Thursday, September 18, 2014

Review and Commentary on Wisdom from the Wastelands Issue #42: Unique Superscience Artifacts II From Skirmisher Publishing

Grab it Right

Issue# 42 of Wisdom From The Wastelands is a favorite of mine, the Skirmisher Publishing crew does a great job with this issue because its all about those set pieces of the wasteland, those super science items and locations that form one of the backbones of adventuring in post apocalyptic enviorments. But that's not the only thing in this issue.
According to the Drivethru blurb:
Excalibur. Mjolnir. Aegis. The Millennium Falcon. The Eiffel Tower. A red shirt. A sonic screwdriver. The Horn of Roland. The Spear of Destiny. Whether from myth, history, fiction, fantasy, or actual real life, weapons and armor, personal objects, vehicles and buildings all can become iconic, even legendary and use such advanced technology that they appear to be magical. Wisdom from the Wastelands’ first installment on superscience artifacts introduced the idea of creating these unique and amazing devices and this time around some of the artifacts get a little bigger and maybe even a little weirder
 The guys over at Skirmisher know their material and really give some bang for the buck in this issue. I love Joe's Diner/Hell's Kitchen in this issue and the artifact of mutating healing gel is devilish and nasty.
The mining staff and rig would make an excellent addition to my Mutant Epoch rpg campaign and one that's going to be added much to my PC's bit of horror.

Wastelands Issue #42: Unique Superscience Artifacts II 
For Your Old School Post Apocalyptic Campaigns


This is one of those issues of Wisdom with lots of crossover potential for your old school games especially Labryth Lord and your OD&D retroclone campaigns. Super science set pieces were always the focus of a certain Saturday morning cartoon barbarian and his companions. This issue fits the bill with some of the articles making it quite easy to add them into a Mutant Future/D&D style campaign. There's some fantastic guide lines in this issue for using the provided super science items and creating your own. The Skirmisher crew does a very nice job of balancing out these tricky post apocalyptic rpg elements for your own games.
The other unique aspect of this issue is that many of the artifacts in this one make excellent treasures for adventures. Low and higher level artifacts with one shot or more uses that won't up set a campaign's ideals or balance. These could even be brought into a game such as Astonishing Swordsmen and Sorcerers of Hyperborea as additional loot. 
Many of the super science set pieces and locations could with some shoe horning be used in a space based game. 
All in all this one is one of my favorite issues to use and pull from when out lining an old school adventure & one with a great set of artifacts to play with the PC's post apocalyptic perceptions and preconceived notions of artifacts.
Not a bad issue of Wisdom From The Wastelands, 

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