This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Let's read Mutant Chronicles 3rd edition!

Started by AmazingOnionMan, August 31, 2015, 01:48:57 PM

Previous topic - Next topic

AmazingOnionMan

I return!

Chapter 26 - The Dark Soul & Apostles
A fluff-filled chapter telling us about the the awakening of the Dark Symmetry, The Fall (of technology), the rise of dark cults and the corporate wars, the rise of Ilian and the Apostles and the appearance of the Citadels.
It discusses the paths of heresy, giving some food for thought on what makes heretics tick and how their organizations and cells work. I would have preferred less on "eeevil cosmic force" and more on the street-level heretics, but it's an OK chapter.

Chapter 27 - The Dark Legion
a.k.a. the Bestiary, giving us the sordid details on the Apostles' forces.
Fun to read, horrifically illustrated and highly inspirational. The old faves - necromutants, tekrons, nepharites, undead legionaires and pretorian stalkers - are all here, accompagnied by some original creations like Defiled Avatars, Malignants, Twisted Marionettes, Biophages and what-have-you. It gives details on the different Apostles' armouries, tactics and and other resources they're fond of using.

Chapter 28 - Luna: Humanity's Heart
The Earth's moon has grown from a mere satelite to a mining colony to a centre of space exploration to it's final shape; a gigantic, art deco-ridden megacity and the heart of human civilization.
This chapter starts off with a relatively brief travelogue of the ciy's districts and notable locations, followed by information on the Luna lifestyle - where you might live, what you eat, where you buy your necessities, what you might do for fun in your free time, the costs of living (interestingly in Cardinal's Crowns, not Earnings and Assets), why you should pay your tithes to the Brotherhood, what's on tv, where to get your morning newspaper, how you travel, law enforcement, crime and punishment, and more.
There is also quite a bit of GM's Eyes Only here - I 'm not gonna talk about that, except to say that this is an overall decent chapter.

Chapter 29 - Freelancers, Employees & Jobs
Starting with discussing independant freelancers and why they are a valuable commodity in a world ruled by megacorporations. If you haven't already guessed, freelancers are expendable, deniable and often desperate enough to do jobs far cheaper than corporate operatives.
Next up is a section on the life as a corporate employee - which is much like that of a freelancer, only with better job security and dental.
This short chapter ends with some examples of jobs and occupations - from assassins to casual labourers to office workers to private investigators.
I recognize this list of professions from the original game, the only difference is that they've, for some inexplicable reason, left out how what the different jobs pay.

AmazingOnionMan

#31
Chapters 30-37 cover the established megacorps and factions - Capitol, Bauhaus, Mishima, Cybertonic, Imperial, Whitestar, the Cartel and the Brotherhood.
While they give a decent impression of the different corporate identities, they're quite brief on the low level-facts and hard info. We are told about military forces, internal factions, holdings and other details, but I'm left wanting more on venusian jungles, Imperial entertainment and Mishiman families.

Chapter 38 - Eras of Play
This chapter discusses the difference between The Dark Symmetry-era and the The Dark Legion (the 2nd. Corporate Wars)-era.
As differences go, they're not that huge considering that almost a millenium separates the two eras. Some of the megacorps are very different entities, Cybertronic, Whitestar and the Brotherhood don't exist yet.The Dark Symmetry-era is still seeped in neo-gothic, art deco architecture, massively oversized guns, shoulderpads and corporate intrigue.
In my my mind, It is more hightech, cleaner - more Cyberpunk2020 meets Casablanca (with Cthulhu crashing the party) than the grimier dielselpunk-horror of The Dark Legion-era. I must confess that I like the thought of a Dark Symmetry-campaign - burning rubber, hot lead and cheap booze while society as you know it crumbles around you and nightmares come to life.

The third era - Dark Eden - isn't discussed at all. Probably because it will be covered in its own campaign.

Chapter 39 - Gamemastering Mutant Chronicles
As the title indicates, this chapter covers the GM's job. Aside from serving the standard advice of being familiar with the game's rules, plots and NPC's, and how to present and frame scenarios, it also delves into different kinds of play - from interpersonal drama to citadel-busting badassness and offers some advice on how to utilize the rules and the diverse pools.

A few paragraphs discuss freelancer, corporate, Brotherhood, Cartel and Heretic-campaigns. The Heretic-advice gets about as much space as the others, but boils down to "heretic eeevil". That is a major missed opportunity, IMO.  A sizable bit on techology, how to use, misuse and corrupt it to maximum enjoyability rounds off the chapter.
I cannot fault the contents of this chapter. As GM's advice go, it is pretty good. But..I'm left with an uncomfortable aftertaste of buzzwords and "superfun cinematic action"-lingo that just isn't my Mutant Chronicles.

Chapter 40 - Scenes and Environments
This chapter instructs a GM on how to contruct scenes, set up zones and run all sorts of conflict. The zone-mechanic is covered in some detail with plenty of example zones and tips.
Further on, it delves into how to balance opposition in battle, chases, social conflict (with a nifty faction-table), exploration- and investigative scenarios. This sizeable chapter focuses more on tips, advice and options for the GM than on rules.

Chapter 41 - Sessions and Campaigns
Like the previous chapter, this one is not focused on rules, but more on generic advice on how to link scenarios together and creating campaigns - covering campaign themes, character rewards, progression, status and notoriety.

And that's it. The rest is appendixes, tables and index.  

To anyone who has read my ramlings in this thread, you should get it. Not because it is an awesome game - that opinion is very much in the eyes of the beholder - but because it is Mutant Chronicles.
And Mutant Chronicles is awesome!

For anyone feeling put off by the rules, know that a Savage World-conversion is in the works.
If anyone is feeling brave, here are mine.