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Darwin's World
By
Dominic Covey
(RPG
Objects )
Rating: 6
Artifacts
of the Ancients
By
Dominic Covey
(RPG
Objects )
Rating: 7
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Denizens
of the Twisted Earth
By
Dominic Covey
(RPG
Objects )
Rating: 5
The
Cave of Life
By
Dominic Covey
(RPG
Objects )
Rating: 4
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MONTE'S
RATING SCALE
10.Perfect.
Absolute genius!
9
..Wonderful!
I wish I'd done it.
8
..Well
done. A real standard for things
to come.
7
..Great.
I'm happy to use it in my game.
6..
Good.
I will use this product.
5
..Worth
having.
4
..Okay,
but not great.
3
..Not
so good. Needs work.
2
..How
did this get published?
1..
Abysmal.
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Back
in the 1980s, I was a big fan of The Road
Warrior and its ilk, and thus with Gamma
World by TSR and even FGU's Aftermath
(despite it being perhaps the most complex RPG
ever designed). I thought of post-apocalypse
as my "second-favorite" genre, after
fantasy. I think that's because they are the
same genre -- or rather, many D&Disms are
actually more post-apocalyptic than they are
fantasy. For example, in a post-apocalypse setting,
characters only get what they can find, or what
they can take from fallen foes. There's an extremely
wide range of power (compare, for example, the
difference between a guy with a baseball bat
and a guy in powered armor with tactical nukes).
The
"problem" with the genre is that kids
don't grow up thinking that the world might
end at any moment anymore. The threat of nuclear
holocaust, reshaping the planet into a barbaric
kill-or-be-killed world of scroungers and raiders,
just doesn't seem as plausible.
But
when I got Darwin's World, I thought,
who cares? It's fun. It's no longer in the public
consciousness, but post-holocaust gaming is
still a great diversion from the typical roleplaying
session. Plus it lets you fight robots and mutants
in the same evening, so that's cool.
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New
Rating System
I
started feeling too confined by the old
five-star rating system that I used to
use. I still like the shorthand of being
able to quickly answer, "Well, how
good was it?" though, so from now
on I will use a rating on a scale of 1
to 10.
I
thought I'd go through my old reviews
and update them for the new scale (which
I did). For those of you that have already
read those reviews, here on the 1 to 10
ratings:
If
you've followed the old reviews, you'll
notice that I didn't just double the star
rating to arrive at the new rating. I
used the precision of the 10-point scale
(outlined above) for greater accuracy.
That means, for example, some products
that had the same star rating have different
ratings in the new scale; one title I
rated with three stars before ended up
with a 4 in the new scale, and others
as high as a 6.
This translation also means that some
titles that received different star ratings
ended up being equal on the 10-point scale.
A product that was a very high 2 and one
that was a very low 3 might, on the new
scale, both become 4s. Weird but true.
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Darwin's
World
is available as a PDF at RPGNow.com
for $5.95. But let's be honest, it's not really
complete without the other books, Artifacts
of the Ancients, the equipment book, and Denizens
of the Twisted Earth, a sort of "setting
book" with a lot of prestige classes (both
on sale as I write this for $5). Darwin's
World itself is 60 pages and has rules for
character building (classes, races, skills,
and feats) as well as a brief section on equipment
and dangers. It relies heavily on the Player's
Handbook and the DMG for basics (the price
of a backpack or how much damage fire inflicts),
so it's not really a complete d20 game in the
same way as, say, the Star Wars Roleplaying
Game. It's really more of a sourcebook for
D&D to convert your game to a post-holocaust
setting. But that, in my mind, is a fine way
to go (and really, it's the nature of d20).
You're paying for just what you need.
The
game offers its own classes, the Guardian, the
Raider, the Thinker, the Scav, and the Trader.
It also has its own "races": humans,
first-generation mutants, second-generation
mutants, and third-generation mutants. While
I haven't played this game (but I do indeed
plan to), I'm not at all sure that these classes
and races are balanced. The mutants get powers,
with the idea that they are balanced by various
bad mutations as well as experience-point penalties.
Nevertheless, I think the mutants are still
more powerful. Guardians (which are like fighters),
as another example, seem just purely better
than Thinkers (which are a little like wizards,
except there are no spells -- it's all done
with inventions and technology).
Now
normally, I'd really criticize a d20 product
for what I perceive as imbalances. But then
I started thinking about it, and it bothered
me less and less. If you're ever going to have
a setting where you throw thoughts of game balance
out the window, a post-apocalyptic world would
be it. (And I'm not saying that balance has
actually been thrown out the window.) While
it's still not great that some character choices
are probably better than other choices, the
post-apocalyptic genre is about survival of
the fittest. So take that analysis for what
it's worth.
Characters
also have "backgrounds," which basically
determine the level of sophistication your particular
society retains. These give ability adjustments
(often in odd increments, which I don't agree
with), favored classes, and other factors that
you get from your race in D&D. These are
nice roleplaying hooks and give a lot of life
to a character.
Darwin's
World also has skills and feats. The skills
offer few surprises or innovations. Some of
the feats are pretty interesting, but some go
too far. Improved Hit Dice, for example, is
probably too good -- it is certainly far better
in every way than Toughness. Others are just
Skill Focus renamed, adding +2 to a single skill.
The
Mutations chapter is where Darwin's World
is at its best. Here you'll find lots of cool
powers -- again, there might be a balance quibble
here and there -- and some interesting defects.
My only complaint is that this chapter wasn't
longer.
Lastly,
the end of the book offers some brief information
about equipment and dangers, but this is pretty
light. The author expands upon the equipment
much more in Artifacts of the Ancients.
In fact -- and I think this is important --
I wouldn't buy Darwin's World without
Artifacts of the Ancients. So that really
makes it a single game in two parts, for $10.95.
Still a good deal.
Artifacts
of the Ancients is 54 pages of equipment,
from low-tech stuff to cool high-tech gizmos
and vehicles. The items all have a price (in
Darwin's World post-apocalyptic trading
currency) that is based on game balance rather
than actual production costs, and rightly so.
This is because in this setting, technology
is more like magic items than like stuff you
go to the store and buy. While I might quibble
with a price here or there, or would have done
some items differently, overall, I think the
item rules here are very good. I would have,
for example, made powered armor even more butch.
The over-the-top high-tech stuff in here is
what will make this game work better at the
high levels. The vehicle rules appear sound,
and I like the vehicle add-on system tailored
to work like the magic weapon and armor ability
rules in the DMG.
Denizens
of the Twisted Earth, a 42-page product,
basically has two parts. The first discusses
the world in general (other than an alternate
timeline for the past, Darwin's World
itself presents almost no setting information).
Lots of organizations and places are mentioned,
but the book provides very little real detail.
It's more of an idea generator for what to do
with the rules than an actual setting. The prestige
classes offered here are more interesting than
the classes in Darwin's World itself,
but suffer from the same potential problem in
that they do not seem entirely balanced with
each other. I like the feel of some of them
quite a bit; the Brotherhood Force Masters (mutants
in a strange, cult-like organization focusing
their power) and the Foundationist Paladins
(sophisticated warriors who lead troops with
the goal of preserving ancient technology and
knowledge) are my two favorites. Others, like
the Champion and the Road Warrior, are a little
bland.
The
Cave of Life is probably the weakest product
for Darwin's World, in that it's just
okay. But it's free, so it's silly to complain.
Pick it up if you get the others. It's an adventure
that takes place in a missile silo. It appears
that the author really did his missile silo
homework, but the adventure doesn't have a lot
of pizzazz.
In
short, if you're interested in the genre, I
recommend Darwin's World -- but buy at
least the main book as well as Artifacts
of the Ancients and (probably) Denizens
of the Twisted Earth. If you've never played
a post-apocalypse game, but you enjoyed the
computer game Fallout, you might want
to think about Darwin's World. If you
are of my generation, and you liked The Road
Warrior and Thundarr the Barbarian,
you definitely should check it out.
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