Points Measure Player Choice … and the disad limit is your friend
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Points Measure Player Choice … and the disad limit is your friend

Character points are the currency of Mission X, giving a measure of player choice. Every beneficial trait – better stats, skills, advantages, gear – costs points. Every disadvantage or quirk that limits your options gives points back. The GM sets the total budget and a recommended –50-point disadvantage cap. Those guardrails stop the game from…

Mission X: Roleplaying Before Math
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Mission X: Roleplaying Before Math

These next few posts will start delving into the character generation chapters. The last few were basically the introduction to the character toolkit book, which explains a bit of the “let’s explore the mission statement” tone of the posts. From here, we’ll be talking about making paper people, and trying to hit up the right…

Setting Expectations: What Isn’t in MX’s Core Book?
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Setting Expectations: What Isn’t in MX’s Core Book?

You may feel disappointed if you come to Mission X hoping for a generic “anything goes” toolkit. GURPS Third and Fourth Editions offer that, but they had my lifetime to get there.  Players who want a complete, self-contained game—create an operator, grab their gear, and kick in doors with their squad—can get to the table in under an hour. This is exactly what the Introduction promises—and exactly what the rest of the core book delivers.