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(+2)

As a fan of Eco Mofos, can you tell me anything how Plasmodics is same, different, alternative, or otherwise to that game? I'm sure both weird flavors are good for their own aims.

(+4)

having read both, there’s very little in common, an unexpected comparison really. The system here is totally unique, involves mashups from a few sources but is more about how cleverly you can channel your mutations and how you can mitigate trouble.  Players choose between damage and fallout each roll, so every action has potentially huge consequences for the PCs and the world. Especially when it gets into combat and confrontation, how those come into play feels heavy.
Mutations and ability stuff are super weird, even within the realm of mutant games. Lots of potential for gonzo play and inspiring abilities.

The “point” of each game feels very different to me too imo. Both are exploratory and about surviving in a harsh place, but adventures here are often more about how you interact with opposing factions and integrate into freaky subcultures (or don’t) vs ecomofos which I’d say is a more traditional adventuring conceit. 

Both are out there and have huge potential for fun but plasmodics is one of the weirder settings & systems I’ve read! In a good way! I hope you check it out and dig it 

(+3)

Thanks for the question! Everything world champ said here is right.  The games are going for different tones and experiences. Here are three special things about Plasmodics:

  • Mechanics: A bespoke system that pushes players into risky decisions all the time. Every fighting roll is a gamble between damage and fallout.  The trouble track and the trouble dice, core to the moment-to-moment experience, can max out and cause fun problems for the players.
  • The characters and flexibility: Characters are a smashed together collection of mutations and nuances that make your mutant a one-of-a-kind freak. Your usage of your mutations and your nuances (mutations to your personality) are only limited by your imagination, inside and out of combat.
  • The tone and the stories: the Plasmodics are here for a good time, not a long time.

It's inspired by Into the Odd, so you'll recognize some similar dna with Eco Mofos, but I've changed/threw out a lot. This game is a "demake" of first edition Gamma World, melted in the microwave for a few days. The preview PDF of the book is totally free on this page, so I welcome you to download it and check it out!

(+1)

Checking out the preview material more, I can see what y'all's mean. Well put! Haven't recalled Gamma World for awhile either, but appreciate the nod. And to Into the Odd. 

It sounds like both do some complimentary things. I'd argue ecomofos tried to do more with getting into subcultures, but indeed, will have to see how plasmodics handles that a bit more directly and actively. 

Thanks!