Grab It Right
HERE
Wisdom The Wastelands are one of those series of publications that you don't think that you need as a DM but are a real necessity. Issue three is really a lovely stop gap of artifacts and weaponry that can offer PC's or the NPC villain that icing on the top of the post apocalyptic cake. A lot of effort goes into balancing the ideas & offerings get created by the Skirmishing folks. Issue #3 is a very well done and well thought out offering for Mutant Future. This is one of those must have issues and a good solid entry in the post apocalyptic offerings from the Skirmisher Publishing folks:
Wisdom The Wastelands are one of those series of publications that you don't think that you need as a DM but are a real necessity. Issue three is really a lovely stop gap of artifacts and weaponry that can offer PC's or the NPC villain that icing on the top of the post apocalyptic cake. A lot of effort goes into balancing the ideas & offerings get created by the Skirmishing folks. Issue #3 is a very well done and well thought out offering for Mutant Future. This is one of those must have issues and a good solid entry in the post apocalyptic offerings from the Skirmisher Publishing folks:
Like magical weapons in fantasy games, high-technology firearms are treasures that adventurers seek out with great eagerness in the post-apocalyptic world. No matter how cool a weapon is, however, players will always be looking for something better to use against the many hazards that populate the science fantasy post-apocalyptic wastes, and this third issue of Wisdom from the Wastelands is devoted to new toys that Game Masters can use to reward — or punish — their players. Several of the new weapons presented in this issue have the option of different types of ammunition, adding even more variety to a game.
And one of the ways of controlling some of these weapons is through the scarity of ammo and this isn't an issue that's ignored at all but one that really suits the world of the old school post apocalyptic rpg. This was a recent issue in one of my latest Mutant Epoch rpg adventures with the PC's coming across a very powerful artifact but not finding the ammo. Surely they couldn't let such a valuable find go? Why not hold on to it? We can find the ammo at a latter date!
Well the artifact was later sold to cover an emergency healing in the wastelands and that's one of the areas that this Wisdom Issue covers. Sure the weapons are nasty and dangerous but the DM can control the circumstances and chance of finding the right energy cell or device that powers the killer weapon. All in all I consider this one of the essential Wisdom From The Wastelands and a damn fine addition to the DM's post apocalyptic arsenal. Grab this one when you get a chance.
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