| Mark Damon Hughes | Waste World: Review |
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|
| +++ | Small font, clean layout, narrow margins, and 288 pages for only $25... This is without a doubt one of the best gaming values I've seen in a long time, and there's actually enough here to play the game in their setting with no supplements (though they would certainly help). |
| + | Pretty good proofreading and editing. It's not perfect, and their grammar is a little strange (they use distinct sentences instead of semicolons or elisions, for instance), but it was written, edited, and published in the Czech Republic, and it STILL has better English than 90% of the games that've come out in the last decade, not to mention better editing all around. The U.S. games industry should be utterly ashamed of itself, and flog all their editors with a copy of this book. |
| - | No index, though it does have a very detailed table of contents, and the organization is fairly rational. I only found myself needing an index a few times, but then I REALLY wanted it. Medical and healing information, for instance, is scattered on pages 129, 132, 148, 178-179, 182-183, 189, 190, 214, and 230-232 (at present count). |
| + | The short fiction pieces at the start of each chapter nicely establish the setting and tone; they're not just fluff. |
| --- | Too much "look at my gun!" art; I liked the amount of art, but not the incredibly repetitive subject matter. Literally all but a handful of pictures show some character waving around or firing a BFG; more pictures of the setting would have been MUCH better. I suppose I shouldn't complain too loudly - at least the women weren't wearing chainmail bikinis. Instead they were mostly wearing form-fitting Madonna "Blonde Ambition" gold-lamé-cones-for-breasts battlesuits. |
| - | Terrible character sheet: it has inadequate space for skills and abilities, and even has a rule error on it (LF = ST x 2 + 10, not "ST + 10" as shown). |
| + | Good, coherent web site at www.manticor.com containing a short errata list (mostly clarifications, but a few real bugs) and a lot of supplemental material (i.e. FREE STUFF!) |
| +++ | Detailed background with unique cultures and many adventurer
roles and possible campaigns - playing punks rebelling against the many
dictatorships in the setting looks especially tasty to me...
Overview: 10,000 years ago, science had made this nice little world populated by humans into a paradise. Of course, being humans, we promptly found something to argue about and had a war: genetically engineered post-humans vs. "natural" humans. As the war went on, it escalated, until "entropic" weapons were used, which in the tradition of good pseudo-scientific gobbledigook, break down reality, instantly vaporize their targets, and the fallout causes mutations. In addition, an AI virus that turns machines into berserkers, and a zombie plague were used... The Galactic Compact was horrified by our use of these forbidden weapons, and isolated the planet with huge death stars circling the planet and shooting down anything that tried to leave. By the time humanity was done, the air and water were toxic and most of the planet was a desert wasteland. The entire civilization uses a concentrated self-renewing nanotech fuel called "Drakonium", but they have to gather it in the deserts, and every year less and less of it grows... So the wars go on, until the Drak runs out for good, the air recyclers and factories stop running, civilization grinds to a halt, and everyone dies. Nary a happy ending in sight. Almost everyone lives in one of five huge "metrozones", endlessly huge cities, except for a few "Skavengers" who live in the wastelands and the really hard-core mutants and demons (humans who've used machines to turn themselves into energy beings in a search for immortality) of Kimera. The five metrozones:
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| - | Racial biases of some metrozones are unclear (Hydra's attitude toward Bionics, Panzers, Xenogens, and Overminds, for instance). I presume this will all be made clear in the sourcebooks. |
| - | Insufficient information on Kimera, Kronus, and Tartarus - a few backhanded references and one fiction piece about a journey to Kimera. Again, this will presumably be detailed in sourcebooks Real Soon Now(TM), since they have been publishing a steady stream of books, but it's annoying right now. |
| ? | Some "ck" and hard "c" sounds are written as "k" in source material. Odd quirk, but they stay pretty consistent with source-only (i.e., they wouldn't write "konsistent"). Oddly, "bionic" is not written as "bionik". |
| - | Money notation is non-metric: megacredits (M) = 1000, gigacredits (G) = 1,000,000. It's a small thing, but it gets annoying quite quickly if you're used to normal metric notation. |
| +++ | Standard points-based character creation (blatantly Hero/GURPS-like - mostly GURPS, but with simple cumulative formulas for stats and skills, and consistent costs for advantages/disads based on utility and rarity). Seems very well-balanced overall and it prevents most forms of munchkinism AFAICT. |
| - | One exception to that: Easy skills are VERY cheap at high levels; +9, the highest skill level around, only costs 23 points by the rules, as opposed to 45 for Normal and 68 for Hard, which means a beginning low-power character (100 pts + 50 pts disads) could be at maximum human mastery at 6 Easy skills, many of them combat skills. Hi ho, this way to Munchkinland. My solution is to use the Easy cost only to +5, then Normal to +9, but as printed that's a dangerous loophole. |
| ? | Only 4 stats (Strength, Dexterity, Intelligence, and Psychic/Will Power), but they are equally broad and balanced, and in the normal human scale they influence task rolls less than skills (-3 to +2, maybe up to +4 for a one-focus character, as opposed to +0 to +9 for skills). |
| - | No language skills or discussion of language in the setting, even though there are language skill chips and a universal translator device. |
| - | Pets advantage and the equipment section do not list costs for several domesticated or semi-domesticated animals that are likely to be of some value to players. |
| - | Insanities are important for psychers and mutants, but there's a very limited selection of them listed, and not all GMs (er, Narrators) and players should be expected to know more psychology than the game designers. |
| - | Cybernetics adaptation XP costs are unclear. As far as I can tell, it's 15xp for each arm, leg, or eye replaced, and all other systems are unknown, probably undefined. I'm going with 15xp for all active systems (those that send or receive nerve impulses) and 5xp for passive (just getting used to their presence), but that's totally my own call. Their rules just refer obliquely to it and wander away. |
| +++ | Simple task resolution - d20+stat+skill+modifiers, 11+ succeeds. 1 fumbles, 20 is a roll-again. Modifiers are usually +3 to -9. Subtract 10 to see how much you succeed or fail by: 1-3/4-6/7+ are the breakpoints for marginal, normal, and extreme success or failure. Yes, it's that simple. |
| +++ | Nice combat and damage system, gory but reasonable critical hits,
and more realistic "gorefest" rules on their web site if you want less
of an anime tone. Damage is determined by a multiplier and/or addition
to the amount of success on the attack roll; 1M and a total of 17 on
the roll = 7 successes * 1 = 7 damage. Armor is subtracted from
damage, and the remainder is subtracted from "Life Force". Any points
taken below 0 LF are added to a d20 roll on a crit chart. Again,
simplicity. There are a lot of modifiers possible if you read all
those little paragraphs, but even the basic system works better than
most games.
I did find that the standard damage system is far too random and produces too many instant deaths - using a d10 for crits instead of d20 seemed to fix that, but at this point (two playtest sessions) I can't be sure. |
| - | No luck points or other meta-game tools for players to influence the game; sure, some people are opposed to these, but they're very useful to the rest of us. (Luck was added in the Hydra sourcebook). |
| - | Goofy hit location table (25% chance each for arms, legs, head, or torso - interesting anatomy these people have). |
| - | Ammunition uses a "critical failure = reload" approach, and no ammo capacities are listed for most weapons for those who might want such things. |
| - | No rules for the Ultramundae (computer nets) and Ultramancers (anyone who can access the Ultramundae). (A version of these were added in the Shogunate sourcebook, but due to their unusual attitude towards the Ultramundae it's not totally portable). |
| + | Very good GMing and adventure design notes. |
| - | Needs more info on urban animals in the bestiary. For that matter, more info on all of the animals that survive. |
This review is © Copyright 1998 by
Mark Damon Hughes
<kamikaze@kuoi.asui.uidaho.edu>
Waste WorldTM and all associated trademarks are owned by
Manticore Productions Ltd, and no
challenge to their trademark is intended.
Permission is granted to print and use free of charge, but do not
redistribute - always refer others back to these originals at
<http://kuoi.asui.uidaho.edu/~kamikaze/WasteWorld/>
Last Modified: 98Jun07
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