Tell me about The Morrow Project.

jdrakeh

Front Range Warlock
I'm interested in picking up a gritty post-apocalypse game. What little I know of The Morrow Project has piqued my interest. It sounds like a real Cold War era post apocalypse game. Can anybody tell me more about it?
 

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I wish i could, but it never got played in my old group. I was given it by a player who hoped I would run it, but I never did. Never ran Gamma World and I owned the first print of that too.

It did seem gritty tho ;)
 

I only played a couple of sessions of it. Yeah, from what I could tell it was pretty gritty. Resource management is needed. As I'm sure you know, the basic premise is that you and your team wake up after 'something' smacks down the Human race. Your job, which you've already chosen to accept, is to help rebuild civilization. Needless to say, this isn't something that can be done quickly. ;) And, of course, there are bandits, some mutants, politics, etc. to deal with.
 

Hi jdrakeh,

You've probably already visited this page, but here it is:

The Morrow Project - Wikipedia, the free encyclopedia

I first played in a Morrow Project/Runequest mixed campaign back in 1982. If I remember (fog of age here) correctly, we used the Runequest combat system for this as the Morrow Project combat system was broken according to the GM.

Our characters were members of a MARS team. When we woke up we found that magic had replaced technology in the post-Third World War period.

In the other campaign I played in, we (the players) totally broke the spirit of the game. Again, we were a MARS team, but instead of rebuilding civilization we whacked other MP teams, set ourselves up as the overlords of Pittsburgh and invaded Ohio (sailed down the Ohio river and shelled Cincinnati from barges). We used the combat system from the original Traveller black books.

I've been thinking of running a Morrow Project campaign myself, but plan on using a D20 variant system (probably T20). Anything with DR for armor and hits going to con will be deadly enough.

Thanks,
Rich
 

Did you play using the published adventures, or did you create your own using the basic Morrow Project rule book for background? I ask, 'cause I notice that the core rules only clock in at 66 pages, which doesn't seem like a lot of room for adventures + setting + system. Was a lot of the setting detailed in the adventure supplements?
 


Did you play using the published adventures, or did you create your own using the basic Morrow Project rule book for background? I ask, 'cause I notice that the core rules only clock in at 66 pages, which doesn't seem like a lot of room for adventures + setting + system. Was a lot of the setting detailed in the adventure supplements?


For the Morrow Project/Runequest fusion, it was all home grown by the GM. For the campaign we twisted, I believe we started out with a published adventure. I will try to dig up my copy of the Morrow Project, but it may be in a box in a locked room with my buds at Public Storage. Will try to get you a synopsis/table of contents for the rulebook.
 


I have not read this game thoroughly and can not provide much information other than an informal impression. Basic combat with an alright character creation system. I mainly purchased this product to aid me in an old Twilight 2000 game back in the late 80's

Here is an abbreviated table of contents (The Morrow Project GB-1, 3rd edition)

The War (Background) pg. 1
Morrow Project Personnel (Character Creation) pg. 7
Available Equipment and Weapons pg. 12
Basic Loads (Combat System) pg. 32
Conditions in a Post-War World (Setting) pg. 45
Miscellaneous Tables pg. 62

Expansions ~
Personal and Vehicular Basic Loads and The Morrow Project Role Playing Expansion (GA-2)
This has been renamed - Vehicular Basic Loads & Hand-to-Hand Combat System. A 5 page rules supplement with 30+ pages concerning equipment.

Liberation at Riverton (R-001) Inside cover is the playing map with a 43 page adventure including more equipment.

~

I've recently seen The Road which may assist you in world building. The book (of the same name) can help with more details I would imagine.
 

I played it back in the early 80s, but never fell in love with it - too gritty and unheroic. Our GM liked the idea, but never really got the ball rolling. The background had some nice touches, but nothing unique as far as it was revealed to us in play - I never read it.
 

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