i used to love those FGU ads in dragon back in the day. never got to try any of 'em, and periodically think about cruising ebay for some. the two big ones i'd like are bushido and the morrow project.
i've heard tales about the level of complexity in tMP. warranted? and is it any good? reading news stories today got me on a post-apoc kick. . . .
TMP is a mess. Let me add, however, it's one of my favorite games from that era. The rules are very reminiscent of other rule sets at the time...that is: confusing, too vague (in places), too specific (in places), incomplete, but still charming.
Supposedly there's a new edition in the works, and I'm sure I'll make myself pick it up regardless.
Bushido was another great game, but one that I currently don't own.
Quote from: beeberi used to love those FGU ads in dragon back in the day. never got to try any of 'em, and periodically think about cruising ebay for some. the two big ones i'd like are bushido and the morrow project.
i've heard tales about the level of complexity in tMP. warranted? and is it any good? reading news stories today got me on a post-apoc kick. . . .
The Morrow Project wasn't/isn't FGU - its Timeline
http://www.timelineltd.com/
I enjoyed playing it though and I've been meaning to pick it up sometime, when (if) the new edition ever comes out. In the meantime, I've ben running the setting using Spycraft 1.0/Stargate.
Bushido is also a good oldie. A bit clunky, but actually a doddle to simplify.
Quote from: Simon WThe Morrow Project wasn't/isn't FGU - its Timeline
http://www.timelineltd.com/
no shit, really? same sized ad block, design, everything. i'll double check the two oldies issues (in the #60s) when i get home later. freaky! :what:
thanks for the link, too
I asked the same question on rpg.net a few weeks ago and got some VERY helpful and detailed answers--you may want to dig for that thread. One important piece of info: it uses BRP as its skill system.
I especially liked how the half dozen or so published adventures are actually a single exciting campaign that culminates in a grand finale. MP is not just a gear manual for gun nuts--it is that, but it's also really gripping, like T2K.
Quote from: Pierce InverarityI asked the same question on rpg.net a few weeks ago and got some VERY helpful and detailed answers--you may want to dig for that thread. One important piece of info: it uses BRP as its skill system.
I especially liked how the half dozen or so published adventures are actually a single exciting campaign that culminates in a grand finale. MP is not just a gear manual for gun nuts--it is that, but it's also really gripping, like T2K.
thanks, pierce! it came up first on the search! i guess i can tolerate that place for a 2 page thread :raise: ;)
Aftermath was the FGU post-apoc. Morrow Project is absolutely worth it, especially since it shouldn't be that much, used. It may be that I'm a product of that time, but MP is one of my all time favorites.
Quote from: stu2000Aftermath was the FGU post-apoc...
that's the source of my confusion! thanks for sorting that out, stu!
odd how i have no impulse to actually try
aftermath!, but instead equate
morrow with early-80's PA gaming.
the info everyone's supplied sold me. as if i need to buy another game :keke:
Quote from: beeberodd how i have no impulse to actually try aftermath!
Sanity.
Aftermath! is not that bad actually, and amazingly good if you ignore the overly complex combat rules and don't get too hung up on action point counting. It gets a hard rap becuase the flow-chart freaks poeple out and if you can't do decimal multiplication in your head you're in trouble.
Simplify damage to dice (just change effect dice based on weapon, we basically stole damage ranges from AD&D as base effect die for a base strength) you can also convert to D20 skill range or use them more like BRP.
Aftermath! I think shines more in the characters, setting and gear, having wonderful rules for all sorts of stuff, and a gritty PA atmosphere.
I also loved Bushido, but don't own it.
Well I played it in the 80's and the guys I was with were NOT EVER going to ignore an overly complex combat system- EVER. So. for me, it sucked. That said, for every game out there that I think sucks, there are tons of people who play the shit out of it, and that's cool.
TMP was a blast back in the day. I fondly remember the rules for determining bullet penetration.
By today's standards, it is pretty messy. But it still has a great hook and worth tweaking or wholly converting if you like PA settings.
As for the new edition, when I first started publishing 4+ years ago I contacted them about licensing it to do a d20 version. They said it was in the works. Now with 4e around the corner, I'm afraid it's just vaporware.
There are also some great fansites that are fairly easy to find, like this one (http://www.morrow-industries.com).
This one's pretty astounding--looks like 1995 but has a TON of material:
http://www.thesupplybunker.net/morrow.htm
I'll toss in another vote for Morrow Project being worth buying.
The adventures alone are really good. We've ran most of them and each took several sessions to complete as going all gun wild and nuts will usually get the game over real quick with the PC's being dead. They also run the line that early TSR adventures had, each one had new gear and such as well as the adventure where they were written in.
There is also a pretty active yahoo group for the game.