What do you guys and gals think of The Mutant Epoch RPG. Have you played it? If so what did you think? Also The Mutant Epoch is probably the most slept RPG in the current day RPG hobby. Here is the website if you don't know of it. http://www.outlandarts.com/mutantepoch.htm (http://www.outlandarts.com/mutantepoch.htm)
We had this thread recently. I'll say the same thing about ME here again. I love the maps and flavor, but I can't stand the rules systems (yes plural) because they are a complete mess.
Oh shit. My bad. I'll check the search function next time.
The website is awesome, lots of details in there. Kudos on that. The game looks fun. I may check out the quick start to see the mess for myself. :-)
I really don't understand why Happy thinks that The Mutant Epoch is a mess rules-wise. It seems like a real clear and concise system.
Quote from: arcanuum;1143042Oh shit. My bad. I'll check the search function next time.
Don't worry about it; same shit, different thread is the norm here. Feel free to look at the old thread, but since it's dead and buried at this point, this new one is likely to throw new attention on ME.
I like it a lot... Great material.
Not the best percentile system I've ever seen, however.
Can someone give us a nickel tour on the system? What you like about it? What you don't like?
I made a character in that game and got lucky with the rolls. I generated a ghost mutant with crazy psychic powers which one was creating a telekinetic sword of golden energy that does 1d100 damage. Not only that, but she was a 18 year old with SWAT training. So having the best armor and weapons from get go.
She was basically a Mary Sue and yet was only the second most powerful member of the group. That honor falls to a elf like mutant who has both psychic and physical mutations. At level one he and I decimated a dungeon made for level six players. That is how broke we are. If my memory is right I one shotted the cult leader with a 1d100 range mind melt psychic power.
I like how easy the rules are. It's percentile but it uses every die most gamers have. So when you roll damage you can use everything from a d4 to as Snowman mentioned a d100. As to what I don't like, well I haven't had the chance to actually play it yet. Hopefully when the pandy is over I will run Mutant Epoch or Lion & Dragon at one of my FLGS.
Quote from: Snowman0147;1143348... a ghost mutant with crazy psychic powers which one was creating a telekinetic sword of golden energy that does 1d100 damage. Not only that, but she was a 18 year old with SWAT training. ... range mind melt psychic power.
First, Thank you for sharing.
Second, I'm no longer interested. I have lots of crazy mutant PA games at my disposal and I don't need another. But, it still looks cool and I applaud the designers for a solid web site. :-)
It's a pretty gonzo game but the setting is pretty damn gritty. In at least one of the modules characters can get raped by the evil mutants. There is lots of nasty stuff that happens in The Mutant Epoch. I would argue it is pretty close to Darwin's World in terms of Grittiness and mature content.
Quote from: trechriron;1143366First, Thank you for sharing.
Second, I'm no longer interested. I have lots of crazy mutant PA games at my disposal and I don't need another. But, it still looks cool and I applaud the designers for a solid web site. :-)
Even if you give the system a pass, the Pitford and Crossroads Region sourcebooks give great maps and flavor for use in any of those other mutant PA games. That's what I've done with it.
Quote from: trechriron;1143366First, Thank you for sharing.
Second, I'm no longer interested. I have lots of crazy mutant PA games at my disposal and I don't need another. But, it still looks cool and I applaud the designers for a solid web site. :-)
trechriron - either here or in a new thread, care to share and MAYBE rate PA games? I've been itching for some Thundar the Barbarian style stuff...
Quote from: HappyDaze;1143372Even if you give the system a pass, the Pitford and Crossroads Region sourcebooks give great maps and flavor for use in any of those other mutant PA games. That's what I've done with it.
Me too. I picked those two books up.
Since I started the last thread on this, I feel the need to at least comment. I have run a few sessions with my players, and due to a bit of luck, the party was fairly well balanced in terms of starting power. We did have a ghost mutant who was a former elite soldier, but we got lucky on the psi sword and he was only doing 1d10 with it. The assault rifle and sniper skills he came with were more a factor. We only had one character that came up a bit "lame" and that was because he was a former farmer, but had a very good endurance stat. So all worked out regarding basic balance.
I like the game and how it played, but it did seem a bit less deadly in game than I was expecting, I think that was because we had a large group of characters (several players had two characters expecting deaths). After 4 game sessions we have had a death, and that was due to splitting the party while investigating the camp of a tribe of warmorts (sometimes you critically fail that stealth roll and the clown horn you didnt see under your foot still works great). I think the game has the creator's heart and soul poured into it, I know at one time he was a nigh one man show. I like that the game is gritty. It is very similar in tone to Darwin's world as mentioned, I like the advancement system as well. The game played pretty straight forward for us, and I would certainly recommend. It is a bit gonzo, it reminds me A LOT of a dirty gamma world.
Quote from: LiferGamer;1143457trechriron - either here or in a new thread, care to share and MAYBE rate PA games? I've been itching for some Thundar the Barbarian style stuff...
I probably lack his breadth or depth of experience, but what sort of PA game are you looking to run, and for something like Thundar, what did you have in mind? I do not feel I can rate all the games I have, because I have only played 4 of them.
Quote from: oggsmash;1143575I probably lack his breadth or depth of experience, but what sort of PA game are you looking to run, and for something like Thundar, what did you have in mind? I do not feel I can rate all the games I have, because I have only played 4 of them.
I'm down for less mutants, but a balanced Magic vs. Science setting, less Post-Post Apocalypse like RIFTS, more Gamma World. Hell, Palladium After the Bomb reskinned without Furries has some appeal.
Quote from: LiferGamer;1143457trechriron - either here or in a new thread, care to share and MAYBE rate PA games? I've been itching for some Thundar the Barbarian style stuff...
You're wish is my command...
My list is not that extensive. I'm a huge generic system nerd, so much of my "home brew" or one-shot gaming takes place with a generic. However, I have a short list...
Apocalypse WorldRemains one of my favorite GM experiences. It forces you to flex some improv and creative muscles. Unique approach that is mostly "classic" rpg with some "story" procedural framing. AW (kind of) teaches story-gamers how to classic. Pretty simple, so you can hack it with various flavors of which you can find TONS of ports all over the place. This game leans heavy on the flavor of the recent Mad Max movie with a touch of the supernatural if you wish. Some of the best GM advice in here for any GM of ANY game.
Atomik HighwayLots of flavor, simple d6 dice pool where 6 is a success, you roll attribute as pool, skill adds points to up any die roll. Simple fun ideas within if a little frustrating on the layout (you must get into the book for a basic system overview, which I prefer upfront...). A handful of supplements and solid spirit. This is a more "Gamma World" with mutants and marauders.
Barbarians of LemuriaA fast, simple system. Great ideas and advice. Geared to sword and sorcery but brimming with that Thundar the Barbarian feel. Not too hard to adapt to a "so far in the future we went into the past" storyline. Also, Everywhen is the generic version of BOL with some new bells and whistles. If you like the BOL approach, Everywhen could make a PA port easier.
Darwins WorldMade for various systems (I own the True20 one), including 3.x d20, modern d20, and Savage Worlds. Tons of influences in here with a cool setting. Covey and Davis's love of Gamma World shines through. It's a touch darker in tone, however. If you're familiar with one of the supported systems, it's a great way to kick off a classic PA game with little fuss.
Unhallowed MetropolisFor a different apocalypse than the standard fare, UM really stands out. Victorian England after a horrible zombie plague + blight. Lots of gas masks, coal towers, steampunk, classic horror elements ala Frankenstein's Monster, Dracula, et al. A simple d10 pool system inspired yet simplified from Vampire days of yore. Lots of style in here and the setting invokes some great adventure seeds.
GURPS After the EndIf you like detail, and some "physics emulation" in your RPG soup, it's hard to beat GURPS. These series of PDFs help you hit the ground running in a PA GURPS style. TONS of details, ideas on long term endurance, scavenging, radiation, mutations, and probably any other PA subject you could throw a stop sign at. GURPS wears gritty like a worn-in leather jacket studded with shrunken skulls and brimming with sharp metal.
I've run a lot of GURPS, have a large library but never grabbed After the End. I may dig into Apocolypse World and Unhallowed Metropolis just for the reading.
Lots to chew on, I appreciate it.