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Before Cowabunga: Palladium’s First TMNT Adventures
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<blockquote data-quote="Nostalgia Ward" data-source="post: 7760127" data-attributes="member: 6909862"><p>Hot on the heels of <a href="http://www.enworld.org/forum/content.php?4626-Look-Back-In-Strangeness-The-Teenage-Mutant-Ninja-Turtles-and-Other-Strangeness-Game" target="_blank">TMNT and Other Strangeness</a> and it’s supplement, <strong>After the Bomb, </strong>Palladium released the first true adventure source book for the nascent RPG, <strong>TMNT Adventures. </strong>Arriving in 1986, the rather thin book contains new (at the time) adventures, optional player character rules and some exceptional artwork by TMNT co-creator Kevin Eastman. While specifically intended for the <strong>TMNT</strong> game, the adventures are also compatible with <strong>Heroes Unlimited</strong>. [PRBREAK][/PRBREAK]</p><p></p><p style="text-align: center">[ATTACH]100127[/ATTACH]</p><p></p><p></p><p>In 1986, TMNT was still adult-oriented and Palladium's RPG exploded in popularity. The original Mirage comic was just wrapping up the Utrom and Triceraton story line, focusing more on characters and less on science fiction for a few issues. Interstitial miniseries comics provided character development. This RPG adventure book, combined with its predecessor, offer a glimpse of a unique time in the history of the turtles: the sweet spot between the wonderfully bizarre Mirage turtles and the introduction of the family-friendly, pizza-eating, cowabunga-shouting, predominately non-violent turtles most of us are familiar with today.</p><p> </p><p>The book includes four standalone adventures, designed to be played in one or two sessions. There’s also a section containing optional rules for super-powered mutants and an exclusive TMNT comic, entitled <strong>New York Ninja</strong>. Rounding out the collection is a multi-adventure scenario, which is as close as <strong>TMNT </strong>gets to a campaign in its early publication history.</p><p> </p><p>Kicking off with an atomic bang, the <strong>The Doomsday Bears</strong> offers a gritty, high stakes scenario involving <strong>TMNT </strong>exclusive villains, the Terror Bears. The Bears are up to their usual antics, this time in a nuclear facility. Players must either stop the Bears from starting a nuclear war or let it happen, leading players into the <strong>After the Bomb </strong>campaign setting. </p><p> </p><p>Next up, is the hilarious <strong>Mr. Bionic</strong>, wherein a bumbling fool with an impenetrable suit of bionic armor is wreaking havoc around various government agencies. Short and to-the-point, the scenario offers combat and interesting role-playing opportunities for all characters.</p><p> </p><p><strong>Reverend Judge </strong>follows with a bit of a chase sequence. It’s a short, self-contained adventure focusing on a proto-punk/jive band whose lead singer is a mutant. The PCs attend one of his shows and when he senses them, he bolts. It’s up to the players to find and reunite him with his band. Next up, is the much longer <strong>Mutant Mouse Menace</strong>, featuring series mainstay villain, Dr. Feral. Ugh. Dr. Feral.</p><p> </p><p>After this adventure, the book shows off some new player abilities with a juxtaposition of <strong>TMNT</strong> and <strong>Heroes</strong> <strong>Unlimited</strong> skills/stats. Then there’s another comic, <strong>New York Ninja.</strong></p><p> </p><p>Finally, there’s campaign-style adventure, <strong>The White Ronin</strong>. The story is prefaced with a warning to the players: this campaign is deadly. The book suggests introducing elements of the story throughout prior adventures. A group of ninja drug smugglers—the titular White Ronin—are wreaking havoc in New York. Your team is part of an elite squad of mutants sworn to protect NYC from such things. </p><p> </p><p>A maximum of seven characters are allowed in this adventure and the book provides several pre-made characters to use in, should players decide not to take the risk with their more experienced mutant characters. Sprinkled throughout the mission are seven death traps and several Big Bad Evil Guy. Fun.</p><p> </p><p><strong>TMNT</strong> <strong>Adventures </strong>is strictly average. Layout and graphics are impressive, giving off a 1980s underground comic vibe the series maintained at the time. The writing style is consistent, but the stories are a bit on the mediocre side. </p><p> </p><p>Despite this, the book is a worthy addition to any TMNT collection for the comic alone! </p><p></p><p><span style="color: #3E3E3E"><em>This article was contributed by David J. Buck (<a href="http://www.enworld.org/forum/member.php?6909862-Nostalgia-Ward" target="_blank">Nostalgia Ward</a>) as part of </em></span><em>EN World's Columnist (ENWC) program</em><span style="color: #3E3E3E"><em>. We are always on the lookout for freelance columnists! If you have a pitch, <a href="http://www.enworld.org/ensider/columnists.html" target="_blank">please contact us</a>!</em></span></p></blockquote><p></p>
[QUOTE="Nostalgia Ward, post: 7760127, member: 6909862"] Hot on the heels of [URL="http://www.enworld.org/forum/content.php?4626-Look-Back-In-Strangeness-The-Teenage-Mutant-Ninja-Turtles-and-Other-Strangeness-Game"]TMNT and Other Strangeness[/URL] and it’s supplement, [B]After the Bomb, [/B]Palladium released the first true adventure source book for the nascent RPG, [B]TMNT Adventures. [/B]Arriving in 1986, the rather thin book contains new (at the time) adventures, optional player character rules and some exceptional artwork by TMNT co-creator Kevin Eastman. While specifically intended for the [B]TMNT[/B] game, the adventures are also compatible with [B]Heroes Unlimited[/B]. [PRBREAK][/PRBREAK] [CENTER][ATTACH=CONFIG]100127[/ATTACH][/CENTER] In 1986, TMNT was still adult-oriented and Palladium's RPG exploded in popularity. The original Mirage comic was just wrapping up the Utrom and Triceraton story line, focusing more on characters and less on science fiction for a few issues. Interstitial miniseries comics provided character development. This RPG adventure book, combined with its predecessor, offer a glimpse of a unique time in the history of the turtles: the sweet spot between the wonderfully bizarre Mirage turtles and the introduction of the family-friendly, pizza-eating, cowabunga-shouting, predominately non-violent turtles most of us are familiar with today. The book includes four standalone adventures, designed to be played in one or two sessions. There’s also a section containing optional rules for super-powered mutants and an exclusive TMNT comic, entitled [B]New York Ninja[/B]. Rounding out the collection is a multi-adventure scenario, which is as close as [B]TMNT [/B]gets to a campaign in its early publication history. Kicking off with an atomic bang, the [B]The Doomsday Bears[/B] offers a gritty, high stakes scenario involving [B]TMNT [/B]exclusive villains, the Terror Bears. The Bears are up to their usual antics, this time in a nuclear facility. Players must either stop the Bears from starting a nuclear war or let it happen, leading players into the [B]After the Bomb [/B]campaign setting. Next up, is the hilarious [B]Mr. Bionic[/B], wherein a bumbling fool with an impenetrable suit of bionic armor is wreaking havoc around various government agencies. Short and to-the-point, the scenario offers combat and interesting role-playing opportunities for all characters. [B]Reverend Judge [/B]follows with a bit of a chase sequence. It’s a short, self-contained adventure focusing on a proto-punk/jive band whose lead singer is a mutant. The PCs attend one of his shows and when he senses them, he bolts. It’s up to the players to find and reunite him with his band. Next up, is the much longer [B]Mutant Mouse Menace[/B], featuring series mainstay villain, Dr. Feral. Ugh. Dr. Feral. After this adventure, the book shows off some new player abilities with a juxtaposition of [B]TMNT[/B] and [B]Heroes[/B] [B]Unlimited[/B] skills/stats. Then there’s another comic, [B]New York Ninja.[/B] Finally, there’s campaign-style adventure, [B]The White Ronin[/B]. The story is prefaced with a warning to the players: this campaign is deadly. The book suggests introducing elements of the story throughout prior adventures. A group of ninja drug smugglers—the titular White Ronin—are wreaking havoc in New York. Your team is part of an elite squad of mutants sworn to protect NYC from such things. A maximum of seven characters are allowed in this adventure and the book provides several pre-made characters to use in, should players decide not to take the risk with their more experienced mutant characters. Sprinkled throughout the mission are seven death traps and several Big Bad Evil Guy. Fun. [B]TMNT[/B] [B]Adventures [/B]is strictly average. Layout and graphics are impressive, giving off a 1980s underground comic vibe the series maintained at the time. The writing style is consistent, but the stories are a bit on the mediocre side. Despite this, the book is a worthy addition to any TMNT collection for the comic alone! [COLOR=#3E3E3E][I]This article was contributed by David J. Buck ([URL="http://www.enworld.org/forum/member.php?6909862-Nostalgia-Ward"]Nostalgia Ward[/URL]) as part of [/I][/COLOR][I]EN World's Columnist (ENWC) program[/I][COLOR=#3E3E3E][I]. We are always on the lookout for freelance columnists! If you have a pitch, [URL="http://www.enworld.org/ensider/columnists.html"]please contact us[/URL]![/I][/COLOR] [/QUOTE]
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