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Old 08-17-2005, 03:50 PM
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Join Date: Jul 2005
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Re: Darwin's World [RPG]: d20 Apocalypse, reviewed by Matt Drake (5/4)

Quote:
Originally Posted by WillyPete
I can't say about the Second edition, but what I saw in First Edition would not in any way be 'fixed' by switching to d20 Modern (which I really don't care for)...

Are the Mutation rules in the new game any better than those in First edition? I remember them as being greatly inferior to those in 'Omega World'!

Also, is the stated reason for the 'Apocalypse' any more rational and coherent, than in first? I remember that as being especially bogus and unbelieveable...

Finally, my reading of First edition Darwin's World left me with the idea that the Society depicted could not possibly have survived as long as it was supposed to have, much less continue beyond that point...
Admittedly, this is a great weakness of MOST Post-Apocalypse settings (RIFTS, especially), but Darwin's World seemed to add nothing to the genre that wasn't already there...

If you like it, of course, that's fine, but I'd want to see major improvements in those three areas before I would reccommend even raiding it for ideas, much less trying to use it straight!
I’d like to respond to your questions good questions.

There are many things that are “fixed” by moving it to modern.

1st of all Darwin’s World can be generic now. You don’t have to use the world they created to play and the character types. While they (the characters) are emblematic of post apocalyptic fiction in general they aren’t specific to Darwin’s world. The whole Idea of basic class (i.e. ranger, bard etc.) is gone (well there is a post apocalyptic hero but you could just as equality choose strong, fast etc.) Additionally the characters have a background to help flesh them out. You start out with a “talent tree” based on technology or social abilities and then develop your character based on what advanced classes and epic classes you’d like to work towards. You can play a low tech barbarians like Thundarr, Road warrior types, Healers, merchants, scholars etc. Also the advance classes that go specifically with the setting have been moved to the back of the book in section on Factions of the wasteland so they aren’t a part character creation. I do agree that modern has problems but Darwin’s World is the best use of them that I’ve seen, it really covers many different genres in post apocalyptic: Fallout, boy and his dog, Logan’s Run, Mad Max, Death Lands, the list goes on, nothing supernatural though.

The Mutation rules are much better. Being a mutant is now a template rather than a race. Generations are gone. You can choose 1-3 mutations (or roll if the GM prefers) and then choose an equal number of Defects and then choose mutant feats (if you want) to eliminate defects or augment beneficial mutations. There are not enough mutations but it is easy to add to the list. Mental Mutations, called Neural Mutations, work differently in that they are basic powers that can be improved with Neural Feats and developed in different directions, much like combat feats, in the direction you want

They “stated reason for the Apocalypse” doesn’t matter; as you can play whatever sci-fi Apocalypse you want. Although in the standard Darwin’s World Game, it’s based on an alternate timeline that had a war with the Russians and (if you have Metal Gods) the Rise of A.I.
That’s why D20 Apocalypse works well with Darwin’s World its much more generic. And easy to plug in what you want.

As for “society surviving” it has a much more Fallout feel so the only people who have good tech are vault dweller types. The Faction section of the back of the book really does a good job developing these Post-Apocalypse groups, but then cryptic alliances were some of my favorite parts of Gamma World.

What I think Darwin’s World 2nd edition brings to the table is a pulling together of various Post-Apocalypse worlds that have been around in other mediums (minus the supernatural). You can really use it to play the type of game you want. Darwin’s World is much more like basic rules set rather than a Universe to play in (although it can be). I feel its what D20 Modern should be doing putting out a whole book on the subject rather piece meal like D20 Future then D20 Apocalypse, then D20 cyberspace etc. I would say you have to like the Post-Apocalypse genre to get mileage out of this book but it’s a keeper. My only gripe would be that Androids and robots are dealt with in the 2nd edition of Metal Gods and that’s a extra purchase but its interesting too.

I hope that helps explains I enjoy Darwin’s World 2

-SwineBread
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