Showing posts with label The Mutant Epoch Role Playing Game. Show all posts
Showing posts with label The Mutant Epoch Role Playing Game. Show all posts

Saturday, November 9, 2024

OSR Commentary On The Mutant Epoch rpg By William McAusland For Your Old School Post Apocalpytic

 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. 
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. 


Sunday, October 27, 2024

Review & Commentary On The Mutant Epoch Expansion Rules For The Mutant Epoch Role Playing Game By William McAusland (Author), Danny Seedhouse (Author), Dr. James Butler (Author), Colin Chapman (Author), Brandon Goeringer (Author), & Timothy Berriault (Author)

 "This is the essential companion book to the Hub Rules, and is a must-have, resource rich sourcebook for the Mutant Epoch RPG. Illustrated and written by William McAusland, along with over a dozen imaginative contributing authors, this is our most ambitious project ever!"


"For the Player this book offers 12 new player character types, along with an incredible selection of 35 new bestial humans. Also included are 100 new prime mutations, 42 minor, 36 flaws, and 8 NPC only deviations. Also, the long awaited plantoid ‘veggie-sapien’ character type appears in this book with 71 prime plantoid mutations and 20 flaws all their own. There are two new character outfitting systems, rules for cybernetic purchasing and sales,healing times for broken bones, the effects of radiation on robots and androids, extensive tables, character sheets, and much more"

Alright it's finally hit the stands, 
The Mutant Epoch Expansion Rules for the Mutant Epoch rpg is out in the wild! This is an expansive addition to the Post Apocalpytic rpg by William McAusland & co clocking in at five hundred thirty pages of both player & DM goodness. This book is extensive as it completely expands upon the foundation of what's been laid out in the Mutant Epoch rpg itself. 
From the DM's side of the screen for the rpg you get a plethora of new material from new robots, artifacts, relics, plus even more rules and guidelines;"
Optional rules offer brutal, attack mode based critical strike outcomes, a system for pushing beyond the daily usage limits of mutations, new combat options, and a robust section on dimensional portals, relic gear, and entities. "
What " The Mutant Epoch Expansion Rules " does for the Mutant Epoch is pushes the limits on the campaign setting, rpg system, and more. Proving both players & DM's a stable foundation for Post Apocalytic rpging. There's expansive rules for everything from cybernetics for PC's to brand new plantoid types as PC classes. There's dimensional portal rules& far more all under the roof of the Mutant Epoch. This contributes to the DM having ample opportunities of where & when they want to set thier game adventures. And this is an especially good book for Post Apocalpytic adventure design with rules & a ton of random charts for that purpose. There's a brand new outfitting system for PC's and more PC options then you can shake a stick at. How does the Mutant Epoch Expansion Rules play with the original Mutant Epoch rpg!? 
Quite nicely because of the fact that the designer & authors spent a good deal of time pouring thier souls into it. And it shows. 
The Mutant Epoch Expansion rules slide into the existing game in spades giving a deeper PC experience for the Mutant Epoch rpg. 
Deeper PC backgrounds, tribal rules, and more all cover the extensive rules and guidelines provided within the book. 
The Mutant Epoch Expansion Rules are very extensive covering many new aspects of the game and building on what's come before in the Mutant Epoch rpg rule book. Plus as an added bonus this book works very well with the other Mutant Epoch rpg books. 
This gives a feeling of overall cohesion often times missing from other rpg books. Is the Mutant Epoch Expansion Rules worth the cost of download?! In a word, yes I believe they are because they add several new dimensions to the Post Apocalytic universe of the Mutant Epoch rpg. From new PC design, generation, background, and much more. To a huge over all download of the relics, artifacts, robots, androids, and more to the game. There's something for everyone within the Mutant Epoch Expansion Rules!