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Darwin's World Core Rules

PosterBoy

First Post
Darwin's World is a post acopolyptic d20 game. It is set in the future after the nations of the world destroyed isolationist America and ruined the environment to the point where we have lost oceans, vegetation, and species.

I was exicted because I love the Fallout series and post-apocolyptic games in general. When I saw the price of $5, I immediately jumped up and bought myself a copy.

If you are wondering, Darwin's World is 53 pages long, which comes out to $.09 a page. It is an electronic document format (Adobe Acrobat pdf). The cover art is excellent, but the rest of the art is sparse (I counted about 4 images) and mediocre in quality.

I will discuss each chapter briefly and discuss the low points and high points.

*INTRODUCTION*

This chapter primarily deals with the history of America after World War II, and how its isolationist policies and annoying facade earned itself a bleak end. This chapter, after reading it, made me crave more. The setting is interesting; however, the only concentrated information you find about Darwin's World is in this chapter. The addition of the setting to this document would have increased it's rating greatly; as it seems, you need to purchase the setting seperately. A common practice of course, but one feels left hanging for more information about this setting. All in all, this chapter is good.

*RACES*

I have a problem with this section; specifically, game balance. In this section, there are four races. You have your normal humans, and three levels of mutants. The problem with this, is that there is no balancing factor between the four races. It's almost like saying a third generation mutant (called a Neo Human, Homo Super Sapien, etc.) is as powerful as a human.

Each mutant has a number of beneficial mutations and defects. Most of the time, either the mutations and defects are equal in number, or the mutant has more mutations. This gives the mutants an edge against humans, despite the defects.

Once you have chosen a race, you choose a background next. This is where it bugs me most, because some backgrounds are not balanced and use odd ability score modifiers.

The thing about odd ability score modifiers, is if you put an odd number in an ability score in which you receive an odd ability score modifier, it is no longer a penalty. Say a background gives you a -1 to Intelligence. If you put a 17 in there, it becomes 16 - no penalty at all.

Backgrounds determine modifiers, additional abilities, automatic languages, favored class, and starting amount. An example of the unbalances:

The Radicals background applies a +1 to Strength, -1 to Intelligence, proficiency with all simple and martial weapons, all races, and 6d4 x 100 starting money.

The Ressurectors get a +2 to Intelligence, all the benefits of the Radicals background, and 6d8 x 100 starting money, not to mention a skill bonus.

Good ideas, but poor execution of the rules.

*CLASSES*

The first problem with classes (and races) is the use of alignment in Darwin's World. I feel that alignment only makes sense when it is an actual force instead of a concept. In Darwin's World, I feel alignment is out of place, because earth is morally ambiguous and has many shades of gray.

The classes are all okay, and I have only a few gripes with them. There are five classes: the Guardian, the Raider, the Scav, the Thinker, and the Trader.

The Guardian is your basic fighter class with a few changes. If they defend a friend or loved one, they get bonuses to their attack rolls and saving throws. They also get extra damage if they take a move equivalant action to aim a firearm. Finally, at their highest level, if they aim, they can make a ranged coup de grace.

The Raider is a fighter class, with less bonus feats and more abilities. One, they get a +1 bonus to their AC after wearing armor for a while (he adorns it with various items, but only he gets the bonus). He gets a bonus when jumping from vehicle to vehicle, the cleave feats (but with a different name), a feat effect, and the ability to apply x1.5 Strength mod to damage with all weapons (doubled if used two handed).

The Scav is that - a scavenger. He gets the druids nature sense, the ability to sense radiation, uncanndy dodge (called canny defense), the ability to feign death, and the hide in plain sight ability. That's it.

The Thinker is one who is very knowledgeable. He gets free skill focus feats, bonus languages, bardic knowledge, the dirty fighting feat, the ability to confuse people by spouting off his knowledge, and the ability to be attacked last in combat.

Finally, the Trader is one who is excellent at selling and buying. Through the course of his levels, he becomes better at social skills (bluff, diplomacy, gather information, appraise, etc.) and can sell stuff for more then they are worth. Nothing spectacular.

All in all, this chapter is decent.

*SKILLS*

In this chapter, the author must have accidentily left Spellcraft in. He introduces new sub skills for Craft, Knowledge, and Speak Language, but nothing else.

In the next chapter, the author uses the Brew Potion feat as a way to create chemical concoctions. My thoughts are, it wouldn't hurt to have a Chemistry skill to replace Alchemy. Basically, it would allow someone to make concoctions, compounds, and other neat stuff. More on that later.

This chapter is decent.

*FEATS*

In this chapter, the author tells how one can use feats from other books, and introduces some new feats of his own. I will example a few to show what the author does.

Brew Potion, like I mentioned earlier, allows one to make chemical concoctions. To me, this doesn't feel right in a Science Fiction setting. It has too much of a fantasy feel to belong. Like I said, the Chemistry skill would work well to replace this feat.

Concubine gives you a bonus on all Perform checks. So by being one's Concubine, you are suddenly better at playing a harmonica. There should be a limit to how this bonus is given, or changed altogether. In hind-sight, one could explain it as being well versed in various forms of entertainment.

Feel for a Weapon gives you a +2 to hit with a specific weapon. It's better then Weapon Focus, stacks, and has no pre-requisites. Why use Weapon Focus, other for the fact that it stacks (remember, Weapon Focus is an unnamed bonus).

Rip a Clip allows you to do a cleave with automatic or rapid fire weapons. Now that is a good idea. If taken a second time, it has the effecs of Great Cleave. The problem with it, is there is no pre-requisites. Otherwise, awesome feat.

All in all, this chapter is decent.

*MUTATIONS*

Mutations give you a strict benefit, such as mental abilities or physical prowess. You usually get more mutations than defects.

The thing about defects is you get so few and some are really nothing. Some of the minor defects have no mechanics in the game, just RP. Which is good, but it's basically a get out of jail free card.

All in all, decent.

*EQUIPMENT*

This chapter introduces guns and armor for a post-apocolyptic world. Nothing incredible, as guns in d20 tend to not be innovative. Decent chapter.

*CONCLUSION*

I recommend this product to anyone who likes post-apocolyptic role playing. You will enjoy it. All in all, Darwin's World receives a 3 out of 5 from me.
 

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What do I expect from a post-apocalyptic RPG? I expect the setting to be serious... perhaps even morbid. I expect that the game will be based at least loosely on science, with no magic, elves, or fantasy elements. Oh yeah... I also expect mutations.

That's probably why I like Darwin's World so much, and why I expect almost anyone who enjoys the Post-Apocalypse genre to like it as well.

Darwin's World is a 54 page electronic download in .pdf (Adobe Acrobat Reader) format. It is comparable to the Player's Handbook; it provides everything needed to create and play a character, but does not provide Game Master material or information on Artifacts (these are slated for future supplements). I believe it is the first post-apocalyptic game to be released for the D20 system.

The game's setting is placed in an alternate history where the United States retreated behind isolationist policies after defeating the Axis Powers in World War II. The United States enters a Golden Age, oblivious to external threats which culminate in war... nuclear, biological, and conventional. Though brief, the setting is nicely defined... I think everyone knows what a PA setting is anyway.

Impressive for its simplicity is the section on rules alterations from the d20 system. In a few paragraphs, the game explains how to include modern firearms and energy weapons into the existing weapon proficiency system, as well as explaining how to include automatic weapons.

The section on races presents 4 genotypes for Darwin's World: Normal Humans, and Mutants (broken down into first, second, and third generation). Unlike 3E D&D, races in Darwin's World primarily serve to determine the extent of a character's mutations. In reviewing this section, it seemed to me that 3rd generation mutants seemed a bit too powerful to be fairly included as player characters, though I think they would make dandy NPCs (especially enemies).

One of the finest sections in the game is the Character Background section. Early editions of the Gamma World game (the two games beg to be compared) placed a lot of emphasis on the importance of belonging to a community. This is a strong theme in Darwin's World, where I would argue that your character background, or the community type that your character was raised in has more of an influence on developing the character than race does. There are 11 different backgrounds presented, covering an astonishing range of community types. Among my favorites are the Visionary Reinventors (a community dedicated to 'inventing', or re-discovering, technology instead of trying to resurrect the old tech), and the Resentfuls (who have reverted to a nature-loving, druidic type lifestyle that completely eschews technology). Of course, it should be noted that not all races can belong to all community types. Nor are the different backgrounds balanced... some are decidedly better than others. Still, I thought this added a nice element of realism... some cultures do have better opportunities than others. I did not see enough of a difference in game balance to warrant concern.

Five character classes are introduced for the setting: Guardian (a basic fighter type), Raider (a sort of evil biker or renegade), Scav (a survivalist), Thinker (scientists, engineers, or sages), and Trader (part diplomat and part businessman). I might have hoped for more classes, but the ones presented are sufficient for the setting.

The section on skills and feats add a few gems to make the game workable in a post-apocalyptic setting... many having to do with technology. Seven new Craft skills are introduced to deal with technology, nine new Knowledge skills (dealing with tech, medicine, and mutation), and 5 new languages (ditch the old language list... draconic won't help you here). There are 15 new feats, and 4 redefined feats. Most of the feats are nicely tailored to the campaign setting, dealing with factors like guns, sterility, and survival.

One of the Key elements of any PA game is the mutations. If you are a mutant in Darwin's World, you will have defects. Oddly enough, I found the defect section to be the most compelling. Many of the defects listed souned as if they had been lifted directly from medical textbooks, which gave me a creepy feeling. That's a good thing, by the way. Mutations (good and bad) are divided into minor, major, and moderate mutations. A good selection is provided, though I suspect the first thing many Game Masters will do is begin writing new mutations to include. Players are permitted to select their own mutations and defects.

The final section in Darwin's World was equipment. Of course, a selection of firearms were included (crucial to any PA game). The guns listed are deliberately generic. I thought it might have been nice to list a representative sampling of real firearms instead of generics (like the Colt .45 or the AK47). Of course, this is supposed to be an alternate history.
Oh well... The equipment section also includes a sampling of post-apocalyptic melee weapons and armor, rounding out everything you need to get your character started into the radioactive wastelands.

While I was overjoyed with the game in most respects, I do wish there had been more information for Game Masters. Where were the radiation rules? Where were the drugs and energy weapons? Or the horribly mutated creatures? I understand that much of this will be released in later supplements, but I wish they could have been included in this release. Still, I feel confident that anyone who enjoyed the Gamma World game, or the post-apocalyptic genre in general, will be happy with Darwin's World.
 

Post-Apolocalyptic D20

Cover Art: Highly interesting. I wish there was a description of exactly what was being depicted here.

Interior: All art seems to be at the end. A post on the newsgroup said they were trying to save ink on PDF printing. I think they really needed to include the artwork with the pages, because good artwork will increase the presentation.

Content: The classes and races seem like they could use a little more playtesting for balance, but are very good overall. I wish they would give more detail to weapons. Generic is fine for damage, but I would like to see specific detail on just weapon I have. Not just any old rifle. If I wanted it that generic, I'd probably be playing a game of GURPS.

The theme in the core book could have been fleshed out more, or should have stuck to a specific area of the world. I am having difficulty figure out just what should be around for play. Perhaps this was one of my problems of playing the old Gamma World Games.

I believe future suppliments will expand the world and rules a bit. I'm looking forward to picking those up, even if I don't play the game.

Cost: PDF $5.95, reasonable for the product, but possibly a little high. Strange, I probably would have immediately bought it for $5, but at $5.95, I thought about it a few times on visiting rpgnow.com. I am glad that I picked it up.
 

Darwin's World is a role-playing game set in the wild inhospitable world of mankind's ruin, decades after a series of devastating wars that brought the human race to the brink of extinction. In a world where radiation altered the very course of nature, mankind ceased to exist in it's current form. Mutations and genetic variations are the edge separating a species from life and death.
 

This review is somewhat obsolete now that you can buy the complete Darwin's World for $10 and this product has be phased out. See, feedback (positive or otherwise)has some effect.

I would have hoped for more material in a download. It would be better to have all the products in one download. Its like selling the PHB in 3 separate pieces.

One character class stands over all the others, the guardian. The trader can create money out of nothing if you make to higher levels but that's not very compelling. I don't see why the Thinker wouldn't have 8 skill points per level. All the classes have either 2 or 4 skill pts/lvl.

The best mutant has gigantism and independent cerebral control with alopecia and cystic fibrosis. Its very easy to pick the best mutations and the least negative defects.

The best background is advanced. You start with $3900 on average and can use all the high tech weapons.

If you are familiar with fallout tactics: Brotherhood of Steel (BoS), you can play the Brotherhood and clean up the wastelands and bring people to your cause. However, you could probably do a better translation to the d20 system in about an hour and not spend $5. I suggest Dragonstar as a good, balanced sourcebook for baseline d20 stats and prices and BoS as a source of adventure ideas and equipment. There are many websites that break down all the items, weapons and armor for you already. The races/feats in BoS are readymade for conversion. I'd share it with you if it weren't copyrighted.

The rating of 2 is independent of price, if you actually have to pay for it then you'd probably rate it a 1. You can bet that if I had bought it, I'd rate it every bit as harshly as Librum Equis 1.

To comments: Ok, its not quite as terrible as all that but I didn't find it sufficient. Isn't the savings of not having a small print run enough to give more content or are electronic sales so much below print sales that its better to go ahead and have a print product. I've noticed a few electronic products going paper. I'd give it an extra pt for a little more class and mutation balancing. Classes like trader and thinker get their distinctive abilities too late. Unless you start at 10th level or something you might never get to the point where you class abilities come into play. Look at the pilot and mechanist classes in Dragonstar. Something like that would have been real nice. I'd give in another pt for more of an equipment list, a full page at least. I didn't like any of the sample equipment. I could have extrapolated that from SRD 1. I'm toying with the idea of writing up a similar setting to Darwin's world. It wouldn't have any art (someone want to volunteer some?) but it would make good use of the OGL d20 stuff out there. A few new races, a few new feats, a new class or two, a good equipment list and bunch of adventure ideas would make a decent product IMHO. If I try it I guess I'll find out how many people buy these things and whether I'm as bad as the products I criticize.

How do I review a product that I don't own? Easy, the same way I review modules I don't own. I've played it and read it afterwards (if there aren't any secrets.) Not everyone in a group has to buy every book of every game they use.
 

Well I can only say it's unfortunate you found the game so terrible. If it were up to me I'd give you back your $5 since I don't believe in charging for something a consumer doesn't want.

As I said in a previous rebuttal, I sympathize about the breaking up of the Darwin's World setting and rules into separate books, but this was a matter of necessity and not choice. I don't know if you've dabbled in the industry, but $5 for a 60-page product is pretty cheap considering what you have to pay the artists and writer to compose the thing. Making even a modest profit in the RPG business as a small publisher is extremely difficult.

Not to make this personal, but I think you're a bit hung up on the "best". You know, I find in D&D a thief with a ring of blinking is the "best" since he can sneak attack every round and is next to impossible to hit; at high levels he becomes a death machine with his backstabs. I'm sure you've probably analyzed the D&D rules and found your favorite combination of spells, magic equipment, class, and feats too. But I still play paladins, mages, and rangers too with diverse abilities. It all depends on how you want to play.

That said, DW is no different. The Guardian is certainly an effective combative class, with bonus feats and called shots. The Raider is well-suited for his role also; fighting large groups of defenders and taking prisoners (for profit). The Scav is much more suited for solo adventuring in the wasteland, relying on his own knowledge of what to eat and what not to, attacking only from careful ambush, and picking his fights. The Thinker has a wide selection of skills (more than anyone else), has quick access to some of the most useful prestige classes, and is really the heart of any party with his ability to inspire, lead, and evade death (see "the code"). The Trader, who to you might not seem worth playing at all, has abilities that give him a monetary advantage which ultimately means he'll be sporting a pulse laser and a defensive force screen when everyone else in the party is still lugging an old-style auto rifle with sheepskins on. He'll also have all the healing meds, making him influential not only among the group but also where NPCs are concerned, not unlike a wandering drug dealer (or doctor).

It's all about finding what suits your own personal style and mood, and I don't think you should sell the other classes short so abruptly. Each one has obvious benefits, and some that are not so obvious, but I believe all work well together.

As for mutations, there are certainly varying degrees of good, better, and best (that's why they are called "minor", "moderate", and "major"). You like the bald giant with a sword or pistol in each hand and who only lives to 30 years of age. That's great. I personally like the winged mutant who can fly over the hordes of spear-wielding savage tribals who are out for his blood. One of my players prefers mutants who look just like humans so they can fool robot sentries or pureblood humans into letting him trade and mingle throughout their advanced communities. Others like the power that comes with the neural mutations, or those mutations that assist in survival in the wilderness.

Again, it's all about choices and roles, which is what any role-playing game should be about. I don't think there is a "best" anywhere in Darwin's World, but if you're playing solely combat, solely hack-and-slash, there is always a killing-machine character that can't be beat. In any game.

- Dominic Covey
 


It seems like an absolute age that I have been harbouring a hunger for a real, gritty and fully radiated post-apocalyptic roleplaying game. Darwin’s World is a downloadable game that uses the d20 system and has been published by RPGObjects.

Not all the same e-publishers offer you the same deal on their products. RPGObjects have done the honourable thing and made it easy for you to update your book at no extra cost. That is to say, when traditional paper based publishers scramble to issue an errata or go as far as printing off a revised edition, the electronic format of Darwin’s World allows you to simply upgrade your copy over the internet. Just as well, says I. I am perfectly happy at reading off my computer but if I am going to loose the lovely feeling of being able to chase the dog around the house with my new hardback then I am going to demand every possible benefit that the electronic format can bring to bare.

Darwin’s World is fun. The premise is simple enough, a slightly altered timeline in which technologies raced ahead and cultures crawled at a snails pace. America sealed itself off and turned her back on the rest of the world. Conflict was inevitable and when it broke loose it ripped free in horrific waves of chemical, biological and nuclear blasts. The world was torn apart and human kind nearly destroyed. Nearly destroyed. Some humans lived through the chaotic apocalyptic wars in hidden and secure underground bunkers. Of those few humans who survived without such protection evolved (and devolved) into mutants. The game rightly points out that most extreme mutations are horrible and fatal. In a world were daily life is a battle fought with tooth and nail those mutants that suffered least lasted the longest and over the generations those with more practical mutations and with stable physiology become the norm. The text gives the example of how a deformed arm of a mother might be reborn as a tentacle in her child. Yes, a degree of suspension of disbelief is required but if you can’t manage that then you ask yourself what you’re doing as a roleplayer.

I think you could play Darwin’s World in a number of ways and there are certainly variations on the theme. This is what makes it such a fun game in my eyes. My natural inkling would be to run a game where the poor players had to desperately fight for survival among the ruins of a once great city. However, you could equally play a game where the players are pure bred humans venturing forth from the ancient bomb shelters, equipped with fantastic armour and weapons to battle against the mutant hoards that threaten the civilians still living peacefully below. Or, you could play in a Mad Max style. Or, you could twine in a more super hero bent to the game and have your players as "neo-humans", those with the most extreme but the most successful mutations, do battle against raiders who have found a supply of Ancient mecha. "Ancient" is the term given to any pre-apocalypse technology. It’s that range of possibilities that make the game so appealing to me. I think it manages to provide such a wide scope with only minimal loss of focus. The theme is pretty darn clear no mater the angle you approach it.

Technology, yeah I mentioned that just then didn’t I? What? Your copy of the Dungeon Master’s Guide doesn’t have the rules for laser rifles let alone machine guns? Neither does mine. I’m thankful of the approach taken to the "new rules"; everything is snuggled nicely and without fuss into the d20 system. There is some space given over to pointing out how long it might take to load or fire a modern day weapon but you are not forced into learning any strange variations or conversions to the main rules. The presence of advanced weapons in the game world becomes clear in the Feat section. If you want to play a character who knows the dangerous end of the laser rife from the optic sight on the top then, in a world were many people have resorted to sticks and stones, you are looking at paying for that advantage in way of a Feat. It makes sense.

You might ask yourself why you want to pay for something that presents very little in the way of new rules. I suppose you would be right, however, Darwin’s World earns its wings by providing details of appropriate classes and races in this deadly new world. We don’t have elves or dwarfs any more; instead your race is a reflection on your genetic and cultural origins. You might, for example; be a "feral", someone who has grown up among the dangerous ruins of a wasted city, you would be strong and tough but your social skills would be pitiful, you could be from the secret underground shelters that still survive in isolated pockets and in which case you would be a weakling compared to the tough survivors over head but your social skills and knowledge of "Ancient" technologies would be nearly second to none. Classes are handled in a similar manner, a detailed list of ways in which people try and survive in the Twisted Earth.

Overall I was pleased with Darwin’s World. The world book (download, rather) doesn’t present anything staggering in the way of innovations or new concepts. Instead, the text offers you well-written and believable portraits of landscapes and characters. Darwin’s World is just an easy way to strike up a post-apocalyptic roleplaying game, using terms you are familiar with, rules you know and with just enough extra spice (like the tables of radiation effects or commonly used slang) to make the package worthwhile. In addition, it is worth noting the layout of the pages. When I purchase a real book I try and get one with decent size font, good quality paper and a good spine. There is no reason you should be less picky with a pdf document. Darwin’s World is well presented, the text is properly spaced and the grey text boxes are not so dark that you can’t read the print. On a final note, it would be remiss of me not to point out that that there’s a free adventure supplement The Cave of Life that you can download too.

This rather old GameWyrd review can be found here.
 

Dominic Covey how do I get a hold you? Listing your e-mail on your site would be nice, but maybe that doesn't work out so well for you.

Fox1temp@aol.com
 

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