[RPG] Glowing Sea & Electric Skies, a Mutant Crawl Classics setting

I recently bought the Mutant Crawl Classics Roleplaying Game (MCC RPG by Goodman Games) and a new campaign is percolating in the back of my head. Mutant Crawl Classics is a derivative of Dungeon Crawl Classics RPG (DCC RPG). The Old School Renaissance is alive and well and grants us a new generation of roleplaying games being produced with the influences of the first roleplaying games published. Where DCC is influenced by Dungeons & Dragons, MCC is influenced by Gamma World, a post-apocalyptic setting with mutants and all sorts of fun crazy things.

Where DCC strives to emulate the Appendix N literature, MCC strives to emulate the Appendix M. Since I have not read that many post-apocalyptic novels (have I even read any?), my influences will be taken from other media, specifically Mad Max (films and video game) and Fallout (video games), with zombie apocalypse media thrown in (The Walking Dead). I'm also adding elements from Tsutomu Nihei's BLAME! and Biomega manga series when it comes to technological/biological advancements gone haywire.

I want to explore a world influenced by these two settings and mix it with Terra A.D. setting of the Mutant Crawl Classics core rulebook. For me, that means adding the following tropes:

  • VAULTS; where human beings are mostly intact, but the history of humankind is weirdly preserved and often misunderstood, due to how much time has passed, taking historical references completely out of context. (Fallout)
  • VEHICLES; car and motorcycle culture continue to exist, but mechanical knowledge has taken on a deified version, where the V8 is worshipped by tribes of men. (Mad Max)
  • SYNTHS; synthetic humans created by The Institute to accomplish things above the surface where radiation is still harmful and the wasteland is dangerous. (Fallout 4)
  • VENERABLE GHOULS; the majority of humans were irreversibly irradiated, disfigured (by today's standards) and have become ghouls. They have also received a sort of eternal life, as long as they were not exposed to further levels of radiation (see Feral Ghouls). The rare Venerable Ghouls are the true preservers of human history "before the bombs fell". (Fallout)
  • FERAL GHOULS; in heavily irradiated areas, ghouls have become feral and attack any living creature that comes near (except other ghouls). This creates a constant threat in certain territories where human populations were heavily concentrated. (Fallout & The Walking Dead)
  • SUPER MUTANTS; super mutants are forcibly mutated humans, products of infection by the Forced Evolutionary Virus (FEV). They are a staple of the Fallout game series and definitely a good fit in the MCC setting. (Fallout)
  • MEGA STRUCTURES; areas of the world where technological advances continued to progress in relative isolation, then slipped out of human control. Essentially, machines that were built to create safe havens for humans continued to expand without supervision, creating complex architectural wastelands protected by hordes of robot-like sentinels. (BLAME!)
I'm calling this setting Glowing Sea & Electric Skies (GS&ES). For now, I'm not building anything concrete just yet but I'm going to read the MCC corebook with those things in mind. I'm also going to use this blog to keep track of what I come up with.