What is MUTATION: The Wasteland Survival Guide?

MUTATION: The Wasteland Survival guide is a six episode long series exploring the quirky and unusual world of MUTATION, as seen in The Journal of Joe Junkman. The show itself documents the writing of the Mo-Javi Wasteland’s very first survival guide. Charged with writing this book is wasteland legend James Gray and local shyster Joe Junkman. Throughout their journey, our heroes will struggle with radioactive dust storms, water scarcity, and each other.


I want to break character for a moment to say how excited I am to be moving forward with this project. The world of MUTATION has gone through a lot of change since its conception. What originally began as a pen and paper RPG has transformed into serial fiction, a website, and a show. I can’t wait to see where it goes next.

To make a long story short, Ben and I got together in the summer of 2015 and began brainstorming ideas for this short series. Although we have all the footage, brainstorming was about as far as it got. It seems embarrassing now, but we didn’t have a script or anything. Essentially, we had a concept for each episode and a location. For better or worse, almost every scene is improvisational.

When I first established this website, I had no idea what the response would be. These past few months, I’ve been consistently amazed at the hospitality and support I’ve received from the online post-apocalyptic tribe. Thank you for giving us a chance and following our stories week after week.

I’d also like to announce at this time that Ben and I are planning to attend Wasteland Weekend this year! I’ll be in character as James Gray and I believe Ben will appear as Joe Junkman.

We hope to see some of you there! The Rad-Lands wouldn’t be here without you.

-Ron Welch

Familiar Faces

Upsetting.

The doctor left me alone to “get over” my radiation sickness and broken arm. Without tags, I was out of luck. My contaminated water had been confiscated by the soldiers. I had nothing. No one would want to trade with me. All that time spent out in the desert was for nothing.  All that hardship and dehydration was worthless.

I now sat alone in a corridor-like room of the fortress hospital. The walls were lined with beds, mostly unoccupied. At prices like these, I can see why. I wish the doctor had given me a blanket or something. It was downright chilly in this place. A cloud of frozen white air bellowed from vents on each side of the hall.

A raspy voice caught my attention. “That you kid?”

I looked over at the next bed to see an older guy with horrifically burnt skin. His face was discolored and covered in scabs. I almost didn’t recognize him until I saw the faded anvil tattoo on his forehead.

“Saul?”

The other patient smiled at me. “What are you doing in here?”

“Radiation sickness.” I replied, raising my puke bucket.

Saul chuckled softly “Went off into the rad-lands, didcha?

I nodded and explained that I had been captured, robbed, and captured again and that all I had to show for it was a few gallons of irradiated water. Saul suggested that really write a “wasteland survival guide” to help people like me. If anyone was going to do that, it would have to be James Gray. He seems to be the only one who knows what he’s doing out here.

I rolled my eyes. I then told Saul that I couldn’t afford the anti-radiation medicine or surgery on my arm. The old man lifted an eyebrow; or he would have if it hadn’t been burned off. With an elderly groan, he reached down onto the floor, picked up a small felt pouch, and threw it at me. The thing was heavy and jingled with every movement.

“Take whatcha need.” he said, giving me a toothy smile. “It’s the least I can do.”

Good things come to those who suffer!

-Joe Junkman

Unlucky Charm

I don’t feel so good.

I couldn’t believe it. I went through hell and back to get my measly jug of water, but somehow that bearded bushman had beat me to it. So there I was, looking like an idiot in front of the old soldier and his entire army. To top it all off, my arm was still in excruciating pain after being broken in three places.

It would have been nice if Gray had just let me walk away, but he had to go the extra mile to “help” me. The Australian pulled a chrome tube out of an old leather bag and waved it over my water jug. Surrounding soldiers started chuckling as the tube produced a violent ticking sound.

The bushman raised an eyebrow. “I sure hope you didn’t drink any of this.”

“W-why not?” I stuttered. I honestly had no idea what Gray was talking about.

“It’s contaminated. Radioactive. I’m surprised that jug ain’t glowing.”

Unfortunately, I had already drank about two liters before leaving Urmit’s cave. I was literally dying of thirst, after all. When I told Gray, he and the old man just stared at each other for a few seconds. The old soldier called for one of his men to escort me to the fortress hospital.

Half an hour later, I was placed in a bed and put under observation. I didn’t understand. I felt fine, except for my aching arm. Maybe I was immune to radiation or something; that would be a pretty cool superpower. The doctor told me to wait, said radiation sickness gives you a false sense of security or something.

Turns out he was right. A few hours later, I was puking my guts out. I couldn’t even move. Doctor said he had some anti-radiation medicine, but it was going to cost me a few hundred dog-tags. I tried to explain that all of my money had been stolen by a tribe of spider women.

The doctor shrugged his shoulders and said, “Such is life in the wasteland.”

I just hope this doesn’t get any worse.

-Joe Junkman

The Little Details That Make Mad Max Great

The Mad Max game (2015) is loaded with small details that make the world feel like a living breathing entity. The wasteland is full of lore and history which shows in every area. Everything in the environment was placed with gentle care. Quest items are hinted at through decorations in the world. To illustrate this, I’ve collected the top five small details that make Mad Max great.

Mad Max Thrall Rustlers

  1. Thrall Rustlers: Slavery plays a big part in the wasteland. A handful of main characters are slaves. Nearly every camp has slave cages. The player hears a lot of discussion about the slave trade, yet there aren’t slave caravans or opportunities to free slaves in the game. What there is however, is a very interesting idea.
    They only appear in one mission before Max wipes them out, but the Thrall Rustlers have a very cool concept. A slaving guild that only kidnaps people with strange deformities or useful skills. Had this been developed a bit more, this could have been an impressive faction. For the Thrall Rustlers quest, I would have enjoyed seeing Max use Chumbucket as bait (since he is a renowned mechanic with a deformity), then follow the slavers to their hideout. This would also better establish the relationship between Max and Chum. There was a lot of opportunity in this quest for something really interesting, if only it had been given an extra push.

Continue reading

How Mad Max 2 Defined a Genre

cap003

How can you talk about post-nuclear fiction without talking about Mad Max 2: The Road Warrior? Director George Miller set the tone of an entire genre with his high octane sequel, but the truth is that Mad Max 2 is not a post-nuclear film. The first two films showcased crumbling and inevitable downfall of society, but it was not until Beyond Thunderdome that the theme of post-nuclear survival came into play.

The original Mad Max chronicled the downfall of society. Gang members from the dying cities fled into the Australian outback, feasting on their fellow men while cops tried to uphold some semblance of law.  There was no mention of radiation, mutation, or fallout.  Likewise, the opening narration of Mad Max 2 did not include any mention of nuclear weapons either, but rather, “Without fuel they (the great tribes) were nothing. They build a house of straw. The thundering machine sputtered and stopped”.  Originally, the world of Mad Max was about an energy crises that caused all cities to stop and fall apart. The Road Warrior follows up on that, showing what happens after society has collapsed. Continue reading