abilities to Song Of stats, degrade Quality and Combat by one each.*
Then apply Level advances to stats and special abilities.
*: No need to do this if you know for a fact the character was rolled randomly in order.
[The above link is a Japanese voice/Spanish text version of “A Farewell to Weapons.” This being the interweb, with its millions of Japanese speakers and millions more Spanish readers, I’m posting it anyway. Besides, it’s awesome in any language.]
“Bunker 6A” is about an extremely deadly eponymous pillbox. I loved the story and it led me down the Rebel-hole (but that’s another tale).
“A Farewell to Weapons” is about an equally merciless autonomous tank which IDs itself as GONK-18
The two stories are similarly short and end in near identical fashion: