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Wisdom from the Wastelands Issue #4: New Races $0.99
Average Rating:3.9 / 5
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Wisdom from the Wastelands Issue #4: New Races
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Wisdom from the Wastelands Issue #4: New Races
Publisher: Skirmisher Publishing
by John B. [Verified Purchaser]
Date Added: 12/23/2012 20:46:08

A bit of a dissappointment after the hi-tech weapons issue. Although the issue was loaded with possible playable 'races', most seemed contrived or simply a small modification of the general racial types. Also, as with many of the Wasteland issues, the artwork is generally stock photos that may somehow relate to the article it is attached to. I would prefer to see line art drawings (even cartoonish ones) that would link it more closely to the core Mutant Future rules. Of all of the races presented, I found the regular humans the most usable and most sensible. It makes sense that not all pure humans are genetically superior and invulnerable to the effects of radiation. This race allows the player to begin play as a pure human and then switch over to a mutant humanoid (either accidently or on purpose). I liked the idea of the ancient human race but the mutation alotment lost me. I am not against introducing cybernetics or nano-technology to the game, but an issue dedicated to it would have made more sense than the small blurb given for the ancient human description. AI recognition. The rules presented sound reasonable but no where can I find a robot recognition target number in the core rules. I am guessing that the AI base number is 12 so a pure human (with no modifications) would always roll that number or less on 2d6. The target recognition is then 12 minus all the modifiers given for the different mutations for a particular mutant and the mutant would have to roll that number or less to be treated as human. Although an interesting means to trying to tie rules to player's trying to give commands to robots or computers my belief as a Mutant Lord is that some mutations would make such an impossibility. So overall for this issue, if it is part of the bundle it is worth it. If you are looking at adding new playable races without spending time to make up your own, it is worth it. Otherwise this may be one to pass by. Another little nit picky issue is the use of GM on page one. Previous issues used the appropriate Mutant Future term Mutant Lord where this issue seemed to drop that title completely. Not sure if it was just an oversite or an attempt to make the information a little more generic for use in other games, but if these issues are primarily for Mutant Future, then terms from that game should be used as appropriate.



Rating:
[3 of 5 Stars!]
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Wisdom from the Wastelands Issue #4: New Races
Publisher: Skirmisher Publishing
by Justin S. D. [Verified Purchaser]
Date Added: 03/29/2012 08:06:45

My review should be a 2.5 stars. Not bad enough for a 2, but not good enough for a 3.

I realize right off the bat that I'm being a curmudgeon, but this supplement feels like the 'Unearthed Arcana' of Mutant Future. There's power creep and redudancy (as in "the core classes can cover all this already") a'plenty, and the new races just plain aren't necessary.

I can see players loving this material, but this cranky GM found it annoying.

Buy the awesome Wisdom From The Wastelands #3: New Weapons instead. Great stuff in there!



Rating:
[3 of 5 Stars!]
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Wisdom from the Wastelands Issue #4: New Races
Publisher: Skirmisher Publishing
by Randy M. [Verified Purchaser]
Date Added: 03/08/2012 12:49:29

I haven't had a chance to read through (or review) all of these issues, but I wanted to be sure that this issue got some props.

New Races is a great addition to Mutant Future (and any other similar PA-type game). It takes the basics and kicks them up a notch...several in some cases. They all fit well and will easily drop in to any game you have in progress as well.

There are seven races discussed, 6 of which are variations of the human genome, but much more detailed and well thought out. The 7th is insectoid. They are: Ancients, Aquatics, Body Masters, Exotics, Regular Humans, Mind Masters, and Insectoids. The first four are different spins on genetically enhanced/engineered humans. Each of these cover a specific form of modification as well as their original intention. The fifth, Regular Humans, gives everyone a glimpse into the true origins of mutant humans. Basically, they are the "true" stock in that they have not had any enhancement or modifications. Think of them as you and I. From this pool, the mutants were spawned. The last 2 are mutant varieties of human (Mind Masters) and Insect. Each of these are pretty much self explanatory.

What I like about these new races is their "out-of-the-box" usefulness in a game. Players can select any one of them and run with them without needing a separate book to describe their traits. Each is also detailed in that a background history for the characters should be easily (and plausibly) derived by a few moments of thought.

They all seem well balanced and will easily fit right alongside the standard Pure human-mutant-android list already in place.

If you want to add some variety and flavor to your campaigns or just create some cool new NPCs, pick this issue up today! Great stuff!!



Rating:
[5 of 5 Stars!]
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