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.
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.
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.
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