Back in junior high school, I was rather unaware of the mess that this edition actually was1, and I gleefully ran a campaign using these rules with a group that transcended school cliques in a way that makes it hard for me to totally reject and mock that final scene of the series Freaks and Geeks. One of the hockey-playing tough-guys in my class ran “Sheesh,” the pregen sentient plant, for a number of weeks’ worth of wilderness exploration adventures.
This year, I’ve slowly been picking up past editions of the game, and thinking over getting some of the retroclones like Mutant Crawl Classics one coming out next year, and of course the widely-embraced Mutant Future.
Why? Maybe it’s the build up to the recent US election, but I’ve had the postapocalyptic setting on my mind. While I’m not sure what system I’d like to use, I’d absolutely love to run a futuristic, post-cataclysm RPG… except I’d like to set it in Northeast Asia, starting—of course—on the southeastern tip of what’s left of the Korean peninsula. (Optimally, I’ll get to run it before we actually leave Korea, so my players get all the local references and in-j0kes!)
I actually struggled to make sense of it, reading through it again for the first time in years back in September↩