Tuesday, October 24, 2023

The City of Greyhawk (2e) By Rick Rose, Carl Sargent, & Douglas Niles & Castles & Crusades

 When it comes to Castles & Crusades Greyhawk there's 'the other box set' in my humble opinion and that's the AD&D second edition boxed set The City of Greyhawk. According to the The City of Greyhawk Wiki entry; "The City of Greyhawk is an AD&D second edition boxed set detailing the Free City of Greyhawk. Written by Douglas NilesCarl Sargent, and Rik Rose, the boxed set was released by TSR in 1989, and was highly praised by Dragon magazine." 





















For a Castles & Crusades Greyhawk campaign this is where you want to set up your adventurers right within  'The Free City of GreyhawkGem of the Flanaess'. And this city certainly lives up to it's name and it's really the second book your going to want to use Folk, Feuds, and Factions. Folk, Feuds, and Factions has a bit of everything for the DM looking to get the PC's into the deep end of the city of Greyhawk; "The second book, Folk, Feuds, and Factions, describes a wide variety of NPCs, their fellowships and conspiracies, and their associated game mechanics, personalities, tactics, and loose narrative threads. Potential allies, patrons, informants, and enemies are available for any group of characters. External politics are intertwined in the city's internal affairs, and rival guilds compete for power and influence, while dark conspiracies are plotted beneath the streets. Folk, Feuds, and Factions also includes four adventure scenarios that develop themes and elements already presented in the city background." 
 The twisting & turning of the city's maps can be printed out. Because of this & other details baked into the urban landscape of the City of Greyhawk. This is a must box set for anyone running the low or high life grittiness of the Greyhawk campaign world. 
And 'The City of Greyhawk' box set is an excellent companion piece for James Ward's Greyhawk Adventure book. Seriously all of the campaign details spill over into each other. 


For C&C these two resources along with the Gygax Greyhawk Folio or boxset are enough to light the way into a successful campaign from the ground up! These resources give the Greyhawk setting the depth & breath it deserves especially when dealing with C&C's system asthetics. 


Castles & Crusades with Greyhawk doesn't suffer under its own weight of campaign setting history or legacy unlike the staleness of Forgotten Realms or what passes for a campaign setting today. But we  digress, Greyhawk's urban centers suit the full rank & treatment that Castles & Crusades provides even more so then the system's home campaign setting. Sorry, Trolls but its true even though there are place where the campaign setttings can & should overlap. And this is where Greyhawk Adventures and The City of Greyhawk shine. These old school resources blend & can be homebrewed into the mold that the DM needs & wants for his player's PC's. 
And these resources for  
 the AD&D second edition boxed set The City of Greyhawk box set tie into the urban encounter and tables that are in the Castles & Crusades Castle Keeper's Guide. 


Monday, October 23, 2023

OSR Review & Commentary On The Haunted Ruins of Koris Nesh For The Warriors of the Red Planet Rpg

 "Embark on an epic adventure in the ancient city of Koris Nesh, where the echoes of a long-forgotten past come to life! Delve into the secrets of a civilization that sought to cheat death and preserve its legacy, only to find betrayal and doom lurking beneath the surface." 

Journey to the undersea city of Atris, and uncover the truth of its tragic history. Explore the sprawling ruins teeming with danger and treasure as you piece together the story of a desperate people who became twisted revenants in their quest for vengeance."


"Discover the bustling bazaars and workshops of relic hunters and tinkerers, where ancient technology from lost cities is salvaged and restored. But beware, for beneath the thriving surface lies a dark secret, as an ancient decay threatens the very foundations of the city."

"Can you unravel the mysteries of Koris Nesh and save it from a fate sealed long ago? Step into the world of a dying planet and embrace the challenge that awaits in this immersive adventure for the Warriors of the Red Planet roleplaying game".

So across my desk a friend bought me a copy of Haunted Ruins of 
 Koris Nesh, and it was instant love at first sight. Here's why. Koris Nesh is a location centered adventure and doesn't wear out it's welcome in forty four pages. There's a ton here that reveals more details of Warriors of The Red Planet rpg Mars as a campaign setting. Haunted Ruins of Koris Nesh has excellent layout and a solid reason for the PC's to be called in. Koris Nesh is for  2-5 Characters Levels 5-7 & the writers/designers mean it. 
What 
 Haunted Ruins of  Koris Nesh does is bring home the 'Sword & Planet' themes and ideals of Warriors of the Red Planet rpg into a dungeon format. The ancient high technology of the peoples of Koris Nesh harbors a deadly secret. 

 Haunted Ruins presents an old school 'Sword & Planet' dungeon adventure location. And chances are that your party is going to lose a few PC's while divining it's secrets. 
And I do think that there's repeat play potential here with parties taking months to divine all of her secrets. There's some really weird material that author Allen Farr has put into the Haunted Ruins. 
There's more then enough adventure material within the Haunted Ruins to keep a campaign going for more then a few sessions. This isn't a mega dungeon by any means but this is a dungeon location with secrets all it's own. 
Could 
 the Haunted Ruins of  Koris Nesh, be used with other OSR game or retroclone systems? Short answer is most certainly. However there's something untiquitly to the 'Sword and Planet' feel of Warriors of the Red Planet. And I personally feel in my humble opinion that 'The  Haunted Ruins of  Koris Nesh' does an excellent job of expanding those themes and ideals. As an adventure location this one does an excellent job. 

Sunday, October 22, 2023

Observations Of The Hyperborea rpg and It's Uses With OSR Campaigns

 Reading through the Hyperborea rpg third edition one may think it's simply an updated & nuananced 'B/X with bits of Advanced Dungeons & Dragons thrown in Sword & Sorcery' retro clone. And while this is easy to do. It's a big mistake because of the fact that 'The Hyperborea Player's Manual' is so closely plugged into the Hyperborea campaign setting. 

































Hyperborea rpg third edition is one of the best incarnations & refinements to Advanced Dungeons & Dragons first edition along with B/X Dungeons & Dragons. There are a ton of reviews of the 3rd edition of Hyperborea. Tonight I wanted to focus on the several adjustments and differences that have come into play at the table top level of play: 
  1. The monk class refinement is actually workable and completely redefined. This allows the monk to be playable. 
  2. In Hyperborea the main classes are highly effective and well suited to actual play. 
  3. The PC's actually work very well together as a highly effective unit or party. 
  4. Adventurers are in high demand because of the setting and crucial to survival of a community. 
  5. The Sword & Sorcery aspect of Hyperborea is turned up to eleven. 
  6. Actual working refined alchemy rules! 

What makes Hyperborea really nice is the fact that you can actually run classic adventures and turn them into an actual working OSR campaign. And this is something that we've done time and again at Casa De Fabiaschi. 
And one of the things that I love about the play of Hyperborea is the PC's testing thier mettle through the fires of adventure. 
If they survive the experience of course. 
































What makes the Hyperborea rpg different is the range of survival options that it brings to the table for PC's and this is baked right into the game. Leveling means going out into the greater world and surviving it as an adventurer. Time & again this has been a theme in our OSR Sword & Sorcery table top games. 

The Inhumanly Alien Side of Mars - Clark Ashton Smith, Warriors of the Red Planet, Hyperborea and The OSR Martian Campaign


 Ages ago I had a Warriors of the Red Planet/Hyperborea rpg campaign that took place after the apparent destruction of Old Earth. The Green Martians & the colored races of Mars with the Aihai being part of the ruling cycle of royals on Mars. Unlike their ancestors, the Yorhi, the Aihai are not proficient in the use of advanced machinery, although occasionally one can be found operating ancient technology beyond the capabilities of human science, such as disintegrator rays.


 Eons ago the whole of Mars erupted in a civil war with the coming of the Great Old One  Vulthoom and his followers. The  ruling Aihais who eradicated most of the cult. Vulthoom was defeated and it and its followers fled underground, where they slumbered in suspended animation for centuries. Another radical cult of Aihai worships the Dweller in the Gulf. 

































Richard Coban artwork from the Vaults of Yoh Yombis by Clark Ashton Smith. 

  These races exist along side the Red & Green Martians having retreated after the marauding of the Green Martian tribes started thousands of years ago along the dead sea bottoms. The Aihai have little to do with the warlike imposters who came from beyond the stars. Human colonists came and established themselves on Mars but things have been quite dangerous as Old Earth has been destroyed. Here's where we mix in Warriors of the Red Planet. 

































There is rocket service and trade between the eight planets colonies but it's a very delicate balance in terms of resources and the human states of Mars. Into this mix comes the low lander races of Red men tribes of Leigh Brackett. And then you've got the far higher caste of Red men from Edgar Rice Burroughs royals who never mix. Well this isn't true because of certain norms and byways that gets  used quite often in the ERB stories. Now add to this mix the fact that the Green Death has wiped out centuries ago the alien Hyperboreans. Mars and Hyperborea align when the Boreas forces allow which is less frequently then one might imagine. So while a party might crossover onto Mars on the starwinds. They may find themselves stranded on Mars. 
Humanity cleaves to a few minor citystates where there are pro human and Martian factions abound. There are however a few minor 'Thieves cities' where humans, aliens, and others mix. 

































Saturday, October 21, 2023

A Shadow & An Echo - Cities Without Number & Orbital Decay One Shot - Session Report One

 So it's been some weeks since our players have done anything with our Cities Without Number rpg campaign. And then tonight last second I get a call that all seven of my players are in town and want a game. This time I was ready for them. Lately the Red Room has been moving towards OSR rpg setting with thier own inhouse OSR rpg system. So tonight with few random dice rolls with Orbital Decay I got the operators to break into a secure orbital data facility. 


































The player's PC's were hired by a Mr. X patron and brought aboard a nearby orbital hotel & given 20,000 credits as well as maps, tools, etc. to break into the facility. A facility that is not supposed to be there and isn't on the corporate books. 
The PC's were able to get a few universal code cards to use in tonight's game. And after a generous half down for the job. The PC's bribed thier way onto a supply shuttle & got the low down on the facility which seems to be manufacturing bioroids for some military prototype models. 
The ice around the facility is incredibly tough and there appears to be some sorta of Theta radiation screen as well?! 
 The place does not exist according to all current records and is simply called Echo. There's a hazy of dread hanging around the place. The facility resupplies every 43 days and the players want thier PC's to slip in. 
At this time they want more information about the place and are paying a 'Mr.Smith' for more infomation as they approach the facility. All of this was rolled up 1 hour before game time using Wretched New Flesh second edition. 




















The player's operators are going to have to do some recon dirtside near 'Elftown' and get the lowdown on the 'Echo facility'. They know a 'Mr. Smith' in 'Elftown' but their not sure if he's trust worthy. 

Friday, October 20, 2023

OSR Commentary - Vampire Queen 5E and 10 Year Anniversary 1E Softcovers With The Classic Greyhawk Campaign Setting

 "Hope everyone is well! If you're a fan of "Funhouse Dungeons" then be sure to check out the new Dark Wizard Games Kickstarter Project NOW LIVE! It is for the brand new FIRST PRINTING softcover of Hanging Coffins of the Vampire Queen for 5TH EDITION! The FIFTH EDITION module has a FULL COLOR map on the inside of the cover as well as some new black and white artwork in the booklet! You can also pick up the new 10 Year ANNIVERSARY EDITION softcover of the ORIGINAL 1E module which is only available via KICKSTARTER grab a copy NOW because you don't want to miss out if you a collector or major fan of that module! One last treasure you can acquire in the KS is the softcover of the Recipes from the Inn of the Whistling Pig which contains 16 rustic, real world items you can cook with for you family and friends! https://www.kickstarter.com/.../vampire-queen-5e-and-10..."



















So my buddy Mark Taormino's Dark Wizard Games has a brand new Kickstarter for the 10th Anniversary of  'The Hanging Coffins of the Vampire Princess'. And My player's Castles & Crusades PC's were wiped out during the events of #1. Hanging Coffins has the PC's in peril right out of the gate; "Death or freedom? The Vampire Queen has challenged a small band of her worst prisoners to escape from her wicked dungeon lair. With all of your original weapons, magic items and possessions, it is up to you to outwit and fight your way through terrible traps, beastly monsters, and all the horrific surprises she has arranged for you! The Module that started it all is sure to delight and challenge the most skilled players!"'
We set 'Hanging Coffins' in Greyhawk just outside of the city of Greyhawk ruins. The vampire princess recently woken up by the movements of the humanoid tribes just outside of her hidden valley. And this lines up with material described in James Ward's Greyhawk Aventures. 





















The vampire princess is trying to reassert her power base around her hidden valley. She's been capturing adventurers to shore up her knowledge of modern politic of Greyhawk. And there's plenty of evidence of this in  'The Hanging Coffins of the Vampire Princess'
'Hanging coffins' isn't for the faint of heart clocking in at levels 10-14 which is going to be the middle 7th and above in Castles & Crusades. The vampire princess's dungeons and ruins are definitely build to test the adventurers. What makes 'Hangings Coffins' solid is really good maps, encounters, cartography, etc. and it made it a formula that Dark Wizard Games has followed. 
And this is something that allows a DM to really take advantage of the Greyhawk campaign setting. A fact that  could be used to simply drop 'Hanging Coffins' into Greyhawk ad hoc.  
'Hanging Coffin' is solid as a high level mid level adventure & is perfect to introduce the vampire princess as a reoccuring  NPC villainess. An NPC that can return again and again as a villain who can't seem too be put into her coffin. 'Hanging Coffins' has 
 demons and other vampires in the wander monster table. Liches, demons, succubi, greater devils, nearly 50 vampires in total. These can end a party of adventurers without any problems. 
The Greyhawk angle plays well with the vampire princess as a minor evil influence manuplating several minor humanoid army. The demons, liches, vampires listed in the random encounters could easily be the vampire princess's royals and former family. These minor royals could play a larger part to the party as the vampire princess gains more of a foothold within her former kingdom. While the vampire princess might be a minor royal in the grand scheme of Greyhawk. She could become a major pain for the PC's. 

OSR Commentary - Setting Up a Wretched Country second edition Campaign & Beyond

 Got together with a friend yesterday and we started talking about one of our Wretched Country mini games from last year. And it reminded me of a fact. Let's get into it. 






So tonight I'm looking through Wretched Country second edition after visiting with a friend of mine today. And we started talking about one of his old PC's whose currently one of the main NPC's in our game campaigns. And this brought back home that I was working on a Wretched Country second edition campaign for our players. What were some of the elements that I was looking for within such a Dark Fantasy & Western horror campaign?! 

Some of the elements for a Dark Fantasy & Western horror campaign: 

  1. The Western campaign needs to be episodic with in internal consistency from session to session. Adventure elements need to have consquences just like 50's & 60's classic TV Western series. 
  2. PC's should be interesting and engaging. We find this out through actual play sessions. 
  3. PC's don't have to be the good guys but with a bit of smattering of grey across the board. 
  4. Horror elements need to come from the 'Old West' 
  5. There should be ties between the PCs such as they were such and such gang or fought in the same regiment during the American Civil War. 
So for this campaign I'd probably end up using  Wretched Époque rpg first edition for the rules set and Wretched Epoque second edition for some of the setting elements. This is along with  Wretched Country second edition 



The real key to creating a Wretched Country campaign is to a. get the mythology for the area that it's set in concistant and b. to get the PC's involved with a stake in the situation of the adventure so that during play they have a reason to be there. And if there's a key book for Wretched Country that never get's mentioned it's Wretched Folklore. 


































Wretched Folklore isn't just a 'monster manual' sorta of book but actually has entries on 'Praire madness' pheonoma, the spiritualist class, pychic events, and more. Then it goes into the monsters and legends of the 'old West'. So why I'm I using the material of Wretched Époque rpg second edition as well?! Because of the fact that it brings so much for the 1900's urban rpg setting landscape. 
So you've got the big cities covered and western towns. This rpg forum thread here has some awesome Old Western resources as well. 
And of course all of this ties into what we've been doing recently with 

Something Wretched This Way Comes The key with any of the Wretchedverse rpg's is consistency of play between game sessions and mini campaigns. And this is where Wretched Country second edition leads straight into Wretched Apocalypse events & setting. Time space gates, praire storms and other supernatural weather are a great campaign mover. 


In the past mini games I've run with PC's crossing over into Wretched Apocalpyse the biggest problem has been the mutants and wastelands trying to eat the PC's horses. And the PC's shooting scads of NPC's and potential allies. 

The biggest event is the PC's having to explain to the 1900's inhabitants that thier taking supplies to the less fortunate with those being the wastelanders. 
Also establishing a route between the two time periods is frought with all kinds of supernatural issues. And these led to the events of Cold Heart Canyon. 
And also we had random encounters with wastelanders showing up in Texas in the 1900's. Not that anyone noticed. 
And that get's back into the fact that Texas reallly is another state of mind entirely. 

Wednesday, October 18, 2023

Review & Commentary On The New Marvel - Phile Return of the Nova Corps 2 Annual 2019 For The Marvel Super Heroes Rpg

 "Just in time to close out 2019, the UCP is proud to present the 2019 Marvel-Phile Annual, featuring the Nova Corps! This one was selected by a contest winner (Bryan A. Gibbs... sorry for it taking so long!)... so who knows what the 2020 annual will consist of? Enjoy!


Link

 So way back in 2014 when Marvel's Guardians of the Galaxy film hit the theaters the Nova Corps made an appearance as background film characters. I had to explain who these intergalatic police & peace keepers were. Then the Marvel Guardians of the Galaxy film comes out & players wanted to be the a member of the Nova Corps. Back about 2019 'The New  Marvel Phile Annual Wirh  Write-ups by Andrew Goldstein, Ben Reilly, George Henson, and Steve Jolly, with assistance from Killian Grey came out. So what is it about the champions of Xander that seems to capture people's imagination. And why does the New Marvel Phile The Return of the Nova Corps seem to hit the Marvel Super Heroes rpg players buttons?! 
































Clocking in at thirty three pages  the New Marvel Phile The Return of the Nova Corps  hits all of the major and minor players of the latest incarnation of the Nova  corps. Now I've seen the Nova corps by Marvel compared to the DC comics Green Lanterns. There are some very glaring differences. First of is the fact that Xander is a world frought with intergalatic warfare. And then there's the fact that they are a full on military organization unlike the Laterns who are  interstellar cops. According to the Nova Corps wiki entry; "The Nova Corps were originally a space military and exploration group for the planet Xandar. It consisted of 500 soldiers ranging in rank from Corpsman up to Centurion and its leader Centurion Nova Prime. The source of the Nova Corps power is called the Nova Force which is an unlimited energy generated by a living computer called the Xandarian Worldmind. The Nova Corps police the known universe, under the directive of the Pans World Treaty"  The Nova Corps was created by writer Marv WolfmanRichard Rider, the first member, appeared in The Man Called Nova #1 (September 1976). The Corps first appeared in Fantastic Four #205 (April 1979). The Nova corps members have access to the power of the world mind of Xander that grants them power;" The source of the Nova Corps power is called the Nova Force which is an unlimited energy generated by a living computer called the Xandarian Worldmind. The Nova Corps police the known universe, under the directive of the Pans World Treaty."
The Return of the Nova Corps  goes over the history, structure, ranks,  major player NPC's, equipment, Xander homeworld and one of the iconic corps villains. All in all it's a solid overview of the Nova corps an organization that been destoryed three times and reformed. 
































The Return of the Nova corps book is a solid overview of the organization & role that the Nova corps plays in the Marvel Super Heroes rpg game. We've used them in both DC and Marvel games as a back up to the Green Lanterns especially after some of the drama with the lanterns. And the corps have appeared in our current Ascendant Rpg campaign with one of our number being loosely connected to the corps. 
The Return of the Nova Corps is a solid entry to the New Marvel Philes with smooth layout, good fonts, and really well done background on the Nova corps. 



The Return of the Nova Corps gives the DM everything he needs to add in a PC hero whose a member of the Nova corps to his or her party of heroes. There's tons of background, history, etc. on the Nova corps and all of it's very well done by the Marvel Super Heroes RPG: The Unofficial Canon Project.



Something Wretched This Way Comes - Wretched Darkness 1st Edition Rpg Solo Role Playing Session Report 2 - Webs & Spectres

 So last night I had another opportunity to do a bit of solo Wretched Darkness rpg action with my magus PC Clive King. And I headed back to my appartment for some needed rest after staking the vampires last session. 

 



I knew I ws going to encounter something nasty after working on the random encounter tables in Wretched Darkness second edition. Yes I'm using both editions to run Something Wretched This Way Comes. the Red Room has updated and upgraded. So getting back to the appartment was uneventful but once I was there the door was unlocked. Cautiously entering the room the appartment appeared to be empty. It wasn't! 
There was incubus in there that had taken the form of a giant spider. Combat proceeded and there were lots of shots fired.  I ended up setting the place on fire and with some very lucky rolls electrocuting the horror with a main line! And I haven't even found the missing kids except for the graves last time. I had to leave the area before the authorities arrived. 

So dodging traffic & my PC reached his warehouse bolt hole. And I managed to recharge my rituals and ammo. After of course a goodnight's sleep.  I had two more days before the demonic circuis slips away. And I had very little to go on. Two attacks but no evidence for my clients. 
   So I decided to buckle down and do a bit of reconnisance with crystal ball into the astral. A few rolls and a ritual later I was in the field just outside of the circuis. And there were guardian Hellhounds just outside of the property. But the circus wasn't what I was interested in. It was the shallow graves in the Potter's field just outside. 
I had a white candle burning to keep me anchored to my PC's body. And examining the bodies I was grabbed by one of the victim's ghosts! The thing demanded vengence. I had to end there because of several family commitments but that ghost has a tale to tell! 
There are five things that I've learnt with Wretched Darkness solo adventures: 

  1. The random tables are there for a reason in Wretched Darkness especially second edition.
  2. Monsters are exceeding deadly in this horror game in Wretched Darkness 
  3. Solo adventuring takes some very loose dedication 
  4. Monsters can think and the dice reflects this. 
  5. Death is going to come swiftly if you as the player are not careful. And have a few backup PC's. 

Tuesday, October 17, 2023

The Wastes Hostile's Colony Earth Using Other 2d6 Resources To Fill in The Blanks

 So if we start deeply looking into Earth from Zozer Games it gets more and more screwed up. If there's a word in terms of Cyperpunk style Hostile Earth then it's balkanization. The Earth is a patchwork of corporate holdings and wastelands that you wouldn't want to cross. Withe amount of clones, replicants, and androids that are going renagade on Earth perhaps we should look into Moontoad Punblishing's Bounty Hunter's Handbook as a viable alternative for guidelines controlling these bounties. 



 So this brings up the fact that several of the drug cartels portrayed within Hostile's Earth rpg setting are able to field small armies. And the only thing that could possibly measure up to them are corporations which have armies of thier own. 
And this brings up the fact that these lawless  areas could be far more common then the averager person thinks especially given the number of 'dustbowl areas'. And it brings up the point  of why are so many andys and bioroids fleeing to Earth. 
The only answer comes from popular culture because they want more life. 
Androids and proles are an intricate part of the newer system of A.I. slavery. Which means that these androids are also going to be a new commodity to be exploited. 
And for those pushed to the edge or fringe such as gangs, and syndicates these androids are going to be an opportunity for profit. What types of gangs?! The scum of the Earth and these might be represented by warriors and cutthroats straight outta of Barbaric 2nd edition.  A few generations out in the wastelands with no heat, electricity, and basics subject to the weird radiations out there. 





















 Things could get pretty close to AD2000's Cursed Earth quite easily and plus you don't have corporate papers or ID?! Things might get close to Mad Max in the wastelands quite easily. And there are whispers of flying saucers or worse out in the wastes. And these places have become the new fringe realms. Places your PC might not come back from at at all. 
The Wastes are not to be trifled with from weather to full on horrors from beyond. T
here's plenty of room for lots of things to happen within a Hostile campaign to take the wings right out from a party. 

Adding in The 2d6 Details into Hostile's Colony Earth Using Other 2d6 Resources

 When it comes to Cepheus Engine and we're going Earth side it's important to remember if and when you as a DM have established a previous adventure hook. And in this case it's the fact that Earth has within our games a precident for Mutant stains of artifically created humans. This goes back to June of this past year when the PC's visited several failed colonies established back in the Second Recession. For this we used Gamma World 2nd edition and several Michael Brown's Cepheus Engine. As well as classic Traveller Supplements  because Hostile Earth isn't a friendly place. 
Now let's go back to Dragon magazine issue 109 May 1986 which contains in the Ares section  'The Double Helix Connection  Mutants In Traveller Gaming  " By Michael Brown. We've got artificial mutant breeds that have been produced on Earth to help with the ecological collapse. These are self sustaining breeds of mankind. 

The secomd part of this is Michael Brown's Afterday which has the tools that we'll need for some of the abandoned cities of Earth. This includes random encounters, adventure hooks, and more. 
Afterday has some really useful tools within it's kit to really bring out the details of mutated Earth and it's totally nasty environs. 
These cities and thier locations especially around areas with malfunctioning Hyperspacial drives are going to completely alien and imicial to human life. The possible creatures in those ares could well be horrors that mankind hasn't encountered before. The fact is that Colony Earth offers both Cyberpunk and post apoclapytic play in one package. 

Afterday has a great 2d6 blend into itself to help to blow out some of Hostile Earth's details. 





















 In stark contrast is the glitz and glamour of most of the major corporate run cities and thier own shadow cities. And here's where New World: 2d6 Adventures in a Cyberpunk America come into play. Now I've heard some folks complain that the timeline in New World is too 'woke' and that's easy enough to change. The rules and corporations are excellent for adding yet another layer to your game campaign especially on Earth. 






















New World is especially useful for adding another layer to a DM using Zaibatsu rpg as a sub set of rules to expand thier Earth game campaign. The equipment, rules, options etc. all help and it also fits very nicely into the Clement Sector as well.