Mutated freaks, hedonistic high-tech lay-abouts, and diesel-guzzling road warriors all coupled with a toxic and overtly hostile environment are what you'll find in RPG Objects'
Darwin's World. Long in development from a little PDF in 2001, to a book in game shops as we speak,
Darwin's World's "Twisted Earth" is a d20 product reminiscent of TSR's
Gamma World. Yet, despite faults in the rules it presents, this setting has something to offer the d20 nuclear generation.
The book is has a soft cover, but that cover is more durable than most, and the book itself is relatively attractive. While the art isn't stellar, it is decent at times, though the image on the front cover isn't as good as the one on the back. Fairly well designed, excepting the illustrations done to resemble posters or quotes and the rough forced justification of some lines of text,
Darwin's World stands above even some major game labels. This observation is especially true applied to the page borders, which are subtle, appropriate, and fade into the background of the page. Kudos for this go to Chris Davis, who's also the editor of the work.
The editing and writing itself could have been stronger, because it comes across as uncertain since so many statements are modified with words like "often", "sometimes", "tend to", and "most". Further, the author's overuse of the abbreviation "etc." really bothered me. These are minor complaints, but I have a few more that are less so.
The history and science in the introduction are straight out of a B movie, and it's funny because the mutations, and like material, are so far-fetched that the attempt at academic explanation is pointless. The section on physical description states that the atmosphere is thin enough to allow enough moisture to escape into space for seas to dry up. This isn't possible, but if it was, such an atmosphere doesn't hold heat very well either, as we see on Mars. So, such a
Darwin's World might be an arid wasteland, but it would be a cold one too, with wide fluctuations in temperature. Further, an earlier section asserts that nobody knows how much time has passed since the final downfall of humankind (called the Ancients), yet doesn't really say why. Did the entire stock of clocks break, every calendar go missing, and everyone forget how to count? More laughable, the introduction suggests that the campaign is set "...decades after a series of devastating wars that brought the human race to the brink of extinction." I say laughable, because there's been enough time after those wars to produce three generations of viable mutants (at least) according to the mutant types available in the game (three generations being about 60-90 years). Further, in "decades", why would some everyone get confused as to how much time has passed, and why would the Ancients be considered ancient at all? I don't necessarily care if the things such as these are accurate to our reality in a work of fiction, so long as they make sense within their own context.
Omega World's admission that its own science "sucks", but it's a game about big guns and crazy powers was refreshing.
Darwin's World's discussion of science and history is just silly--even noting that it allows for some flexibility. (A better and compelling history of
Darwin's World appears in RPG Object's and Dominic Covey's
Metal Gods.)
A few other silly things appear in the book's incorporation of d20 rules. Most notably, the classification of weapon types doesn't work very well, since all the weapons in the
Player's Handbook are made into simple weapons. This flies in the face of the logic behind the feat Exotic Weapon Proficiency, by denying the fact that some of these (now simple) weapons require highly specialized techniques to use well, even if they're primitive compared to modern and high-tech firearms. Perhaps, since the first printing of
Darwin's World came after the
d20 Star Wars first edition, a better model for weapon proficiencies could have come from that game. The use of a similar system doesn't seem beyond
Darwin's World, since it uses character level adjustments like those found in the
Forgotten Realms Campaign Setting. On the flip side, making ancient weapons require an Exotic Weapon Proficiency each is a great idea.
I also beg to differ with Covey's opinion that core
D&D classes "just don't fit" in
Darwin's World. With very few modifications, which might be taken for granted when one reads the skills and feats sections, the barbarian, fighter, and rogue all make great vocational choices, and even have thematic elements that add to the setting. Arguably, one could add the monk as well, with definite storytelling advantages. No NPC classes are listed in
Darwin's World, nor are there suggestions as to which, if any, should be used. Of the PC classes included in the book, only the Thinker is essential to rounding out the core class list. All of the others would have done just fine as prestige classes, especially given their specialized abilities.
Darwin's World offers up eleven prestige classes for the seasoned waste wanderer. The fact that most of these classes are tied directly to specific societies or organizations is great--exactly what prestige classes were intended to be. Most of the classes seem balanced, though a few have requirements that allow entry into the class before 5th level. Others fail to use already established precedents for the class abilities, like the champion's reputation, which is like the feat Marauder, only weaker. Another class, the Mech, garners a character +15 to Craft checks, which is too high a bonus, well beyond those a feat (or three feats) could offer.
Conversely, most of the new feats in
Darwin's World work well. Rip A Clip and Room-Broom bring firearms to a new level, while others, like Sandwalker and Troglodyte have great setting "color". In fact, most of the feats add to the feel of
Darwin's World. The only ones I wouldn't use are Feel for the Weapon (a feat that becomes useless if the character in question loses the specific weapon to which the feat applies), and Liked By All (all NPCs are initially Friendly to the character). Others I might alter a bit, such as requiring Toughness as a prerequisite for Improved Hit Dice (Die?), but having even a short list of feats that work so well is rare in an independent product.
The skills are likewise high-caliber work. I appreciate the language list and lexicon in the skills section (even though languages take more than "decades" to diverge from one another drastically). Delineation of Craft skills as applied to the Twisted Earth is a welcome addition too. This list of skills makes the physically feeble and aforementioned Thinker all the more valuable to a party, even without mutations.
The mutations themselves are very nice, excepting some unclear writing and those that are unbalanced in power. Dermal Spike Growth, for example, states that a mutant with the spikes gains a free Martial Weapon Proficiency--with what, and why, are unanswered questions. One could assume the proficiency is with the spikes, but according to the other precedents in
Darwin's World rules, wouldn't they be simple weapons? While there are other instances of this type of thing, most of the abilities were well crafted. It's obvious to anyone familiar with
Gamma World that some of the mutations are (at the very least) inspired by that game (like Dual Cerebellum). Mutational defects serve to balance the mutant strains with the lowly human, though I still suspect that humans come out on the really short end of the stick despite this and level adjustments for mutants. The only thing I felt was missing was a random table of mutations to aid both PC and NPC design (and, perhaps, one that randomly selects defects for a player).
Not missing, however, was an extensive list of goodies that characters may trade for or find in the wastes of the ruined planet. Covey even explains how important barter is in the economy of
Darwin's World, suggesting that a GM keep a list of items the PCs trade, and where, for future reference.
Darwin's World includes a few strange potions, common items as weapons (like baseball bats and razor blades), and modern firearms. The statistics and descriptions of some of these items are strange, like a broken bottle that weighs six pounds, and the fact that every sawed-off shotgun may only be fired twice before reloading, while its regular counterpart fires five times, yet neither can be fired more than once per round. My personal experience with shotguns is that many (even sawed-off) can hold eight rounds, and are semi-automatic. Thus, some players may want another source for more realistic guns.
Still, the equipment in the book is impressive in its creativity, though the assertion that some items are "never sold" bugged me. Another thing that bothered me was the money in
Darwin's World--corium pieces. Corium, which exists in the real world, is the left over metal after a nuclear reactor melts down, often mixed with concrete. Why anyone would use this toxic substance as money in lieu of more valuable minerals (such as iron, or nickel, or just plain steel) is beyond me. It strikes from the realm of science-fantasy into the domain of ridiculousness. I'd junk the whole notion.
One man's junk is another mutants' treasure, and where would a post-apocalyptic setting be without ancient and mysterious artifacts to unearth and blow one's self up?
Darwin's World isn't short on ancient riches. A definite bonus in this section are random tables for generating relics as treasure, along with advice on how to determine how much treasure to give. The influence from
Gamma World is clear here as well, with some items even named the same, such as the powerful fusion rifle.
Also in the "Artifacts of the Ancients" section are vehicles and rules for vehicular combat. Taken as a whole, these rules are too flawed to be useful. According to them, a hobo running alongside a train has to make a DC 22 Jump check to board that train. A motorcycle has a +9 armor bonus, in addition to a hardness of 5 (stone), and that same cycle has a maximum speed of 18 mph (40 ft./round, taking the Run action for quadruple move (160 ft./round), divided by the number of feet in a mile, times 10 rounds per minute, times 60 minutes per hour = 18.18). A large truck is faster, at a whopping 23 mph. Further, persons caught in a crash suffer extreme damage virtually all the time, and the vehicle is assumed to catch fire. The only things I might use as a GM, with any vehicular combat alternative like the rules in other products, are the vehicle modifications. It's a shame that a game inspired by the likes of
The Road Warrior has such bad vehicle combat rules.
Like the world in that venerable movie,
Darwin's World is rife with dangers. The hidden ones, like chemical contamination, disease, and radiation, are perhaps worse than the mad raiders, mutated beasts, and murderous scavengers. Covey gives the GM almost everything needed to improvise the adjudication of such fiendish fates. Radiation is handled more realistically (
sic better) than it is in
Omega World, and the fact that radiation doesn't cause further mutation, like it did in
Gamma World (and does in
Omega World), is also a good thing. Though there are none presented, I would like to have seen some new diseases for the Twisted Earth.
The Twisted Earth itself is explained in some detail through legend and societal descriptions. The vast possibilities of the world are but touched upon, but more than enough information is here for many campaigns. What is more invaluable is the insight into the workings of
Darwin's World that can be gleaned from reading the material. Not only that, but this prose is the cleanest in the book. The only things missing are maps, so one can see where these places and societies are located, and mutated monstrosities to throw at the PCs. Maps can be found, for free, on the official
Darwin's World website, along with a gazetteer and plenty of other freebies. I heartily recommend downloading these items, if you're running a
Darwin's World campaign. The monsters you can get from the
Monster Manual(aberrations and monstrous humanoids work well--spell-like abilities can just be mutations), or from
Terrors of the Twisted Earth, a separate RPG Objects monster product for
Darwin's World.
Polyhedron magazine's re-release of TSR's
Gamma World as
Omega World shouldn't deter its owners from picking up
Darwin's World. In fact, the two can be used together with a high degree of success. If you don't have access to
Omega World, you might want to pick up a back issue of
Dungeon #94 to have a copy of both.
Darwin's World doesn't stand alone as well as it should. Like I mentioned, the rules for guns and vehicular combat are wanting, requiring a retrofit from another source for the latter mechanics. (
Star Wars, some of the
Polyhedron mini-games, or
d20 Modern fit the bill--though all have their own flaws.)
In the realm of ideas, though hardly original,
Darwin's World brings an older genre back to life. It's executed well enough to serve its purpose, with the only truly crippling aspect being the third-rate vehicle rules. It should be remembered that
Darwin's World was executed at a time when there were few d20 precedents for the work. I just wish the design team (small as it is) had taken the time to work out the flaws before offering this printed version. If you're willing to make your own little mutant by cannibalizing other games for viable mechanics to replace the aberrant ones, post-apocalypse roleplaying is available again to fulfill all your
Mad Max fantasies.
Special Note: The team at RPG Objects is working on a second edition of
Darwin's World that deals with correcting some of the very things mentioned in this article, along with other improvements no doubt. Be on the lookout for it, because it's bound to be a winner.
This review was originally written for
Gaming Frontiers on 11/06/02.