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/tg/ - Traditional Games - New purchase hype thread!

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New purchase hype thread! Anonymous 06/12/14(Thu)13:12 UTC+1 No.32729994 Report

So, I finally got my hands on a copy of the Mutant relaunch starter box, and I can't even begin to describe how high my hype levels are that my favorite traditional gaming IP has returned. But since I don't want to be the pretentious hipster asshole who drones on and on about how cool an obscure game that's simply not accessible to a vast majority of people due to the language barrier, I figured I'd make this a collective hype thread instead. A place for people to post their latest /tg/ related purchases, maybe a few pictures, and talk briefly about it.

So what was your latest buy, fa/tg/uys?
Anonymous 06/12/14(Thu)13:14 UTC+1 No.32730008 Report


My main excitement for MUÅN is that not only is it crafted by the original designers but it also has contributions by all the major designers of different versions over the years (like Mutant 2 the cyberpunk one etc).

Also this year saw the relaunch of Mutant Chronicles Warzone meaning both major versions of Mutant are back simultaneously.
Anonymous 06/12/14(Thu)13:29 UTC+1 No.32730143 Report

I have to admit, the shit with the cards and the specialty dice and the markers kind of frightened me, and I half expected it to be a WHFRP 3rd edition deal where it's only half a roleplaying game, but now that I'm looking at the mechanics, it looks fine. Kind of a Don't Rest Your Head-ish vibe in that you can "push" dice pools with certain benefits and risks involved, gain points to use your mutations when you suffer a setback and the like. It's a bit simplified, but I like that they had the guts to step away from the BRP clone and do something different. We always have the old systems to fall back on if we want to.

The part I'm the most iffy on is the removal of the mutated animals and robots as playable characters. It's a lot more serious and less humorous (though not quite grimdark no fun allowed in the post-apocalypse). Then again, it adds a couple of cool archetypes (one of the classes is just The Mutant with the Dog, which is an obvious homage) and helps the game feel different rather than more of the same shit.

It's more STALKER, less Gamma World, though still somewhere in between those extremes.
Anonymous 06/12/14(Thu)14:21 UTC+1 No.32730610 Report

>removal of the mutated animals and robots as playable characters
Whaaaaaa?!? I thought that was the whole premise of the game.

Non-Nordic here, is this game a continuation of the old Mutant Underground Aardvaarks (spelling whatever) game?
SirFrog 06/12/14(Thu)14:25 UTC+1 No.32730653 Report

Uhm, yes and no, sort of not.

It seems to describe the initial years of after humanity left the bunkers (I think). The thing is that Swedish game designers have just discovered "grimdark", which means everything has to be sucky and awful and dark and "realistic".

Of course, being a Swedish RPG, it is obligatory that you must suck at everything at start.

Also, I've heard that ammo abstraction is really wonky.
Anonymous 06/12/14(Thu)14:35 UTC+1 No.32730772 Report

Basically, it's a reboot. While still having largely the same premise (it even shares the whole "red plague from space" thing with the last edition of Mutant, even if it tones it down), it's a lot more grounded and less wacky. The game now takes place relatively close to the apocalypse rather than centuries later, with the surviving people all being human mutants who are seemingly all sterile. Convinced the only way to ensure the survival of the human race is to find some sort of ancient technology, the survivors venture out into the irradiated wasteland to find the mythical ancient colony of Eden.

It has less of the zanier shit from some of the previous editions, so no comic relief 50s robots, no monsters that just exist to be a lame pun, and no mutated toads in top hats smoking cigars. Instead it's far more inspired by more modern post-apocalyptic works of fiction, with clear inspirations from STALKER, Metro, and various zombie franchises. The tone is slightly darker (even if there still are some puns and wacky misunderstandings involving ancient technology) and the general technology level has been changed from the industrial revolution-era with scavenged power armor and lasers, to a more current level of technology where the survivors scratch-build shit out of whatever they can find.

I guess I'd describe it as a modern re-imagining for a different time, sort of like what they did with Battlestar Galactica.
Anonymous 06/12/14(Thu)14:43 UTC+1 No.32730857 Report

>less of the zanier shit from some of the previous editions
Sounds much more boring and generic. There are millions of bog-standard post-apoc games like this out there.
Anonymous 06/12/14(Thu)14:43 UTC+1 No.32730858 Report

Mutant År Noll ("Mutant Year Zero") can be seen as either a reboot or a prequel, depending on your views. It explicitly takes place much earlier in the timeline than the previous two versions of Mutant which were set in post-Apoc Sweden (Mutant 1st edition from the 80's and Mutant Undergångens Arvtagare from the 00's). MUÅN takes place right after the great disaster, with the last survivors of the atomic war returning to the surface after sheltering in bunkers. Thus none of the social structure or economic or social powers of the previous editions have yet been established - in fact the creators of the game have said that they might do products which let the players actively participate in the foundations of those powers. We'll see.

But it is also in some ways a reboot to a more "serious" game style. There's considerably less whackiness than in the 1st ed, and even a bit less than in MUUA. The style is less joke-y and more serious survival.

We'll see how it holds up with future releases. The core box is promising enough, but it's a little bit cumbersome with some of the new card/dice mechanics IMO.
Anonymous 06/12/14(Thu)14:59 UTC+1 No.32731020 Report

Depends on your preferences, I guess. With the streamlined system, it's not like it would be hard to add the old shit in there. Having played through the "official" plotline campaign explaining the setting's secrets and shit in UA, I'm inclined to say a bit less crazy shit is sort of a breath of fresh air. It was pretty jarring to have a game where the things trying to kill you exist solely to make a cheap pun and there are wacky Orky cults of marauders who worship a steamroller then try its damnedest to go to a serious political plot involving moral decisions on the good of the many versus the rights of the few. Hell, there's that one plotline campaign where you have to stop the giant nuclear robot HOLGER from destroying all of civilization, which is complimented by zany Yakov Smirnoff Soviet-esque antics and fighting a hostile force of elephant Babarians (and no, that's not a typo, they're references to the French children's books).

Don't get me wrong, UA is a fantastic game, and I think I might prefer that setting, but a change in tone isn't necessarily bad. I'll run a few games and then decide how I feel about it. Worst case scenario, I design a few new classes and transport it into another setting. It's mostly mechanics anyway.
Anonymous 06/12/14(Thu)15:06 UTC+1 No.32731100 Report


Also, MUUA is pretty much done. There's a huge amount of setting books and adventures for it and hard to get more official material in before you hit retreads or quality just goes down. It's always good to let a project lie in fallow for a bit to avoid Dungeons & Dragons style supplement burnout (see 4e for a perfect example)
Anonymous 06/12/14(Thu)15:07 UTC+1 No.32731117 Report

Has the translation into English ever been completed?
Anonymous 06/12/14(Thu)15:16 UTC+1 No.32731206 Report

Not to mention the official campaigns more or less "solve" the setting. Of course you don't have to play them, but once you've unearthed most of the mysteries, it loses a lot of its appeal. It's why I dislike the Savage Worlds-style plotline campaigns that just explain the entire setting to the players. Like, that was really cool and a lot of fun where do I go from there? What can I possibly do with the setting now that my players know all about everything?

But like I said, I'll run MUÅN for a few months and see how it works out. I'm kind of excited about the Ark mechanics, as it makes my job as the GM much easier since adventures pretty much write themselves. There's a plague, go find a cure. There are new terrible beasties prowling around, go investigate. The generator's busted, go find spare parts. All this while still providing them with a sense of progression and importance.
Anonymous 06/12/14(Thu)15:20 UTC+1 No.32731258 Report

That was me, and no, it never was. I actually got about halfway when I lost it due to a computer meltdown.
Anonymous 06/12/14(Thu)15:21 UTC+1 No.32731271 Report


Nope. The guy doing it dropped it a long time ago and it's seen no prog since.

>Not to mention the official campaigns more or less "solve" the setting. Of course you don't have to play them, but once you've unearthed most of the mysteries, it loses a lot of its appeal.

Yeah this was pretty much what I was getting at. If you read the Järnringen supplements and adventures the MUUA story is more or less told and done. The mysteries are resolved, the great threats of the setting are defeated. Sure you can avoid using them, but how do you merge that with more official products? Say that it didn't happen? Or that it takes place earlier? Nah, I think they did the right thing and ended on a high note. Perhaps it was a flaw of design and they should have left more things open for the future, but who are we to say, hm?
Anonymous 06/12/14(Thu)15:24 UTC+1 No.32731310 Report

Rolled 2, 8, 5, 7, 9, 8, 6, 10, 5, 4, 6, 9 = 79

Latest purchase? It's a bit of a basket as I live in bumfuck nowhere and have to order in bulk.

>imp aces
>2x B-Wing
>tie fighter
>tie bomber

Descent 2nd ed
>extra dice

>card protectors
>card folder and sleeve sheets
>GoT card game core

Looking forward to busting them out.
Anonymous 06/12/14(Thu)15:25 UTC+1 No.32731324 Report

>since I don't want to be the pretentious hipster asshole who drones on and on about how cool an obscure game that's simply not accessible to a vast majority of people due to the language barrier
To be fair, there are Mutant Chronicles / Warzone fans here. So people at least know about the successor franchise. You're not a total hipster.
Anonymous 06/12/14(Thu)16:03 UTC+1 No.32731765 Report

So, after finishing both Mutant: År Noll books, my initial impressions are:

>Streamlined system that doesn't feel as clunky
>Character classes are super cool and not at all restrictive
>Mutations are less of a goddamn hassle since you have simplified their use and quick reference cards are there in the box
>All mutations are roughly equally useful
>The layout of the book is a significant improvement
>The base building aspects look amazing and are practically a campaign in and of themselves
>The presentation is fantastic
>A lot of the old stuff still gets homages (mutated animals are in there as encounters, implying that this takes place before they achieve true sentience)
>Mutant With a Dog is the best class since the WHFRP Rat Catcher

>The humor is largely removed
>Only one race and the lowered number of attributes/skills might make characters of the same class a bit too similar
>I'm not entirely sold on the damage system, particularly since I've never been too fond of social damage
>I would've preferred a few more high-tech artifacts
>The bullet abstraction is kind of wonky and to be honest I'll have to re-read it to fully grasp how it works
>The death toll mechanic is cool, but might annoy people who don't want a ticking clock on their game
>The Boss class' gang mechanic, while cool, seems kind of awkward and like it might steal the spotlight of the campaign at times with how plot intensive it can get
>The katana artifact has to be an elaborate troll move from someone who read the masterwork bastard sword copypasta
Anonymous 06/12/14(Thu)16:36 UTC+1 No.32732123 Report

Genlabb Alfa (I think you can figure out what that means yourself) is the first supplement, which will re-add mutated animals as a whole.

Anyways, I've already played two sessions of it. Ask me anything I guess.

Coincidentally, I am both a MC and Mutant:UA/ÅN nerd. My latest purchase is actually the Imperial starter set for Resurrection. Gorgeous stuff.
Anonymous 06/12/14(Thu)16:38 UTC+1 No.32732152 Report

>>The bullet abstraction is kind of wonky and to be honest I'll have to re-read it to fully grasp how it works
It is simple. You have bullets. You fire a gun you use one.

If you don't like that you can divide them into Rifle, Pistol and Shell useable for the appropriate weapons.
Anonymous 06/12/14(Thu)16:45 UTC+1 No.32732228 Report

Aawww, darn. Thanks for trying, though.
Anonymous 06/12/14(Thu)16:49 UTC+1 No.32732281 Report

Bot a case of series one monster boosters, a case of series one units, and a case of series two units, and 4 starter packs for a small Monsterpocalypse draft.

While I'm here, any ideas on how to improve the draft?
Anonymous 06/12/14(Thu)16:50 UTC+1 No.32732296 Report

I was mostly confused about how they work in regards to automatic fire, but after reading it again, it seems like I only use one bullet per action unless I decide to push my roll.
Anonymous 06/12/14(Thu)17:08 UTC+1 No.32732518 Report

The only thing I buy are dice, everything else I get off of #bookz
Anonymous 06/12/14(Thu)19:32 UTC+1 No.32734628 Report

>Genlabb Alfa (I think you can figure out what that means yourself) is the first supplement, which will re-add mutated animals as a whole.
There will also be a robot supplement, so it's fairly safe to assume players will be able to play all character types eventually.
Anonymous 06/12/14(Thu)20:52 UTC+1 No.32735803 Report

So, my swedish brother. As a hardcore BRP-grouch, will I like the new system?
Anonymous 06/12/14(Thu)20:56 UTC+1 No.32735872 Report

If all goes according to plan and the company doesn't fold due to the Mutant curse, we actually have confirmation that all races will be playable. Supplements confirmed so far are:

>Genlabb Alfa: Mutated animals. Confirmed for the first release.
>Maskinarium: Robots.
>Exodus: Non-mutated humans.
>Ad Astra: The Mimer space enclave.
Anonymous 06/12/14(Thu)21:08 UTC+1 No.32736053 Report

I can't speak for your tastes, but it is most assuredly not BRP.

Essentially you have dicepools, akin to WoD. Four basic attributes (at 1-5) and about a dozen skills (none higher than 3 to start). To that you add equipment bonuses, often 1 for post-apoc made equipment and around 3 for artifacts and maybe some circumstance bonuses.

When you roll any 6s are considered successes, if you're unhappy with the result you can elect to "push it" and reroll any dice that didn't roll a 6 or a 1. If you do push the roll, any 1 from an Attribute die will give you one damage of the appropriate type and one Mutation Point, any 1 from equipment means the equipment breaks and lose one die bonus.

Damage is dealt to the attributes, so physical damage is dealt to Strength, so until you get it healed you use one die less. Going to 0 means you're broken and out of the fight, and unless you have friend's around at the mercy of whatever beat you.

Mutations generally need to be activated, spending MP to make them work. They have primarily static effects such as 'Deal 1 Damage' rather than roll effects. Some mutations have weaker effects that don't need MP. Spending an MP also means you're susceptible to change. Roll two 1s in a row and you gain a new mutation (and permanently decrease one attribute by one).
Anonymous 06/12/14(Thu)21:23 UTC+1 No.32736257 Report

Nope. Not in a million years. While not as lightweight as, say Coriolis, it's still a system designed for ease of play, so it's nothing like the BRP games.

You have four attributes, shittily translated as strength (governing all physical aspects including health), cool (your ability to keep calm and handle stress), wits (general mental faculties) and empathy (your generic social stat). These have scores ranging from one to five. The game has twelve general skills with understandably broad applications, which everyone can take, and one specialized skill for every character class. For example, the fighting Crusher gets the Pick Fight skill, which allows them to force people to choose between doing what they say or fighting them, while the Zone Stalker gets the incredibly useful (and virtually mandatory) Lead the Way, which allows them to not walk blindly into radiation fields, cannibals, swarms of psychic killer bees, or ash storms. You add your attribute and skill together, roll the dice pool's worth of d6s and every six is a success, with more than one success giving you various bonuses depending on the skill used. You can choose "push" your roll after seeing the results, allowing you to re-roll any die that didn't come up one or six, but doing so inflicts a point of damage for every one in the pool.

Mutations are toned down, but at the same time not, if that makes any sense. You only get one at character creation, generated randomly. You can get two if you sacrifice an attribute point. They don't require a roll to activate any more, but instead run off mutation points, which are gained every time you take damage when you push a roll. Every mutation now has three different uses, making even the shit tier ones from previous games, like amphibian, useful in a lot of situations. So in short, mutations are less numerous (no more giant four-armed silver skinned hunchbacks with two brains, firebreath and wings) but in turn are more useful individually.
Anonymous 06/12/14(Thu)23:04 UTC+1 No.32738271 Report

Å mainnsjit!
Or, as we're being international and all: Bugger!
Still think I'm going to get it. From what I've gathered they've done good on the setting.
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