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5 star adventure, but PDF is missing art, p. 21, 27, 31, 42, 45, 47, 50, 52, 54, 56, 57, 59, 60, 61, 63, 82, 87, 89-95. Thus a 2 star rating that will hopefully get the issue fixed.
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Owned the Hub Rules for many many years, it served me well and I got a lot of enjoyment out of it where other post-apoc titles always fell short for one reason or another. The Mutant Epoch/Outlands System is extremely robust and easy to use while remaining very hackable for homebrew. The expansion just builds on top of everything that the base rules did right for me. Everyone talks about the art, which yes is fantastic but you already knew that from the Hub Rules. What are you doing here if you don't already have the Hub Rules? I do think the art is an important factor, it really goes the whole way for the tone and feel for the setting. which of course you can dial one way or the other for your own table. Personally it brings me back to when my dad handed off his old AD&D books to me as a kid, the whole feel of it is really unique and puts my mind in a different creative mode that just kinda feels like home to me.
The star of the show is most definitely the additional character types and generation rules, so much stuff to work with and pull inspiration from it's like having your own monster generator supplement book on top of everything else it provides. But that isn't to say the rest of the material is lacking, it's certainly not and there's oodles of new toys to play with from equipment to expanded combat options. Between the Hub Rules and the Expansion Ruleset it's the most comprehensive set of post-apocalyptic rules I've seen and it covers just about everything you could imagine that might come up at the table, without feeling discordant, out of place, or having that "everything and the kitchen sink" kind of afterthought feeling.
Building your own guns, dealing with dismemberment and grievous injuries, jury-rigged cyborgs, a fun jaunt in extra-dimensional shenanigans, it even has a dedicated section for dealing with augmented reality that really pairs well with the Digital Beings character type added in this book. I do love me some Digital Beings. It's well worth it if you already own The Mutant Epoch and I sincerely recommend it with how jam-packed of awesome stuff it is. Microwave guns on a vat-brained psychic spider is all I gotta say.
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More TME goodness! As it says most of these creatures are available for free via PWYW PDFs including some of my favorites like the weed demon, spider-sister and Pheedlot. However the handful of new creatures are very solid, I particularly like the gargantua-bison (there's rules for making them armored assault towers), muto-colossus (Titanic misshapen giants) & the flyoid (a hive culture of fly mutants that could make for an excellent faction or regional threat). All of these creatures are also present in the back of the book in an extensive terrain based encounter table, which is always nice.
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An excellent bestiary to really surprise & horrify. I also really appreciate the massive environment based encounter tables in the back for all the creatures & how to use them in conjunction the the hub rules encounter tables.
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I would like to give the book a good rating, but all the 5-star reviews don't allow it. This is not a book that deserves 5 stars. Quantity is not quality, the author's motivation and the illustrations are not a statement about the quality of the game. Mr. McAusland has my full admiration for this mammoth project for the work he has put into it.
The first day this book was published it already had 5-star ratings. No one can tell me that people have already read and analyzed the 500+ page book.
I played the Dog Daze adventure with characters from the book and the game balance was random.
And some things are really questionable. I wonder if this is a fetish of Mr. McAusland's, but females are more often than average whores (I mean he do not even call them prostitutes). Also the essay about the appearance value is so pseudo-scientific. If in your world the Twi'leks are the most beautiful beings in the galaxy, all well and good, but just leave it alone with the pseudo-scientific gobbledygookI.
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Finally got the Plant mutants and they are awesome. So many new options for players and tons of goodies for GMs. William MacAusland shows his love again with over a thousand pieces of awesome art. Was absolutely worth the wait.
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Unfortunately, I cannot understand the extremely positive reviews, because ths game is badly designed. I has all the attributes of a game made in the late 70' or early 80'. You play a dungeon-delving murder hobo and the GM tries to kill the PC's with lot of random tables.
First of all, the rules are a copy of Gamma World 3ed. I did a translation in my native language and the similarities are obvious. Which in itself is not bad. GW had these from Marvel Superheroes and these were solid, but never met with enthuisam. Mr. McAusland took these and added his house rules. Which meant Grim Dark, Mad Max and more sex. The game features typical male sexual fantasies and fetishes, which becomes even more apparent in the expansions.
This is a matter of taste, but what is bad is that he modified these rules for the worse. The core of the rules in GW3 is the Action Table and in ME the Hazard Table. Only the progressions are strange in the Hazard Table. If you plot them on a graph, you see strange jumps. If you want to see a better variant, I had posted several in the forum.
Furthermore, the rules are not intuitive. As in GW3 skills and talents were an afterthougt. But they are essential. A lot of things are not decided directly by the attributes but a mixture of them divided to get an average or something completly different with it own table. It often takes one, two or more intermediate steps to get to a result. For example, the table mentioned above: an attribute, or two, is converted into a character and then the table is consulted. In the GW3 version, the attribute is thrown directly onto the table. I can see what my probabilities look like right away.
Also one of the annoying things is what I would call “fake” realism. For example: The movement rate is specified with 2 digits after the decimal point and is not uniform. This makes it seem more real, but is completely superfluous and a hindrance in the game. If a character only moves 2.75m forward and the opponent is 10.35m away, then have fun doing the math. Especially if everyone has some kind of crooked values. A battlemap is also pointless in this case.
Then there are the character creation rules. Probably what appeals to most people. There are a number of problems with these, and I don't mean the game starting as a slave whore. There is a fundamental assumption that if the player starts with bad values and can't handle it, it is a player problem, along the lines of ”if they are too strong, you are too weak". Especially when creating a character, the player notices that they can make decisions, but that the system negates them. And that is a theme that runs throughout. Many will not notice it because they play the system solo and in a solo game, random results are expected to determine the direction.
Sadly, I can only say that the playability – and I played it with several groups of very different players – delivers an okay result at best.
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Lavishly and lovingly illustrated with wild mutations and scifi tech. This isn’t just the second half of the core “hub” rules this is a massive expansion that complements the original book superbly. If you have any interest in Gamma World style post apoc RPGs you’ll love this book. The mutant plant chapter is a favorite of mine, the most detailed and creative I’ve seen. Truly worth the wait. Full Disclosure: I contributed writing and ideas to this book.
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The core rule book was a master class in rpg design and here we are with a part 2 that’s just as good
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Calling this an expansion book is underselling what this product is. It is far more expansive than I had originally thought. This thing is packed to the brim and the art is incredible -- what you'd come to expect from Outland Arts/William McAusland. I've been waiting for this book for years and am not disappointed in the least. Upon receiving the e-mail of its release, I had purchased it within 26 minutes. Well worth the purchase.
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Outstanding. The best post-apocalyptic rpg just got even better. The new material also makes it even easier to use the system for other similar genres, like sci-fi horror or superheroes etc…just limit the character types to what fits, a quick tweak here and there and you’re good. Great stuff, not to mention a visual feast…so many cool illustrations! Really looking forward to the possibility of a fantasy version of the system too (it’s been mentioned as a thing that could happen).
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The Mutant Epoch RPG Expansion Rules sound amazing! It opens up many possibilities for character customization and fun, unpredictable scenarios.
Bravo! Bravo!
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Tras años esperando está expansión puedo decir que merece la pena y mucho. Casi duplica en cantidad al manual básico con sus 530 páginas. Un montón de material adicional reglas y equipo. El único aspecto negativo es que no han incluido las reglas para fuego automático contra varios objetivos cuando han añadido la regla de Fuego de supresión.
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This book is essential for fans of The Mutant Epoch & valuable as inspirational material for any post apocalyptic RPG. Its a tome of over 500 page of heavily illustrated apocalyptic weirdness. personal highlights for me are the 13 new character types. more than just new toys for players I see them being amazing for new NPC's! there is a lot you can do with body stealing parasites and golden age digital beings or quack doctors improvising cybernetics made of junk.
Then there's the expanded mutations and a cyborg/robotic modules, again if players can roll them then you can slap them on NPC's or monsters also.
I'm also digging the new outfitting and optional rules, overall there's a lot I'm going to incorporate into my games from here.
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The Mutant Epoch is a labour of love, and that shows through in every product of the game line; and in this, the RPG's most ambitious book to date, it is more evident than it has ever been.
This expansion book has been a long time coming, but proves to be wholly worth the wait. Packed with new options for players and GM alike, it helps expand further on an already expansive setting, and helps to solidify The Mutant Epoch as not only one of the best post-apocalyptic games, but as one of the best RPGs, period.
If you're on the fence about this product, I heartily encourage you to take the plunge and buy it. The book will undoubtedly make you happy that you did.
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