Re: OCC #1
Let me just start out by saying that I would prefer that Mutant Master and that group not bend over backwards to save Azhanti. While I am not the biggest fan of randomness (in character generation - not the case here - or in play - as with character death, which is the case here), as a player I knew what I was getting into when I submitted my RTJ to join. Mutant Master has been more than accommodating to all of my requests and questions and should not feel poorly for any reason surrounding Azhanti's demise. I was even admitted to the game after the solicitation window had closed; so, in that sense Azhanti on borrowed time anyways. I feel bad that I made Mutant Master do so much work to get Azhanti in, only to have her not survive the first full encounter (her introduction wasn't really 'an encounter' from my standpoint; it started, media res where she was surrounded and staked out, virtually naked, to die; so, her chances were fully up to the GM's largess at that point).
And while I am still in a bit of shock as to Azhanti's death, I don't want the game or game play to change or suffer on account of that. Perhaps Mystical Connection is too powerful in some respects - but as noted, it comes with (or requires taking) enough drawbacks to make balanced (sort of). In some ways, it made Azhanti a glass cannon, but no more so than being low-level (where any unlucky roll of the dice will make mince meat of a character, which is what happened to her - the Brittle Bones drawback didn't help, but that was my choice). I don't think that adding a more complex tree-structure to mutation rules would necessarily help with character generation (or resolve this balance issue). Not sure if the added complexity would really be worth it, but that maybe that is just me.
I have had plenty of first through third level characters die back in the 80's and 90's when I played more DnD and Gamma World. And like Mutant Master, I was often the victim of poor dice rolling (in chargen and play) leading to early and untimely death in first edition Gamma World and old school AD&D land. I won't say that I am used/like it, but I am familiar with the circumstance.
Anyways, my original statement was not meant to be an indictment of the play style or the character generation rules as written. I was simply trying to truthfully answer Alyx's question about whether I could/would continue. My time is more limited nowadays than it was back in the 80's and 90's where I happily rolled up and daydreamed about extra characters in my off-time. Which was really, the intent/subtext of my answer; it takes me a while to come up with something that catches my fancy (and is probably more sturdy ... :D). And I know that games (especially PBP) don't always afford that luxury of that time; so, I don't want to hold up the game either. It should remain fun and active for everyone involved.