Metal Gods (Print)

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Metal Gods is a 72 page sourcebook dedicated to incorporating robots, androids, and other forms of artificially intelligent life into campaigns on the Twisted Earth.

Inside you will find:

History of “The Metal Gods”
Metal Gods looks at the evolution of robotics in the alternate history of Darwin’s World.

Android Characters
A flavorful system for creating android characters, including 33 android-specific feats and three new prestige classes for androids (and one for their organic "servitors"): the assassin android, android mastermind, child of the metal gods, and Foundationist android.

Robotic Life
Metal Gods defines the various levels of artificial intelligence, gives rules for playing “wild” or “berserk” robots, and has game statistics for 18 different androids, robots, and programmed automatons from before the Fall. Metal Gods also introduces a new template, the cyborg.

Robot Items
A short sampling of some high-technology items that are often found in the possession of the so-called Metal Gods as well as items used against androids during the last days of the Fall.

Adventure Material
Adventure material for game masters, including several adventure hooks for low, mid, and high level campaigns as well as a fully detailed mini-adventure.
 

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This review is for the print version of Metal Gods. As with most of the Darwin’s World RPG line Metal Gods was published first in PDF form and then in dead tree format later. The 72-paged book comes in at $14.95. It’s fairer to see the product as having 8 pages extra. The traditional page count for supplements of this size is 64 pages and it is easy to find such books for $14.95. If you want to be mean then you could point out that a few companies manage to produce their 64-paged books for a couple of dollars less and this makes the 8 extra pages in Metal Gods awfully expensive.

Metal Gods has one of the longest introductions in a supplement of its kind that I can think of. You’re at page 18 when the book stops introducing itself. The introduction is so long because the decision that in order to explain why there are robots, androids and cyborgs in the post-apocalyptic world of the Twisted Earth that the development of robots in Earth’s history had to be explained. This history goes as far as describing the wars and missile launches that pushed the world over the brink and onto the spiral of disaster that becomes the Twisted Earth. Those players and GMs who found it frustrating that the critical events that led up to the end of civilisation had been missing in Darwin’s World will be pleased. Those players and GMs who liked the fact that such information was shrouded in mystery will be disappointed. Those players who had been ambivalent previously will no doubt remain ambivalent. I liked the fact that the chain of events that led up to the Twisted Earth hadn’t been described in earlier Darwin’s World books; rather, I liked the fact that the history of the world wasn’t important. Being able to see how the game designers viewed the run up to the end does have some degree of satisfaction but I suspect I’ll be ignoring the opening chapter and pretending it’s not there. This option to ignore or re-write parts of the history is clearly stated as a good way to go by the book itself. The introduction to the introduction explicitly puts this particular development of robots and the run up to the catastrophic end of life as we know it as a "... how it all might have come about." I’m pretty sure that GMs who prefer to not to deal with the history of the Twisted Earth or save it as a set of mysteries unique to their game will find it as easy to read the introduction in the "might have – but didn’t" way. Weighing this all up together I think the author, Dominic Covey, was probably right to include the development of robots in the introduction. He found himself caught between a rock and a hard place and managed to wriggle through the gap.

If you’re hoping that Metal Gods will be a beastiary for gear-heads, chock fill with technical stats for different sorts of robots, cyborgs and androids and detailed illustrations of each then you’ll be disappointed. Illustrations are particularly lightly scattered in the book and this alone disqualifies it from any claim to be the sort of tech manual that can accompany many Sci-Fi games. Instead Metal Gods shares its space between a monster manual like list of robots, equipment, robotic player characters and even an adventure. The introduction of robotic player character races means that there’s accompanying prestige classes too.

Android as a character race is handled fairly well. There’s a good mix of both roleplaying suggestions and required crunchy bits. The level adjustment of +3 balances everything up appropriately. Androids deteriorate at a steady rate; at certain key levels a new defect must be picked. These are effectively anti-special abilities. I don’t like the way that these defects could just spring into existence unless they’re carefully foreshadowed by the careful and clever combination of GM and player working together. This problem with important character penalties and bonuses appearing out of the blue isn’t unique to Darwin’s World; it is a fundamental weakness of the d20 system’s level based advancement rules. I don’t think less highly of Metal Gods for their implementation of android defects, in fact defects are a nice idea. I do think that an opportunity to suggest a solution for a much bigger problem and make Metal Gods a key point in the evolution of the d20 system has been missed.

There’s no shortage of android feats though. In this chapter Metal Gods benefits from the d20 game system. I can think of more traditional Sci-Fi games that could do with a few of the feats in here.

The prestige classes perform adequately. The assassin android is a 10 level prestige class and actually makes more sense to me than the normal assassin prestige class. There is something special and unique about an android that’s designed to outsmart its creator race and to kill them too. It certainly seems more prestigious than creeping around in the dark and stabbing people in the back than the traditional rogue, oh, sorry, than the traditional assassin class stands for. The mastermind is a 10 level class and again seems to be a fair and wise choice for a prestige class. The Child (of Metal Gods) and Foundationist Android are prestige classes because the game world makes them such.

The list of various individual robot and android types (where you’ll find stats for the likes of Combat Walker Robots and Police Robots, etc) begins with a nice overview of different types of brains. Examples included the simple programmed brain at one end of the scale and the biomechanical brain that actually includes some organic matter at the other end. Different features in programs have a similar study, as are robotic qualities. These features add a bit more realism to the game and will give those players who like to discover, learn and defeat every single quirk and power of possible monster encounters something else to do for a while. The rules for cyborgs are found in here. Cyborg is a template rather than a race and this is as it should be.

The chapter of different robots and androids gives way to a chapter full of specific robot equipment and tools. There’s a good balance of items here. It would have been all to easy to list only stuff that androids and robots use to keep going - power packs, special weapon appendages and that sort of thing. There are enough items that humans use on androids and androids use on humans (obedience and pain collars, for example) to ensure that there’s something for almost every appearance of artificial life. The downside is that you don’t really need many of these things spelled out for you and don’t necessarily represent a good use of page space unless you’re able to work out an arbitrary price for them.

The 10-paged adventure "Metal Gods" finishes the book. 10 pages out of 74 is a significant proportion of the book. I would have thought if anything from the PDF original was going to be cut out in preparation for the print run then it would have been this. It’s a typical pre-written adventure. It’ll suffice for those people who actually use such adventures but doesn’t have the scope or flexibility of the likes of RPGObject’s own Death by Corium Light. If you do start cutting out the 10 pages of adventure and 18 pages of introduction then Metal Gods starts to very much less like as a cheap 74-paged supplement but as an expensive 46-paged supplement.

Metal Gods does what it says on the tin and does it well enough. If you want to add robots, androids and cyborgs to your Darwin’s World game or campaign in a similar setting then the book is something to consider. If you’re not particularly fond of the idea of introducing mech and tech to your game of bloody mutations and the daily challenge to find the next mouthful of food then the book isn’t really a compelling buy.

* This GameWyrd review was first published here.
 

Metal Gods is a 72 page sourcebook on robots and androids for the Darwin's World setting. Broken up into five chapters, the book gives GMs and players the tools needed to introduce these entities.

The first section, Introduction, is a lengthy look at the creation of robots from humble machines to androids capable of replacing humanity. Most of the history is in vague general terms as far as an official timeline and focuses almost exclusively on North America and its consumerism and sex demand for new and better toys. In some ways, very believable.

Those looking to play Androids or use them as fleshed out NPCs have chapter two, Androids. It includes standard racial traits and new skills and feats for your Androids. One useful tool is the recommended Feat Trees listed by android model type. If you're a laborer android, you might take Alertness, Expertise or Iron Will but if you're a Soldier, you'll take Built-In Weapon or Heavy-Duty Resistant Coating. This gives the GM a quick way to build androids without doing a lot of prep work.

The new feats are focused on the android and augmenting it. Enchaned Audio Receptors gives a +8 competence bonus to Listen checks and a +2 to sense motive while Bio-Sense provides exact location of living creatures within 60'. Useful but very powerful. GMs trying to keep a scale of 'even' power in this setting will have to playtest and determine on an individual basis what works and what doesn't. Not all of the material is android based however. Improved Hit Dice, another powerful feat, increases the hit dice by one step so 1d6 becomes 1d8. Another one, Marauder allows the user to inspire Feat.

Another way to customize your characters is through the prestige classes. The following choices are offered: Assassin Android, Android Mastermind, Child (Of Metal Gods), and Foundationist Android. Most of the titles are self explanatory but the Child of Metal Gods is a human dissatisfied with his lot in life who worships the robots and have had things done to them by the robots like sterilization. Interesting stuff that fits the Darwin's World setting to a tee.

Chapter Three, Robotic Life provides a lot of groundwork for different levels of robot and android brains and what they can do. Robotic programs are listed with full information and qualities, like berserk and damage reduction, are listed. This information is similar to how the Monster Manual is set up in that the root mechanics are provided before the monsters themselves. Many standard robots and androids, ranging from laborer androids to War Droids are provided. Those wishing to throw cyborg hordes at their players can use the cyborg template to augment anything from a human to a bear.

Robot Items, in Chapter Four, introduces several new items, basically magic items for a sci-fi setting, to the Darwin's World mileu. Need an ID card or a military research access card? How about a pain collar? All information is listed with typical cost and description so the GM can now use stun grenades even as he arms the players with EMP Rifles.

Now how do you use all of this information? The Metal Gods, Chapter Five, provides some groundwork on what robots and androids are doing in the setting as well as some adventure seeds and one semi-fleshed out adventure. This allows the reader to pick up the material and run it within a night or two of his initial purchase.

Art and layout are fair. Art is a tad on the light side with many items and robots not illustrated. Some material is reprinted from the core book. Game mechanics seem sound in stat blocks, but playtesting on the android race and the numerous feats will be necessary to fully integrate the book. Interior covers are not used. The book is 72 pages at $14.95 which is about or better than industry standard for d20 books.

If you're looking to add robots to you're Darwin's World setting, this is a good purchase for you. If you're looking for more general robots than those found in Factory, then these may be too specific for your needs.
 

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