Why Limits Make Games Better
Before anyone spends a single point, Mission X wants you to sit down and get real. What year is it? How much horror vs. heroism? Rookie grunts or legendary operators? The GM lays out the vision, the group agrees on tone, and then everyone builds characters that fit. Set expectations, and set limits. Limits define the experience.
This is why Mission X recommends –50 points of disadvantages for most campaigns. This is perfect for the “disad package” method from Delvers to Grow: Pick two ready-made thematic packages instead of choosing disadvantages one by one. It keeps character creation fast – well under 15 minutes – while ensuring every character has real, interesting problems to play. You’ll see more on this later, once the Character Toolkit book is finished.
Why so few? Disadvantages are supposed to create interesting problems, not let you cheese the system to create combat monsters who somehow never suffer from their phobias, enemies, or codes of honor. A tight disad limit keeps the focus on compelling characters instead of selectively ignorable liabilities. (And if your table wants more cheese – the GM can always loosen the reins. More points never goes out of style.) It also helps ensure that the disads picked stay relevant and top of mind.
Mission X gives you clear power-level benchmarks (Average → Exceptional → Heroic → Elite → Legendary) so you know exactly what 150 points feels like versus 350. No more “wait, is my character supposed to be able to do that?”
Over the next weeks I’ll be making posts talking about the different chapters, the game development, what MX is … and what it’s not. Please stay tuned! If you want to follow on Kickstarter so that you will be on board immediately when it launches, please click here to jump over to the promo page!