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Mutations Mutable
Publisher: Violent Media
by Matt H. [Verified Purchaser]
Date Added: 10/19/2014 19:50:58

Mutations (especially randomly assigned ones) are a guilty pleasure of mine. In explanation, I can point a finger at 1st Ed Gamma World. Although I played and loved Moldvay's Basic Set first, I totally fell for James Ward's post-apocalyptic game, its random character generation rules, its wild esoteric charts and of course, the mutations. Played RAW, there is no way to min/max a classic Gamma World character. And, for the most part, the same goes for classic D&D as well. Good and bad, you deal with the whims of the dice. If this anything-goes, the-weirder-the-better outlook describes you and your players, this product could be perfect for you.

Violent Media's Mutations Mutable by Edward Lockhart is a list of mutations applicable for use in old school fantasy games. It would work just as well in other era old school games — sci fi, pulp adventure, revolutionary war tales, you name it. (I would suggest it would be too limited a list of mutations to base an entire post-apoc campaign around, but that's what Mutant Future is for.) This list adds some odd, creepy flavor to the game via a spell or magic item. (The 10-page PDF has 1 new spell, "Creation Unbounded", and 3 new magic items that serve as ways to introduce other-worldly mutations to your players or NPCs.) The PDF suggests a few ways (via both analog and digital methods) to randomly access the 30 mutations listed inside. After you roll for a mutation, and read a short explanation for it, you are asked to roll another 1d6 to find more information concerning the severity of the mutation. Lots of cool mutations, and lots of granularity in application.

The content of the PDF product is great. I have no negative comments on the content whatsoever. In the interest of positive criticism, I can only pick out a few things that could be improved, and most of them are design-related. (I am a graphic designer by trade, and a bit of a type nerd, so bear that in mind.) The PDF has a DIY feel that lacks any real design aesthetic. It looks like it was put together in Word with little consideration for font choice. I can forgive the wonky glow effects applied to the type on the cover of the PDF. But when it's applied to the headlines of the page titles, it just looks bad -- like the titles are blurry. The PDF contains just a few graphics (one of which is indecipherable). At least the rainbow/spectrum graphic on the last page ties into one of the new magic items -- or else I'd be whining about that, too. (In my opinion, layout and design just doesn't matter too much in the world of small press RPG products. Especially when it comes to OSR-related products, aping '80's era TSR layout is considered a design goal. Usability concepts and access to graphic design tools have come along way since then. Therefore the design issues I've called out above might not matter to the users interested in this product. If you are sensitive to the power of good graphic design setting a work apart from its competitors, look elsewhere. If design matters to you, be forewarned. Design snobs unite! Tonight we ride... oops, sorry, got carried away.)

One small complaint concerning usability, as well. Each of the 5 most important pages of the document — the mutation lists — start each entry with an asterisk and continue with the mutation's title and description, followed in most cases by a few results (based on the aforementioned d6 roll). The asterisks are not nearly as helpful as numbering the entries would have been. Analog-randomizing methods be damned, I wish a simple 1 though 6 were printed at the start of each entry.

But the lackluster design and sole usability complaint aside, this product is a ton of fun for the price. I will make use of it at my table, and that's the highest praise of all. I love the idea of a DM/GM/Judge/referee/etc. slapping a few of these mutations on the next wizard in the party who plays with something they shouldn't. And I love players who are cool running with the radiated hand (or slug-like tongue, as it were) they were dealt, and role-playing the hell out of it. What could be better — a cheap RPG product that makes the game we love even more fun. Here's to more not-so-vanilla fantasy products from talented small press creators like Mr Lockhart.

Down & dirty: 30 super-fun and creative mutations to share with the old school players you love, wrapped in a visually unappealing package Format: 10-page, 8.5' x 11" 4-color PDF Price: $1 Verdict: Buy it now



Rating:
[4 of 5 Stars!]
Mutations Mutable
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Old School Hack
Publisher: Kirin Robinson
by Matt H. [Verified Purchaser]
Date Added: 11/20/2011 09:45:05

This is one great product, albeit a "beta" version. The authors/designers obviously know what attracts the OSR player to this type of game. The pdf is a quick, enjoyable read; and to those of us with less time to game than we'd like, this is appreciated. I mention the designer(s) above purposefully. While the writing is simultaneously reverential and snappy, what really stands out in the pdf version is the design. Understated, printer-friendly, but very engaging. This document is lifted up by the layout, typography, and icons which help explain the flow of the game. Very well done.

If I have anything negative to say, it's based solely on personal preference: I'm not a fan of races as classes. In this game (similar to Basic D&D), humans can choose different classes/professions, but the demi-human races cannot. A human can be a fighter but an elf is just an elf, for example. (Bonus points for making goblins a playable race, though. That is a fun addition.)

Overall, awesome work. Can't wait to see the final version of this game.



Rating:
[5 of 5 Stars!]
Old School Hack
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