If there's a recent old school game that I feel hasn't gotten the attention it deserves, it's Mutant Future from Goblinoid Games. I personally think that's a shame, because, while it is a very good retro-clone for playing Gamma World, it's actually much more expansive than that. The combination of its compatibility with Labyrinth Lord and its lack of a specific setting makes Mutant Future a good foundation on which to build a variety of gonzo science fantasy campaigns. Ironically, those two qualities may also partly explain why the game hasn't received the love I think it ought to have received, which is why I've thought for a while now that what Mutant Future needed was a solid campaign supplement to show off its possibilities.
Apparently, Charles Rice had similar thoughts and decided to do something about it by producing Nuclear Sunset: The Southwest, the first installment in a gonzo post-apocalyptic setting that takes its esthetic cues from Westerns, but whose content shows a mix of influences, including UFOlogy. I'll admit that I was quite prepared to dislike Nuclear Sunset: The Southwest. Being a big fan of Westerns, I tend to be more than a little snobby about the way the genre is so often misused and caricatured, especially in crossovers with other genres. And while a post-apocalyptic setting is a very good fit for Western themes and esthetics, I was nevertheless apprehensive. I've seen too many poorly executed Western-influenced creations not to assume the worst.
For the most part, my apprehension was baseless. Nuclear Sunset: The Southwest is a well done little setting, described in a 24-page PDF and selling for $1.99. One of its best qualities is that it takes itself seriously without being self-serious. That is, this isn't a silly setting, with mutant horses acting as lawmen or anything like that, but it's also not a setting that's so straitlaced that a funky mutant animal or plant character is an impossibility. Silliness is a big danger in post-apocalyptic settings, especially those that adopt a 50s B-movie approach to mutation as Mutant Future (and Gamma World) does. On the other hand, a big part of the fun of games like Mutant Future are the wildly improbable mutants. There's thus a fine line between inadvertently straying into parody and bleeding all the fun out a post-apocalyptic RPG setting -- a line that I think Nuclear Sunset: The Southwest walks pretty well.
This supplement details an area of indeterminate size situated in the southwest of the former United States. I say "indeterminate" because its single map doesn't include a scale, though any familiar with the region should quickly recognize its major locales: Rhino (Reno), Salt Lick (Salt Lake City), Tusk (Tucson), Vega (Las Vegas), etc. The lack of a scale isn't a deal-breaker by any means, especially when one can easily consult a real world map to determine how far Reno is from Salt Lake City, but it is an annoyance. Fortunately, there's a lot of clever and inspiring ideas in Nuclear Sunset: The Southwest to make up for this oversight, chief among them being the implication that extraterrestrials from Groom Lake/Area 51 are present in the post-apocalyptic world, now freed from the oversight of the defunct US government and engaged in mysterious activities throughout the Southwest.
Of course, the aliens present only one possible source of conflict in the setting. In addition to the struggles between various settlements, there's the rising power of New Aztekia, led by the Lord of the Sun, not to mention several power groups independent of any settlement. There's Hell's Heart, a coalition of criminal gangs; the Nightgliders, who seek the power of man-made flight; the 88th, a collection of human and android soldiers seeking to rebuild America; the Marshals, itinerant self-appointed keepers of law and order; and Uforia, which seeks contact with the aforementioned aliens. Throughout Rice peppers the supplement with adventure hooks and off-handed references to people, places, and events intended to serve as inspiration to the referee in making the Southwest his own setting.
Nuclear Sunset: The Southwest is written in clear, occasionally evocative language, though not without typos and editorial errors. It includes both black and white and color art throughout. I could have done without the colored backgrounds on each page, since they sometimes made the text harder to read. Much like Blackmarsh, Nuclear Sunset: The Southwest is more of a sketch of a setting than something more complete. Whether one views that as is a virtue or a flaw depends on what one expects out of a setting supplement. I myself was largely happy with its level of detail, though I will admit that I was disappointed that some aspects of the implied setting -- New Aztekia, for example -- get very little detail. Likewise, this product is almost entirely stat-less, which no doubt broadens its utility to players of other post-apocalyptic games, but it does somewhat call into question its being touted as a Mutant Future supplement.
In the end, I like Nuclear Sunset: The Southwest; there's the germ of a fun setting in here. I just wanted more, even if, at $1.99, it's actually quite a bargain. Perhaps Charles Rice will return to the Nuclear Sunset setting and produce additional products that offer some of the details I wished had been included in this one.
Presentation: 6 out of 10
Creativity: 7 out of 10
Utility: 6 out of 10
Buy This If: You're looking for a sketch of a setting to use as the basis for your own post-apocalyptic roleplaying game campaign.
Don't Buy This If: You have no interest either in post-apocalyptic settings or using someone else's setting for your own campaign.
Showing posts with label mutant future. Show all posts
Showing posts with label mutant future. Show all posts
Monday, November 21, 2011
REVIEW: Nuclear Sunset: The Southwest
Labels:
goblinoid games,
mutant future,
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Monday, May 16, 2011
A Mutant Future NPC
The young woman now called Usna knows nothing of her parentage, having spent her entire childhood and much of her adolescence in a subterranean complex run by a General Robotics Mediated Personnel System artificial intelligence. Mediated Personnel Systems could distribute their programs across multiple robotic shells, some of which were humaniform. In this particular case, one such shell looked like an aged pure human man, whom Usna dubbed "Gramps" as a child. For its part, Gramps referred to Usna simply as "Child 002" until, at the age of five, she insisted on her current name, which she had invented for herself after seeing it written on many walls throughout her underground home. Gramps complied with her wishes, as he had been programmed to take care of her, including instructing her about the World Before.
As she grew older and more knowledgeable, Gramps encouraged Usna to explore the surface of the world immediately around their complex. This she did happily, going on many such forays and acquiring numerous technological artifacts. Upon returning after an unusually long expedition, Usna discovered that mutant animals armed with advanced weaponry had breached the complex and irreparably destroyed Gramps. Rather than face the same fate, she fled to safety into the wilderness, using what she had learned to survive. Now, she explores the world, hoping to discover more both about its mysteries and her own origins, a topic about which Gramps had been extremely cagey.
Despite her experiences, Usna is extremely curious and bears no ill will toward mutants of any kind. She readily aids others she encounters, often sharing her extensive knowledge with them. Consequently, the PCs might well run into her in the course of their travels and she will prove a useful ally. Usna will take particular interest in anyone she feels might be able to help her in achieving her ultimate goal of rebuilding the World Before in all its glory -- a task Gramps assured her was her destiny.
Name: Una
Type: Pure Human
Alignment: Law
Level: 3
Hit Points: 61
Armor Class: 5
Strength: 13
Dexterity: 9
Constitution: 13
Intelligence: 16
Willpower: 11
Charisma: 13
Equipment: Ballistic Nylon Armor, Gauss Pistol, Gray Security Card, Light Sticks, Dagger, Backpack, Bedroll, Map Case, Rope, Grappling Hook, Spyglass, Waterskin, Firestarter Cube, Infra-Red Goggles, Canned Food.
As she grew older and more knowledgeable, Gramps encouraged Usna to explore the surface of the world immediately around their complex. This she did happily, going on many such forays and acquiring numerous technological artifacts. Upon returning after an unusually long expedition, Usna discovered that mutant animals armed with advanced weaponry had breached the complex and irreparably destroyed Gramps. Rather than face the same fate, she fled to safety into the wilderness, using what she had learned to survive. Now, she explores the world, hoping to discover more both about its mysteries and her own origins, a topic about which Gramps had been extremely cagey.
Despite her experiences, Usna is extremely curious and bears no ill will toward mutants of any kind. She readily aids others she encounters, often sharing her extensive knowledge with them. Consequently, the PCs might well run into her in the course of their travels and she will prove a useful ally. Usna will take particular interest in anyone she feels might be able to help her in achieving her ultimate goal of rebuilding the World Before in all its glory -- a task Gramps assured her was her destiny.
Name: Una
Type: Pure Human
Alignment: Law
Level: 3
Hit Points: 61
Armor Class: 5
Strength: 13
Dexterity: 9
Constitution: 13
Intelligence: 16
Willpower: 11
Charisma: 13
Equipment: Ballistic Nylon Armor, Gauss Pistol, Gray Security Card, Light Sticks, Dagger, Backpack, Bedroll, Map Case, Rope, Grappling Hook, Spyglass, Waterskin, Firestarter Cube, Infra-Red Goggles, Canned Food.
Sunday, May 1, 2011
May is for Gamma World
While I still plan to focus on a wide variety of old school games on this blog, as I always have, I've decided to devote a lot more of my attention during May to the science fantasy classic, Gamma World, and its near-clone Mutant Future. I'm going to kick off this month-long focus later today with a "Gamma World, Cover to Cover" series for the first edition of the game. I'll also occasionally chime in with examinations of other editions of the game (mostly second and third), with particular attention to the continuity and differences between these editions. There will also be discussions of Gamma World's predecessor, Metamorphosis Alpha, whose central premise I continue to think is one of the most interesting ones in science fiction gaming. Gamma World has always been one of my favorite RPGs, so I'm really looking forward to this opportunity to indulge myself over the coming month. I hope everyone will enjoy it as much as I expect to do so.
Labels:
gamma world,
mutant future,
news,
old school,
post-apocalyptic
Saturday, December 4, 2010
Mutant Future News
Over on his blog, Dan Proctor of Goblinoid Games has announced the imminent arrival of the revised edition of Mutant Future, which will include an all-new cover by Mark Allen, as well as lots of new interior art. Here's the cover:
Better still, Mutant Future will be available through traditional distribution, meaning you should be able to buy a copy through your local game store -- excellent news for an awesome game.
Better still, Mutant Future will be available through traditional distribution, meaning you should be able to buy a copy through your local game store -- excellent news for an awesome game.
Labels:
goblinoid games,
mutant future,
news,
other blogs,
other games,
post-apocalyptic,
proctor
Monday, July 12, 2010
My Friends are Awesome
Thanks to a player in my Dwimmermount campaign and to my partner at Rogue Games, I've got a goodly supply of Kamandi comics to keep me busy, with more on the way. You guys work fast!
If I suddenly start to post a lot about Mutant Future, you'll know why.
If I suddenly start to post a lot about Mutant Future, you'll know why.
Sunday, September 6, 2009
New Goblinoid Games Site
Goblinoid Games has a spiffy new website. I'm glad to see this, since lots of people have been asking me about Labyrinth Lord lately -- must be something in the air -- and it's good to be able to point to an honest-to-goodness website for more information.
From the looks of it, some terrific things are in the offing from Goblinoid. In addition to all their excellent products, there's now a "Labyrinth Lord Society" in the works, as well as a OGC library of LL-related content. I also noticed, with some pleasure, that Goblinoid is now taking submissions and paying for them -- a very good sign.
All in all, looks good things are happening for the publisher of Labyrinth Lord and Mutant Future.
From the looks of it, some terrific things are in the offing from Goblinoid. In addition to all their excellent products, there's now a "Labyrinth Lord Society" in the works, as well as a OGC library of LL-related content. I also noticed, with some pleasure, that Goblinoid is now taking submissions and paying for them -- a very good sign.
All in all, looks good things are happening for the publisher of Labyrinth Lord and Mutant Future.
Labels:
goblinoid games,
labyrinth lord,
mutant future,
news,
other blogs,
proctor
Thursday, September 3, 2009
Wheels from the Mutant Future
Tuesday, September 1, 2009
Mutant Scavengers of the Ruined Earth
Following in the footsteps of Nicolas Dessaux's Searchers of the Unknown, Kyrinn Eis has created her own minimalist RPG, the post-apocalyptic Mutant Scavengers of the Ruined Earth. Great stuff there for fans of Gamma World style science fantasy fun.
Thanks to Sean Wills for pointing it out to me.
Thanks to Sean Wills for pointing it out to me.
Labels:
gamma world,
mutant future,
old school,
other blogs
Monday, October 27, 2008
Mutant Future, Randomness, and Old School Games
For those of you who enjoy listening to gaming-related podcasts, Midnight's Lair recently released a special about old school gaming, with particular attention devoted to Goblinoid Games' Mutant Future.
Check it out!
Check it out!
Labels:
goblinoid games,
mutant future,
other blogs,
proctor
Wednesday, June 4, 2008
REVIEW: Mutant Future

Mutant Future, perhaps fittingly for a game that involves mutants, could be called the next step in the evolution of retro-clone roleplaying games. Written by Daniel Proctor and Ryan Denison, and published by Goblinoid Games, Mutant Future is not a "true" retro-clone such as Proctor's earlier Labyrinth Lord. That is, this game does not restate the rules of an earlier RPG through the use of the Open Game License, but is instead a wholly original game. That's not to say that Mutant Future isn't heavily inspired by Gamma World, particularly its 1983 second edition, because it clearly is. However, unlike D&D, no portion of Gamma World was ever released as Open Game Content, except insofar as Gamma World shared certain mechanical connections to D&D, from which its rules were partially derived. Consequently, even had Proctor and Denison wished to clone Gamma World in the way that Labyrinth Lord cloned the Moldvay/Cook Basic and Expert sets, they could not have done so legally. Thus was born Mutant Future.
Mutant Future is a complete old school science fantasy roleplaying game in 162 pages. The book is laid out cleanly and is well organized and easy to read. The book is nicely illustrated throughout with black and white line art, most of which is quite good and serves to convey the slightly gonzo tone of the post-apocalyptic science fantasy genre. The only piece I didn't especially care for was the cover illustration by Jason Braun, not because of the illustration itself, which is actually quite good, but because of the coloring, which makes it appear more cartoonish than it is. The illustration reappears in black and white form on the title page and I much prefer it there. The text is clear and well edited. I noticed very few misspellings, dropped words, or other such errors. This is a very well put together book and evidence that the gap between "amateur" and "professional," at least when it comes to gaming products, is narrowing with each passing year.
The rules of Mutant Future derive from Labyrinth Lord and I think this was a wise decision for numerous reason. Firstly, LL's rules are simple, straightforward, and well constructed. Mutant Future benefits immensely from being able to draw on the mechanical solidity of its predecessor. Secondly, this ensures compatibility between the two games and promotes cross-pollination. One of the characteristics of old school gaming is its willingness to blur the boundaries between genres. Mutant Future, like Gamma World before it, labels itself as a science fantasy RPG, not a science fiction one. In part, that's because its fanciful treatment of radiation and mutation wouldn't stand up to scientific scrutiny, but it's also because both games arise out of a long pulp tradition that treated fantasy as inherently post-apocalyptic. Howard's Hyborian Age, after all, exists in the wake of the fall of Atlantis. While Conan fights no mutants, the world he trod under his sandaled feet is thematically a close cousin to that of many post-apocalyptic settings. And of course the AD&D Dungeon Masters Guide famously included conversion rules for Gamma World, so there is plenty of precedent for mixing and matching between the two genres. With Mutant Future, conversions will be almost seamless, as there are far fewer differences between it and Labyrinth Lord than between Gamma World and D&D.
That said, Mutant Future does diverge from Labyrinth Lord in a few places, most notably in that it has no character classes (just like the early editions of Gamma World). Instead, players choose a race from one of five -- pure humans, mutant humans, mutant animals, mutant plants, and androids (of which there are three sub-varieties) -- each of which has their own characteristics, advantages, and disadvantages. There are six ability scores, as in Labyrinth Lord, but Wisdom is replaced by Willpower. Hit points are (largely) static, being based on Constitution (though CON can increase with experience for all races but androids). Oddly, Mutant Future includes a discussion of the threefold alignment system of Law, Chaos, and Neutrality, but I'm a bit baffled as to its purpose in the game, since it doesn't seem to serve either a thematic or mechanical purpose in the game.
Mutant characters begin the game with a random number of mutations, each of which is randomly determined from one of several tables. As in Gamma World of old, there are physical, mental, and plant mutations and many of these mutations are in fact drawbacks. As written, there is no attempt whatsoever to ensure that a character's mutations "balance out" in any way, meaning that some characters might, from a mechanical point of view, begin the game with either severe advantages or disadvantages over others. This is of course perfectly in keeping with the game's old school philosophy and it's likely that anyone picking up Mutant Future will see this as a feature rather than a bug. Likewise, my own experience playing the original Gamma World showed that mutational drawbacks were often at least as fun to have as purely advantageous mutations, since they tended to cause trouble for the characters and trouble is the stuff of good gaming.
The book includes exhaustive equipment lists, discussions of travel in the wilderness -- very important in post-apocalyptic games! -- guidelines for common physical actions and hiring mercenaries, and figuring out just how to operate and repair the recovered technological devices of the time before the End. These rules, like those in Labyrinth Lord, are not exhaustive, but rather suggestive. They provide the GM (here called the Mutant Lord) with solid examples from which he can extrapolate his own rulings and additions to the game. This approach nicely shows off the strengths of the old school philosophy. Also covered are combat (both physical and mental), saving throws, poison, radiation (including its ability to induce new mutations), and optional rules for ability checks. All of these rules and guidelines take up about 20 pages, a compactness I find refreshing.
Mutant Future also provides nearly 50 pages of monsters to face off against your post-holocaust adventurers -- approximately 100 mutants and other foul beasts. Because Gamma World's own bestiary is not Open Content, the vast majority of those presented here are entirely original. Some are familiar D&D monsters re-tasked for life in a science fantasy game. What's interesting is how easily many of these creatures make the transition, reminding us that the border between fantasy and science fantasy is truly an arbitrary one. The game also includes a huge number of ancient technological devices -- the "treasure" of this genre. Once again, these devices are mostly new, although they're all easily recognizable staples of post-apocalyptic gaming.
The book concludes with a remarkably good section dedicated to "Mutant Lord Lore," which is to say, GM advice. Although comparatively short, there's a lot of very solid advice packed into these pages about designing both a setting and the adventures that take place within it. Sample traps and other hazards are provided, in addition to a very short adventure locale. There's also a rough outline of a setting in the form of a hex-based wilderness map. Again, it's suggestive rather than exhaustive, but that's a good thing. The final section of Mutant Future includes conversion notes between its rules and Labyrinth Lord, pointing out problem areas and how to reconcile the slightly different mechanical approaches of the two games. As a younger man, I'd have balked at the inclusion of such a thing. Nowadays, though, I am glad for it, because I think genre bending is a key element of old school fantasy gaming.
All in all, Mutant Future is a very impressive game. I find it very inspiring and Daniel Proctor and Ryan Denison have given the old school community a huge gift with this product. Firstly, they have preserved not merely a genre that's not seen much play in recent years but also a style. Mutant Future is exuberantly gonzo. That's not to say that it's a "joke" RPG, because I am certain you could run a dramatically compelling campaign using these rules. However, Mutant Future is not a serious examination of the possible effects of a nuclear war on human civilization. It is a fantasy game that uses pseudo-scientific elements to set the stage. The game must be taken for what it is -- "a science fantasy game of mutants, ruins, and radiation," it calls itself. On those terms, it is a resounding success.
Secondly, I think the authors have done the old community a favor by pointing another path to revival. Because they had no choice but to create a wholly original game in the spirit of its predecessors, Proctor and Denison have, I think, given us a model of how new games in the old school tradition could be crafted. By my lights, I actually prefer Mutant Future to Labyrinth Lord because it is less strongly anchored in the specifics of its predecessor and thus has a chance to grow and evolve -- no pun intended -- in its own way, free from the baggage of the past. I think many people who aren't otherwise inclined to see the virtues of old school gaming might be willing to judge Mutant Future on its own terms rather than as an ape of an older game. Of course, Mutant Future would have been impossible without the foundation laid by Labyrinth Lord, both mechanically and conceptually. And so, while I think the approach taken by Mutant Future is one I'd prefer to see undertaken more often by old schoolers, it's not really and either/or situation. Instead, we have two sides of the same coin: innovation arising out of preservation -- a motto for the old school renaissance.
Mutant Future isn't perfect, but its flaws are so small as to be negligible. If you have any interest in finely and lovingly crafted games in the old school tradition, you owe to yourself to grab a copy of this game.
Final Score: 5 out of 5 polearms
Labels:
gamma world,
goblinoid games,
mutant future,
old school,
proctor,
retro-clones,
review
Monday, June 2, 2008
Mutant Future
Fans of the original Gamma World, rejoice! Today, Goblinoid Games released Mutant Future, a new post-apocalyptic roleplaying game based on the Labyrinth Lord RPG. Mutant Future is not a "true" retro-clone, in the sense that it does not restate a previously existing ruleset, in this case Gamma World, using Open Game Content. Instead, it's a "spiritual" successor to Gamma World, meaning that fans of the original should find a lot in it that harkens back to the good ol' days of post-apocalyptic gaming, even if the specifics are different.
I'll be posting a review of the game later this week, when time permits, but I'll say now that I think Mutant Future is well worth a look and a purchase. In many ways, it represents an excellent model for the kind of games I'd like to see the old school community produce, but I'll talk about just what I mean by that at greater length in the review itself.
I'll be posting a review of the game later this week, when time permits, but I'll say now that I think Mutant Future is well worth a look and a purchase. In many ways, it represents an excellent model for the kind of games I'd like to see the old school community produce, but I'll talk about just what I mean by that at greater length in the review itself.
Labels:
gamma world,
goblinoid games,
mutant future,
old school,
proctor,
retro-clones
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