Alright let's pick it up right from here on the blog from the expansion rules blog post. So I went back to the basic Mutant Epoch rpg rules. And I began reading through the expansive Mutant Epoch rule book. And there's a couple of obersvations that I'd share with you dear reader.
William McAusland brings to the table a very interesting PC generation system that takes full advantage of the random tables of the rules. The TME rules take full advantage of the vision of the author and designer. There are an incredible range of mutations & cybernetic within this book. The lore has lots of solid options and career options available. What set's TME apart is it's approach to the post apocalpytic genre as a whole.
There are a huge variety of tables and more for loot, random encounters, weather, etc. that make a campaign work. The Mutant Epoch can be thought of as a whole cloth post apocalpytic tool kit from the ground up allowing the DM to create thier own setting from simple random rolls.
What takes the TME rules into the realm of solid game play is the fact that the game is designed too take advantage of the player as the engine for thier own PC design. That is the gamer has total control of the PC generation process and it's perfect for solo gaming. This means that the DM can with a few flicks of the dice can bring PC and campaign to life.
This means that the TME rules book plugs directly into the TME Rules Expansion almost seemlessly.
This places the TME Rules Expansion directly into the second most useful book position for TME itself as a system. Why? Because the expansion rules place new PC types directly into the gamer's hands. TME is a game that's meant to be played completely and could be overwhelming to a DM. As the sheer scope of the campaign setting could overwhelm a new DM.
Not to worry the cure is simple pick your part of the TME world and then expand from there.
There's a ton of options as the TME world setting leaks through the rules like toxic waste.
The TME rules are full of mutant and madmen goodness when it comes to bringing the campaign setting into focus. The TME rule book is extensive as it completely builds out the foundation of the Mutant Epoch itself.
Not to worry the cure is simple pick your part of the TME world and then expand from there.
There's a ton of options as the TME world setting leaks through the rules like toxic waste.
The TME rules are full of mutant and madmen goodness when it comes to bringing the campaign setting into focus. The TME rule book is extensive as it completely builds out the foundation of the Mutant Epoch itself.
Is the game actually worth it?! In a word, yes. This is a post apocalytic game that takes the gamer's PC into it's world of survival and horror of the post apcocalytic. TME is a solid investment for the post apocalytic gamer on many levels.
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