Orginally Posted here: [https://theotherside.timsbrannan.com/](https://theotherside- .timsbrannan.com/)
I reviewed 1st Edition Gamma World which got me thinking about Mutant Future. I was surprised to discover I had written a review for Mutant Future. Well, today seems like a good time to do that. This review will cover the PDF and the POD versions from DriveThruRPG.
**Mutant Future (2010)**
Not to start with, Mutant Future is not really a Retro-clone, near clone, or anything like that. The closest game it is like is Gamma World. Set in a post-apocalyptic world, Gamma World has its roots in the dawn of the RPG age and D&D in particular. Filled with mutant animals, plants, and humans of all sorts.
While Gamma World has its own near-D&D system it is not 100% compatible. Maybe 95%. Mutant Future doesn't have that issue. It is the exact same rules as its sister game Labyrinth Lord. Plus Mutant Future is not trying to emulate Gamma World exactly. Mutant Future then is a ...
Originally posted here: [https://theotherside.timsbrannan.com/](https://theotherside- .timsbrannan.com/)
There is an important piece of my 40+ years of D&D anniversary that I have neglected and I thought I must rectify that as soon as I can.
1981 was a banner year for D&D. I FINALLY got my real copy of the game, the Moldvay D&D Basic Set which I have talked about ad nauseam here for years. Within that "Gateway to Adventure" catalog there was another game that I knew a little about and would also soon be part of my ever-growing desire for a good sci-fi game. That game was TSR's own Gamma World.
Over the next few years, I'd spend time with this game and other editions of it, but it was this first edition that really grabbed me like no other.
I am going to review Gamma World here and talk a little about what I did with it and what I will do in the future. For this, I am considering my original Gamma World book (the box and dice are long gone), the P...
Up front I have to say that I have not yet run this, but I had to come & give a review just based on the design & layout. The way that the various pieces all interconnect, the suggested hooks into the adventure from every location in the town, the way the rumors are designed to lead in further the story are all so well thought out that it seems amazing to me that this isn't the standard in how cities & adventures are designed for TTRPGs.
Then, the actual dungeon bit. There's a key with a brief outline telling you what is in each room right at the begining so I have an overview of the whole place in one location easily available for reference. Under each room clear descriptions, with various options well deliniated and highlighted so I don't have to dig through a wall of text to figure out what is going on.
Click the 'full preview' above and you will get a better idea of just how well done this is than any review I could write will give you.
I am ...
Angel's Citadel has reviewed Worlds Without Number. Go check it out here: https://angelscitadel.com/2021/05/07/review-worlds-without-n- umber/
TL;DR - Highly recommend if you are a fan of fantasy and are looking for a toolbox to help your own game or a solid original world offering with a simple roleplaying system suitable for a sandbox game.
After 950+ purchases, I believe this is the first time I've written a review for any product. It is my hope that this fact alone will inspire you to pick up a copy of this sublime title. While the author readily admits that TMFRPG was originally derived from the original version of D&D, and later updated to Swords & Wizardry, the content is fresh. Mr. Conley does an exquiste job of taking the rules we know and tweaking them just enough that the reader invariably will nod along and say "That's cool". At least I did.
While it is not my style to go into great detail about why I love this book so much, I will say the hidden gem within the pages has got to be the section entitled "Scraps from the Attic". As Rob explains at the beginning of the section:
"This chapter is a basic overview of how I designed these mechanics to remain consistent with Swords & Wizardy and the classic editions, along with the tools I used to come up with new rulin...
The Magus Subclasses have so much variety and potential. You could play a game with an entire party of magus and it wouldn't get one-note. i already have a Magus character made, and after showing one of my players the Magus PDF, they instantly decided on the Astromancy subclass and i'm planning to give them a class-changing scene in a few sessions.
There are a few minor grammatical errors, but nothing that stops you from understanding the material. I appreciate the Laidlaw brand and hope i get the chance to win/purchase more homebrewed goodness soon....
Often overlooked because it came at the tail end of 2E, this is simply one of the best dungeon adventures that TSR/WotC ever published. It makes sense. It has mystery. It has great locations. It's a reminder of just how good Bruce Cordell used to be at designing adventures. Buy it.
This is a great add-on for both solo gaming (as advertised) and a GM needing some prompts for improv during a game session. Using existing Savage Worlds mechanics for the Oracles makes sense and is easier to integrate into a session than trying to load a meta-system on top of what SW does. I think it is totally worth the few dollars asked.
This looks like a fun little introductory adventure that should also be suitable for beginning players if player characters (cf. [Dogs of Hades: Characters](https://www.drivethrurpg.com/product/124062/Dogs- -of-Hades-Characters?manufacturers_id=112)) are provided. The GM should probably have some experience — there is quite a bit left to improvise.
Wow! This book is packed with detail that helped me understand FATE better. Plenty of examples and narrative guidance as well. The layout and graphics may not be the best you've ever seen, but the 340+ pages here are extremely generous with more than everything you'd need to play.
The broader genre information and history (Ch. 11--The Years) is generically useful as well. It could benefit any spy or cold war game you want to run.
Pre-gens galore, many of them resembling personalities you already know. I love the illustration for Number 8 on page 248!
There are gobs of stunts to pick from too, from "Army of One" to "Minions" to "Prototype Vehicle" and "Sceptic's Ear"...oh and Strange Stunts, like "Astral Travel" and "Psychokinesis"..."Super Speed"..."Super Strength"...basically this game is ALSO A SUPERS GAME if you want it to be, you read that right. It's fun to read about the stun...