Mutant Chronicles 3rd Edition

Started by Nefaro, October 16, 2015, 11:10:48 AM

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Nefaro

The kickstarted 3rd Edition of Mutant
Chronicles was released on PDF a short time ago.  I see the physical copy is due here in The States in December and that will likely be a holiday gift to myself.


I'm unfamiliar with the lore of the whole thing, but it sounds really cool.  I know it's been around since the 90s, and has some off-shoots including an old CCG and miniatures game system.

Obviously it has WH40K as a huge influence, but with enough differences to make it worthwhile.  One being that it doesn't use the annoying old Warhammer RPG mechanics, of course, but the setting also seems to have some notable differences.  Instead of an extremely distant dark future, it's closer to modern day.  With conglomerated evolutions of modern countries into mega-corporate entities which have only expanded to the extent of our solar system.  Each with it's own flavor, of course. 

I saw a review likening the setting to a mix of WH40K and Shadowrun. 

What really entices me is the mix of dark futuristic sci-fi with horror & mystical elements.  I could currently entertain these with the Warhammer 40K RPGs, of which I own a couple, but the newer 2d20 game system (from the creator of the recent Star Wars RPG system) and lore of this one is more enticing at the moment.


I thought about picking up the PDF, since they offer to discount the price from the physical copy when it comes, but I think the publisher ships from Europe.  So I'd be eating high shipping cost & travel time, along with losing the notable pre-order savings, if I don't get it from CSI here in the US.  I'm all about the hard copies, so not gonna bother with the PDF. 


Nefaro

#1
Have read a large portion of the new 3rd Edition hardback, and the "2d20" rules this uses.  Quite impressed!  O0 


Mutant Chronicles 3rd Edition has somewhat similar die roll mechanics as FFG's Star Wars RPGs, although it doesn't require custom dice.  The mix of good die roll results with bad, in one test, aren't likely as frequent.  The similarity shouldn't be a surprise since a creator of this 2d20 system was the same guy. 

It's become standard fare in modern RPGs to include limited die-roll modifying or life-saving resources for each player and the GM, but there is another asset implemented in MC3 that I've been impressed with.  Called "Momentum".  It kinda reminds me of the extra successes you can get in Savage Worlds, but this Momentum provides far more options in their use. 

Since the system essentially uses a small d20 dice pool to resolve tests you tend to need one or more d20 dice, rolled at or below the skill total, to succeed.  But if you get more successes than the test requires, you can spend those extra successes (aka Momentum) to do a wide variety of things.  Not only bonus damage, take an extra shot that turn, adjust the hit location, etc, but you can also save it for later use in the turn for different skills, or even other characters' tests.  Inspires cinematic action and spices up the die rolls with extra narrative.  More so than the Star Wars system, which used "Fatigue" in a similar, but more limited, way.  Momentum in the 2d20 system just seems more intuitive and natural than SW's Fatigue and more engaging overall.

That's not to say the other game-altering resources aren't interesting.  The "Chronicle Points" used by the player are pretty standard fare, recognizable to the Star Wars or Savage Worlds RPG player.  But the "Dark Symmetry" points used by the GM are interesting.  Players can actually pay the GM Dark Symmetry points if they want to add extra d20s to their die pool on a roll without using up a Chronicle Point for a guaranteed success or two.  So PCs can restore the GM's tokens for some bonuses, knowing that they're risking stuff getting worse in the future.  The GM uses the DS points for a variety of bonuses, but it's also worth noting that some of the powerful monster/NPC effects require DS points to activate.  That's one example of an extra use they serve besides typical bonuses & get-out-of-jail free effects.

I wasn't familiar with Mutant Chronicle's dark sci-fi setting before getting this 3rd edition.  This was my first real introduction.  I'm impressed.  It's a mix of inspiration.  This 3rd Edition has three different time periods which can be used for a campaign.  The first two are set between the 26th and 28th centuries and mankind has only populated our solar system.  A handful of Corporations have essentially become their own system-spanning governments, each with their own culture derived from groups of modern nations.  There isn't much listed about the third & latest optional period in the core book; I'm sure it will end up being a supplement. 

The primary bogeyman of the setting is the Dark Symmetry and the machinations of it's Dark Apostles, with their legions of baddies.  Think Cenobites from the Hellraiser series, they're an evil extra-dimensional lot, but with an extra technological bent.  The Dark Symmetry is a pervasive force that can not only corrupt people but tech; notably AI and decision-making programs that control things.  So humanity is forced to replace such high technology with older tech that doesn't try to sabotage or kill people after being 'infected'.  This tech devolution helps you avoid having to constantly dream up super high-tech gadgets being used for everyday things in such a fictional far future setting.  At the same time, it still allows you to cautiously introduce such high-tech stuff, as old rare relics to discover, or, just as likely, corrupted things with murderous intent that you must stop.  This could also help with some of the noir storytelling since since much of our contemporary tech is still being used once more (subways, cars for example).

The setting has the potential for all kinds of campaigns.  Soldiers, cops, spies, freelancers, corporate agents, the mystical Brotherhood, etc.  There is much room for tailoring the type or mix of campaign you want between the character and timeline options.  I can easily see Shadowrun-like Corporate black ops, warfare or inquisition against the alien threat in 40K fashion, occult investigation, dungeon delving in old ruins, and all kinds in between.

Another high point is the character generation.  It has a life path system, so a bit reminiscent of others such as Traveller.  But you also have a little modicum of control over a select few points of your characters past life by way of five Life Points.  They can be spent to choose results on many of the tables, instead of rolling.  So it's a nice mix of random life path generation and decision making.  It also features some random event for each adult career stint to spur some extra backstory.  I love enjoyable character creation systems and this is an enjoyable one.  Definitely a plus.  It also has an abbreviated system for creating NPCs.

The hardback book is beautiful.  The pages are a bit thinner than I'd like but they still look great.  I've also noticed some grammatical errors but at over 490 pages, I'm not too surprised.  They were minor and didn't hinder my understanding.  The artwork varies;  some I like and others not quite so much, but it generally passes as good.  I think they re-used some old artwork from the 90s versions, but it also has new ones.

There has been a little criticism of a couple mechanical abstractions such as ammunition & money not being meticulously tracked but, instead, being tied into die roll mechanics.  After reading the rules for them, I think they're an interesting attempt at reducing some of the constant number adjusting paperwork during game sessions.  Not sure how that abstraction holds up in the long run but it seems to be fairly solid while reducing Accountant Syndrome.

I've been impressed with this RPG and happy with the purchase.  The 2d20 system is great and I'd like to see it evolve in this great setting and possibly get implemented in others.  Good stuff.  8)