We are just a few weeks from the opening of the new X-Men movie Days of Future Past. This is perhaps one of the most popular X-Men story arcs even though it only spanned two issues of the original series. It presented a dark future where all mutants were seen as a threat regardless of their power level or past deeds. Many great heroes were dead, in hiding, or sent to internment camps. It is a frightening premise indeed, and in the late 80s TSR captured the feel of this alternate future with a series of four products that would become known as the MX series. This review will be for the first, MX1: Nightmares of Futures Past. It was released in 1987 and was written by Steve Winter. It was followed by MX2: The X-Potential, MX3: Reap the Whirlwind, and MX4: Flames of Doom.
Nightmares of Futures Past is different from most of the Marvel Super Hero products I have seen and reviewed because in itself it is not an adventure. It is a supplement designed to provide background information on how the United States moved from being a land of freedom to one of oppression. The decline began with the assassination of anti-mutant politician Senator Robert Kelly by the Brotherhood of Evil Mutants. However, this event didn’t have the effect the Brotherhood intended. Instead of making normal people fear mutants they began to see them as a threat. The assassination gave credibility to those who warned of the “mutant menace.” Suspicions grew, and soon all citizens were required to undergo genetic testing. Those who were deemed normal were allowed to live freely. Those who were not mutants but had the genetic potential to produce mutant offspring were forbidden from having children. Of course, mutants had it the worst.
Mutants were required to wear special collars that would negate their powers. They were also forbidden from living in areas designated for genetically pure humans, using public transportation, going to public parks or museums, eat at restaurants unless they were set aside for mutants, forming organizations, and mutant children were removed from public schools. The real trouble began when the Sentinels arrived. This is where we see mutants rounded up and forced into concentration camps. Those who resisted were killed. The violence settled down when there just weren’t enough mutants left to fight the oppression.
These events set the stage for a Nightmares of Futures Past campaign. Players are encouraged to create original characters because by the time the Marvel Universe reaches this point most of its famous heroes are dead, imprisoned, or too old to fight. Interestingly, the original story arc took place in 1980 and alternated between that time and the far flung future of 2014 (perfect timing on the release of the new movie!). In addition to extensive background material Nightmares of Future Past details the various types of Sentinels including the powerful lead Sentinel Nimrod. There are also details for what characters living in a mutant internment camp will need to face (and let me tell you, it isn’t pretty).
Fortunately, the book also details ways for mutant characters to survive in a world that hates and fears them. There are rules for devices used to confuse Sentinel scanners and mask mutant powers. To be fair to the players Nightmares of Future Past encourages the game master to lessen karma penalties. As I covered in my review of the Marvel Superhero RPG karma can be used to purchase new skills and powers. Characters gain karma for performing heroic actions and lose karma for performing un-heroic deeds. Killing a living being still causes the character to lose all karma but penalties for other transgressions are lessened. This is because some unheroic acts, like stealing or forging documents, are unavoidable in a world where oppression is commonplace.
So how does all this work in a campaign? Nightmares of Futures Past gives plenty of ideas for basing a campaign in this dark future, as do the two of the other three adventures that I have played. I personally found it to be great for game masters who want to take their players into alternate futures. There is a lot of potential in a campaign like this for a game master to play psychological games with his players.
When I used this supplement in a Marvel campaign I ran I had my players taken to this future by Uatu the Watcher. For the next few sessions I had the players constantly dodging and hiding from Sentinels, foraging for food, and trying to resolve conflicts without using their powers because such actions would attract attention. The party had to witness their non-mutant allies get killed off for helping them, watch Wolverine get vaporized down to the bone, stand by helplessly while Storm was executed by Sentinels, and fought mind controlled mutant hunting mutants called Hounds. There were some intense moments, and the players loved it!
Overall, a Nightmares of Futures Past campaign might not be for everyone. To do it correctly a game master will need to keep pressure on the players. The GM needs to not be afraid to play rough. Sentinels and anti-mutant forces should always be on the trail of the party. No place should be truly safe in this hostile world. The players will realize that anyone who helps them could face severe consequences including death. But if the players don’t mind the game master playing rough and are up to the challenge Nightmares of Futures Past can create a memorable campaign.