What is it?:
The Morrow Project is a post
apocalyptic RPG produced by Timeline LTD with a long history, having
been created several decades ago.
The setting:
Starting in the mid 1970's, a man named
Edward Morrow collected a group of business leaders to begin planning
for how to deal with an impending apocalyptic event. In the previous
editions, the end of the world happened in 1989. But, since
geopolitical situation on earth has changed a lot since then, the
apocalypse was moved to the far off year of 2017. The creators seem
to really love putting the end of the world “30 minutes into the
future.”
The Morrow Project, in the game, is
build around trying to help the world rebuild after everything has
gone up in smoke. The plan was to train people to survive who had the
skills that would be needed to help in that rebuilding. The plan was
that they would be put in suspended animation until a few months or
years after The End and been woken up by Prime Base as needed. Teams
were broken down into several groups, but the most common were Recon,
MARS, and Science teams. But things went wrong.
The teams wake up, seemingly at random,
centuries after The End. The world is utterly different. And, in many
ways, their mission is already a failure. But can still be a success.
Some areas are led by warlords and despots, while others are led by
good people. And that leads to conflict. With their “advanced”
technology and knowledge, the members of the Morrow Project can turn
the tide in favor of rationality and decency.
There is a larger metaplot, involving
the destruction of Prime Base and the Warriors of Kreel. However,
since all that takes place in the Midwest (like a lot of old post
apocalypse RPGs), you don't have to include it. Instead, using the
information provided in the book, you can work on where the missiles
landed in your area then work out what happened to the area
afterwards.
So, the setting is very much in your
Project Director's hands. Beyond the basics given in the book, you
can go wherever you want. Or use many of the older and newer premade
adventures that have been released over the years.
The system:
The system is almost exactly the same
as the original 3rd edition one, just with some
clarifications and slight changes. Which means it's very complex. And
it uses the metric system for everything. Not something many
Americans are intimately familiar with.
The system uses percentile dice for
skills and d6 for rolling stats. Beyond that, it's all d100's from
then on. With this expansion in the rules, it does make it much more
clear how and when skills are used, how your stats effect them, and
how to improve them. Coming from reading 3rd edition, it
is really nice.
Beyond that, the system is hideously
complex. After you figure out your stats and skills, you have to work
out the Structure Points for your body and the Blood Points you have.
Lose all the SP in your hand? It's gone. Lose too many BP? You're
bleeding out and that's Very Bad. While these are much easier to
figure out, having switched to a clear chart instead of having you do
the math for each part of your body yourself, it does not make combat
and damage easier to deal with.
The obsession with detail continues
with the combat. Each turn is 3.6 seconds. Not just three, not three
and a half, but 3.6... I'll have to stop there because the math makes
me head hurt...
The enhancements to the system have
also given us a much clearer Luck system (yet another throwback). And
they have greatly expanded the Psionics system. It makes much more
sense and actually looks pretty cool.
One thing I think they missed, given
the high lethality of the world and the rules, is how to make someone
from the world of the future. I wouldn't have minded a simple
appendix in the back with some guidelines. It might be there and I
just missed it. However, it's still a good idea. I think they
intended you to find another team and use them to refill the party.
Or have everyone make another character and keep them as NPCs until
your first character drops. While I usually don't like to kill off
characters, this system doesn't help me prevent it.
Is it worth it?:
If you've been playing earlier editions
of The Morrow Project, I strongly suggest picking this new edition
up. There's a nice little conversion sheet in the back of the ook you
can use to update the characters and the NPCs.
If you're brand new to roleplaying and
tabletop, this isn't a good choice. I've talked a lot about how
complicated the game is to run and play, so I wouldn't recommend it
as it could put you off of the whole thing. Plus, the book is $40
($50 for hardback).
Now, if you've been around the block a
few times, and like post apocalypse games, this might be a “maybe.”
You can get a PDF version and can use that to harvest the ideas for a
different system.
To add a bit of summary, I'm mildly
disappointed in this. I really wish they had done a whole new system,
which is why I waited so long to buy this new version. I do like how
much easier it is to understand and how much they've expanded the
information they provide. I'm very conflicted about this as I love
the idea of the game but have real trouble with the system. Maybe
I'll try to run it myself in the future and see what happens.
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