RPGNow, in conjunction with some wonderful RPG publishers, is launching the New Year, New Game Sale once more, providing a toooooooooon of corebooks for half off their normal price.
And that's all well and good, but WHAT should you BUY?
Weeeell...I have some experience with some of the games, and I thought I'd call those out to you.
Age Past: The Incian Sphere - I wrote two pieces of short fiction for this fantasy RPG. Very fun if you like having powers to tinker with.
Don't Rest Your Head - One of the first RPGs I ever reviewed, actually.
Epoch - This unique horror RPG is actually being reviewed on my blog tomorrow, so stay tuned for that!
Heaven's Shadow - I obviously think highly of this RPG, naming it one of my Top Six of 2013. Speaking of...the print version of this is now on sale until the end of the month, in honor of being named one of my Top Six!
ICONS - I've ran it once, and I own a lot of books for it, but I've never review IT. Tons of support.
Leverage - A previous Top Six pick, based on one of my favorite TV shows.
Part-Time Gods - Another previous Top Six pick, playing mortals suddenly imbued with Godlike powers.
Savage Suzerain - Another previous Top Six pick. I've contributed to a few Savage Mojo projects because of my high opinion and reviews of their products.
Savage Worlds Deluxe Explorer's Edition - It's my favorite RPG. Ever.
School Daze - A very cool and unique school-based RPG.
Shainter: Legends Arise - The new version of the awesome fantasy setting for Savage Worlds.
Stormrift - Another RPG I reviewed very highly, featuring an alien invasion and the freedom fighters that would stop them.
The Mutant Epoch - Another Top Six pick, featuring some of the craziest, over the top, post-apocalypse fun one can find.
RPGs for sale here that I haven't had hands on experience with, but are on my "to-read" pile include:
Astonishing Swordsmen & Sorcerers of Hyperborea - I'm not a big OSR fan, but this looks great.
Bulletproof Blues - I have a fondness for supers, what with being a comic book writer and all.
Dead of Night - Because I also like horror.
Dungeon Crawl Classics - I got to play a short PBEM game of this, and I looooove the 0-level character funnel and magic system. It's on my "review list".
King Arthur Pendragon 5.1 - I've had this for a few years, but not yet ran it. It may well be on the agenda soon, with the Great Pendragon Campaign.
Rapture - I bought their big charity bundle recently.
And there are those that I DON'T yet own, but I have my eye on. Namely...
Adventures Under The Laughing Moon
Against The Darkness - I have almost pulled the trigger on this a dozen times, but the timing is never right.
Atlantis: The Second Age - It looks REALLY cool.
Crimson Exodus - Comes highly recommended from a friend.
Eldritch Ass Kicking
Eternal Contenders
Hoodoo Blues
Little Wizards
Modern Day Gladiators - Being an ex-pro wrestler has me curious about this one.
Noir - Because I like noir.
Numenera
Shattered Moon
Sojourner's Quest
Sorcery & Super Science!
(Of course, I'm open to review copies of these or any other games on the sale. *cough*)
So try a new game, and use my affiliate link so I can get store credit and try a new game of my own, that I will then review on this blog!
Showing posts with label Mutant Epoch. Show all posts
Showing posts with label Mutant Epoch. Show all posts
Monday, January 6, 2014
Tuesday, January 1, 2013
Tommy's Top Six of 2012 and Birthday Blog Giveaway
My blog officially turns three years old today, and has
taken on a life of its own. I’m kinda proud of that. It is time for me to name
my Top Six of 2012, the six books that stood out the most to me, under the
following criteria: 1) I had to have had no involvement in the production of
the book. 2) Only one title per publisher. 3) I had to have reviewed the book
between the time I made last year’s selections and the beginning of December
this year (to give me time to contact the publishers for the Birthday Blog
Giveaway). Without further ado, in alphabetical order, the Tommy’s Top Six of
2012:
Why You Should Buy It: I loved the concept of the original
Little Fears, with kids taking on the things that go bump in the night…but
Jason L. Blair says he’s grown as a designer, and it’s clear to me that he has.
This version is mechanically tighter in every way, with lots of cool stuff like
Belief, which is generally more powerful, the younger your kid is.
Additionally, the line is well supported with a supplement (Among the Missing)
as well as microsupplements (Campfire Tales). Some of the background elements
from the first version of the game still remain, while others are completely
overhauled. Monster creation rules, plot seeds galore…this is one of the two
best options I’ve seen for “kids versus monsters”, and it is the only one of
the two currently being supported by the publisher. Whether you prefer “Monster
Squad” or “Stephen King’s IT”, Little Fears Nightmare Edition has what you
need, taking a good concept and backing it up with tighter writing and rules
than the original.
Why You Should Buy It: While Marvel Heroic has yet to knock
off Marvel SAGA as my supers game of choice, or even my Marvel game of choice,
it is going to be easier to find players for than my beloved SAGA, due to the
fact that it’s in print and currently supported. Additionally, MWP have taken a
licensed RPG and tried to lower the barriers for entry as best they can, with a
reduced price point and even multiple entry points, with each of the first
books in their Event series having a version that includes the Marvel Heroic
rules. The first event series has already been completed this year, covering
the events of Civil War, but while you may need a bit more knowledge of the
event than is provided in the books, the Event itself is anything other than a
paint-by-numbers railroad back through the events of the comics. Indeed, MWP’s
Events allow you room to take the framework of the Event and let your players
cut loose in it. MWP’s also provided some great freebie releases, including
random character generation, as well as supplements that included not only Thor
and Hulk, but plot seeds for including them in Civil War. Add in the “Unlockables”,
and you get a superhero advancement system that does a better job of emulating
comics better than the standard “zero to hero” progression found in most RPGs.
Why You Should Buy It: Random chart after random chart after
random chart. In my opinion, it is the best RPG I have seen for insane, gonzo,
post-apocalyptic action. The main mutation table is a d1000, for pete’s sake. The
rulebook covers most everything you need to get started, even providing
alternate apocalypse justifications like zombies or aliens. The game has some
fantastic support, with a ton of freebies available at the Outland Arts
website, as well as the Excavator Monthly magazine and more. It is just one of
the easiest games in the world to roll up characters, roll up random
encounters, etc. No planning needed, just dice! A post-apoc game tailor-made
for my tastes…I can’t NOT recommend it.
Why You Should Buy It: Very few PostApoc games really “speak”
to me, despite how this list may look, but Reclamation did just that with its
theme of hope and defiance in the face of a crumbling world. No, it’s not going
to be easy to take the world back, but it has to be done. Not only is there
hope in the crumbling reality, but the PCs ARE that flame of hope. The five
Marks provide more focus than your standard mutation tables, as well as the
cool, thematic nastiness of the Sickness overtaking your heroes for using the
powers they develop. For a more “heroic” and “focused” PostApoc game, it is hard
to go wrong with Reclamation, with the concept and powers combining to give
Reclamation that extra “punch” above and beyond the typical PostApoc RPG.
Why You Should Buy It: Savage Worlds is my favorite in-print
RPG. Maybe my favorite of all time. In addition, I am a HUGE fan of the
Explorer’s Edition format, providing the rules at a low-cost entry point while
relying on the supplementary sales. As for the game itself? For me the proof is
in the fun. I’ve ran the game over multiple genres and multiple sessions, and
as my Necessary Evil game concludes, I’m hard pressed to think of a campaign
that has been more epic or more deeply personal. Savage Worlds Deluxe Explorer’s
Edition also adds a healthy dose of new material, including new Edges and
several options for you to use to tweak your games, making the Savage Worlds
rules even more self-contained and versatile than they already were. It is $10
for a system that I have used to run westerns, horror, supers, fantasy and
swashbuckling, and later this year we plan to use it to bring some of our
favorite D&D settings back to life. There’s a reason I called the original Explorer’s
Edition my best RPG purchase.
Why You Should Buy It: A great game of investigative horror,
tremulus introduced me to the Apocalypse Engine games, causing me to also pick
up Dungeon World and Monster of the Week. The set-up with the Playbooks having
all of the Moves already printed on them made the game incredibly easy for us
to pick up, and I have yet to encounter any “Player Facing” oddities like I
normally do in such games. Additionally, the Ebon Eaves town creation is a very
interesting subsystem, as we did the town creation and dropped into gameplay all
in about half an hour, without any prior preparation. Even better, as good as
the main rulebook is, the material slated to come is even cooler. The product
of a massively successful Kickstarter, tremulus made it to our table shortly
after its release, and is very likely to come back very soon.
And now, for the part you all really want to see: The free
stuff we have to offer, and the rules for entering the contest.
As with the last two years, we had prizes donated by all six
of the selected publishers…but this year, we also had the wonderful people at
Fable Environments offer us prize support, making this the biggest giveaway we
have ever offered!
And now, the prizes:
-
One (1) Little Fears Nightmare Edition PDF Bundle (Little
Fears Nightmare Edition Corebook, Little Fears Among the Missing, Campfire
Tales #1).
-
One (1) PDF copy of Marvel Heroic Roleplaying.
-
One (1) PDF copy of Marvel Heroic Roleplaying.
-
One (1) PDF copy of Marvel Heroic Civil War Premium
Edition (includes the Civil War Event and Marvel Heroic rules).
-
One (1) PDF copy of The Mutant Epoch AND one (1) print
copy of The Mutant Epoch.
-
One (1) PDF copy of Reclamation.
-
One (1) PDF copy of Savage Worlds Deluxe Explorer’s
Edition.
-
One (1) PDF copy of tremulus, to be awarded upon the
commercial release of the book.
-
One (1) PDF bundle of Fabled Environment Cyberpunk
Locations Maps Set.
-
One (1) PDF bundle of Fabled Environment Cyberpunk
Locations Maps Set.
-
One (1) PDF bundle of Fabled Environment Cyberpunk
Locations Maps Set.
That is eleven big prizes from
seven great publishers, helping me say THANK YOU to each and every one of you
for reading this blog!
To enter, simply send me an
e-mail to tommyb(a)sstelco(dot)com, with the subject (minus the quotes)
"Happy Birthday Blog", listing your order of preference for the
prize. Once I have closed entries by 11:59 PM Central Time on January 15th, I
will use a randomizer to determine the winners...#1 gets their first choice, #2
gets their first available choice (their first choice if it wasn't taken,
second if it was, and so on).
Thank you once again for
reading this blog, and thank you to the seven publishers for providing prize
support for this giveaway! Do yourself a favor and support them, because they
all make fantastic games and gaming supplements!
Have a Happy New Year!
Tommy
Sunday, August 12, 2012
Tommy's Take on Mutant Epoch
More fun with PostApoc! This time, Mutant Epoch by Outland
Arts!
WHAT YOU SHOULD KNOW: The "Hub Rules" are 246
pages in PDF format, and while the PDF isn’t bookmarked, it has lots of links
built into the table of contents. The PDF is $12.99 and POD softcover and
hardcover editions (and bundles) are available at DriveThruRPG. In addition to
the normal slate of supplements, The Mutant Epoch is also supported by the
Excavator Monthly Magazine. The setting is pretty standard: It’s the year 2346
and society has collapsed. Mutant, robots, clones and more now roam the earth.
If you need something other than the gradual erosion of society, culminating in
a great war, then they provide other options: Alien invasions, portals to other
dimensions, zombie apocalypse…whatever you need. The game uses the standard
D&D array of dice (d4, d6, d8, d10, d12 and d20).
Part one is character creation, and it uses lots of random
rolls. There are a few options for picking character types, rolling stats and
assigning them as you will, etc., but the default it “roll on a bunch of
charts”. There are three “character type” charts, based on your experience
level (as a player). Eight Traits are used (Endurance, Strength, Agility,
Accuracy, Intelligence, Perception, Willpower, Appearance). You use d100 tables
for those that are capable of producing a range anywhere from 1 to 120 (those
most Traits will fall somewhere in between). Then you roll the character’s
Pre-Game Caste, which provides modifiers to your Traits. For instance, you may have
been a Pirate, which gives you bonuses to Strength and Endurance, the ability
to navigate by the stars, 2 Criminal Skills, 2 Warrior Skills and a
Miscellaneous Skill. Also, it is assumed that your old crew is cranky about you
abandoning ship. Each of the backgrounds have little hooks like that built in.
The available character types are Pure Stock Humans,
Bioreplicas (organic, artificial humans), Clones (based off of the DNA of
specific individuals), Trans-Humans (engineered to be better, faster, stronger),
Cyborgs, Ghost Mutants (Mutants who show no outward signs of mutation), Mutants
(Mild, Typical, Severe, Freakish Horrors), Bestial Humans (I CAN MAKE A HONEY
BADGER!).
Interestingly, the game is level based, and while things
like your Strike Value advance on a track, you also roll Rank Gain Bonus Matrix
to see how else you advance. For instance, at Rank 2 your Cyborg may increase
his Agility by 2d6, but gain a Minor Mutation at Rank 3. There is no upper
limit to the leveling. You can also gain skills just by finding a teacher,
regardless of where you are at on your advancement.
And then we get to mutations. First, the Prime Mutation
table is a d1000 table. It includes tidbits like Berserk Rage, Multi Head,
Poison Bite, Telekinesis and Wings. Then there’s the Creature Mutations table,
with options like Acid Blood, Crab Pincers, Limb Regeneration, and Tusks. Ghost
& Latent Mutations are less obvious, and include Coma Inducement, Heal
Touch and Telepathy. Minor Mutations are bits like Blood Color Alteration and
Eye Lights. Of course, there are Flaw Mutations (Baldness, Hemophilia,
Increased Aging, Sterility and more). There are a LOT of options.
As if that’s not enough, there are Implants (like Razor
Allow Claws, Grappling Hooks, Radio Scanners and Weapon Arms). Starting
equipment is based off of the Outfitting Code that each background has. Escaped
Slaves may be unlucky enough to start off wounded…while Wealthy Adventurers may
actually have mounts. Starting weapons and armor are based on random roll tables
with a die modifier based on the Outfitting Code. The gear section runs the
full range from clubs, chains and animal hide armor all the way up to full
tactical armor and laser weapons.
Combat is pretty simple. Roll 1d10 for initiative, roll
under your Strike Value (minus the opponent’s defense) to hit, roll damage and
take it off of the opponent’s Endurance. There are various modifiers that can
apply here, and rolling a 2-5 is an auto hit, with a 1 being a Critical hit.
Similarly, 95-99 is an auto miss, with 100 being a Fumble. And yes, there are
tables for those. EXTREME differences in Strike Value vs Defensive Value can
turn attacks into Auto Hits or remove the possibility of criticals. There are
combat modifiers for various tactics (Called Shots, using other people as
shields), and NPCs use Morale as well. Your Proximity to Death is determined by
both Endurance and Willpower, so one can compensate for the other.
Chase rules are provided, with a number of random tables depending
on what’s happening in the chase (running up a mountain, shooting behind you, flying
through the air)…you use these tables every four rounds, just to jack with the
chase.
Hazard checks are used for a variety of things…resisting
traps, drowning, hypothermia, poisons, radiation, diseases and so on, and are
handled pretty simply: Cross check the hazard rating (A through M) with the
relevant Trait, and this gives you a percentile to roll against. If you fail,
apply the effects.
The Encounters Table has charts for random encounters and
random events, with random events including things like storms, loot, traps and
rare encounters.
The bestiary starts off simple enough: Bears, cattle, fish,
that sort of thing…as well as creatures like Horrlify (bio-engineered patrol
beasts), moaners (essentially zombies), Reptili (lizard men), Skullocks (who
are kinda like goblins) and giant worms. Even better…many of these (including
the stock animals) have their OWN mutation tables! Robots and androids get
their own chapter, it’s just not as cool as the monsters.
Most of the weapons and armor in the Relics section have game stats in the first chapter, and this one is full of descriptions of everything from chainsaws to stun sticks to .22 pistols to body armor to dune buggies.
Most of the weapons and armor in the Relics section have game stats in the first chapter, and this one is full of descriptions of everything from chainsaws to stun sticks to .22 pistols to body armor to dune buggies.
Chapter Eight is NOTHING BUT TABLES. Find a corpse? Roll on
the table to see what it has. Religious icon in a ruined church? That’s a die
roll. There’s even a d100 treasure table that includes plastic samurai swords, plastic
food wrap, doggy bowls, toy pianos and even Elvis busts.
The appendices include: Metric conversion tables, a bit
about the Society of Excavators (an online vault of resources for Mutant Epoch
GMs), common vehicles of the Epoch, scrap vehicles, barding for mounts, siege engines,
GMing tips (they recommend that each player controls multiple PCs, with one as
the “Lead”), adventure seeds, printable hex and grid maps, character sheets and
printable dice you can assemble. Oh, and a clickable index.
WHAT WORKS: Random tables for EVERYTHING just shy of an
adventure generator (which seems like an odd oversight, given the amount of
random rolling). Mutations for all the monsters, flexibility in the setting,
tons of support.
WHAT DOESN’T WORK: If you hate random rolls and feel like you
need a lot of game balance, I’m not sure this game is for you. The setting, as
presented in the Hub rules, is nothing you haven’t seen before.
CONCLUSION: My advice? Roll up a bunch of characters and
have fun. Don’t worry about game balance, don’t worry about stuff making sense…for
pure gonzo PostApoc fun, Mutant Epoch is one of the better options I’ve read.
It doesn’t have the heavy metaplot/back story of Reclamation or Hell on Earth,
but it has a lot of cool, old school stylings without being tied to a D&D
base. If you know what you wanna do with a PostApoc game, but not HOW you want
to do it, get this and go nuts.
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