I'm a big fan of the Micro Chapbook games. I really like the versatility and variety that the author has come up with. This new, separate iteration is a departure, both in theme and mechanics, but it all works excellently to create an engaging new game.
The basic Micro Chapbook system is a 1d6 'roll under your attribute' mechanic. Micro Mutants gives an effective range of 3-11 for stats, and uses a d12 to make attribute checks. Races are replaced with Mutations, each of which gives various abilities the character can make use of. More can be acquired, but if your Infection level rises too high, you become a blob of mutated goo. Equipment is very thematic of the 1980s post-apoc setting, including the ability to break down the random things you find into 'Junk'. This is the basic resource that you use to craft any items that you can't find, although they won't be quite as good as items found by rolling on the charts. You can even create unique items by combining 2 or 3 basic items. I'm looking for a spiked wristband to go with my extension cord, then I'm making me a spiked whip!
Instead of separate dungeons, your character explores an old mall, with each run starting in your home base, the Food Court. There are many different types of shops, each with their own search tables and mix of items you can find. Every room defeated, however, brings you closer to the Boss of that run. Like in previous games, each room has a randomly generated type, size, and monster content, although this game, being almost 90 pages long, has quite a bit more of each element.
Its self-contained, massively replayable, and best of all- fun. There are a couple of typos here and there, but nothing so egregious that it affects the gameplay. Overall, an excellent choice for solo gameplay, with the ever-present GM option given at the end. Worth it.
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