DriveThruRPG.com
Browse Categories
$ to $















Back
pixel_trans.gif
Other comments left for this publisher:
You must be logged in to rate this
pixel_trans.gif
Delta World Roleplaying Game Setting Core Guidebook
by Barry d. [Verified Purchaser] Date Added: 01/24/2022 18:03:27

Update 1/24/2022 Loving the new artwork, it is awesome to see the take on different races. I guess my only "complaints" would be that it takes a while for one to get images of mutations and that there is clearly a difference in the styles but that is to be expected with various artists.

I am also digging the new class. In fact I wish it had been in the first ediition as it probalby would have more fit what I am trying to do with my Kitsune "rogue".

Thanks for the updates, nice work!

End update

So, finally got to play a full session this weekend. Love it. Had originally picked this up because of the old school feel and seeming similarities to Gamma World which I have played MANY years ago. I have certainly seen many game systems over the years talk about "old school" or "old school revival" and this certainly fits the bill while also being "updated" to the newer Pathfinder 1e or DnD 3.5ish rules, which I appreciate. So I certainly get the "old school revival" feel while I suppose many purists would disagree. For me it's the ability to utilize virtually any of the races and classes and have them suffer/benefit from mutations, including throwing in some of the more technological "races". So here is my breakdown:

The Good: There are a lot of things to like about this game setting and rules. A couple of things right off the bat that I really like are the mutation mechanics, which essentially make use of the Pathfinder race builder rules in a unique and interesting way, and the concept of the Ancient One’s cryobunkers, which provide an interesting way to introduce new technologically advanced equipment into the playing world. I like that the Core Guidebook brings together rules from a bunch of disparate sources into a cohesive single resource. In reading through it, about half of the book is OGL or Pathfinder rules from various sources, and about half of it is fresh new rules and material for the setting. It’s a good mix and it does give you a single resource for the majority of key rules to run or design a Delta World adventure. I know others have noted this as a potential downside, but frankly I kind of like having the key elements of the OGL right at my fingertips.
If you’re looking at this game, the really good stuff imho includes: • The backstory of the world I like a lot. Future earth, the only beings left are mutated creatures, but there is all this high technology out there in hidden underground bunkers and overgrown ruins for the taking. Its actually a pretty unique spin on the post-apocalyptic genre that I like. As a GM I can do a lot with that, gives me lots of ideas. • Mutations and mutation descriptions. Split between “Advantageous” and “Disadvantageous” mutations (most character races get at least one of each), there are over 400 mutations, with descriptions! Wow! Even if you just pick and choose off these lists, that’s an awful lot of mutations. To be fair, many of these are adaptations from Pathfinder monster’s extraordinary, spell-like, and supernatural abilities, but there are a lot of unique ones too. On top of that, the use of the advanced race guide Racial Points drives the random mutations at character creation, so all of the >400 mutations have been assigned racial points for Delta World, not something you can find anywhere else. • Impromptu armor! I haven’t seen any good sources of impromptu armor out there (maybe its there somewhere?), but there is a table of impromptu armor and descriptions for it in Chapter 6. Want to outfit your character in some old football pads, hockey gloves and a helmet? Its in here! How about scrap steel banded mail? Also in here! Very nice for a post-apocalyptic setting! • Chapter 12 has a lot of good and unique stuff that helps you get the feel of what they are going for in Delta World. • Appendix 4 has a lot of good stuff for Virtual Tabletop play, including terrain tiles and a bunch of map icons you can use as a GM for tracking sandbox play. • Appendix 6 has loot tables. Lots and lots of loot tables! Good stuff, because what post-apocalyptic setting GM doesn’t need more loot tables? Lots of fun stuff in here, set up in random roll tables that can help you generate loot pretty quickly. I think these tables will need to be supplemented with treasure as well, including some high technology treasure, but for a quick base and a feel of a post-apocalyptic world these tables are great! • Appendix 7 Maps. A lot of good maps here! These are in pdf, but some of them are large format (not 8.5 x 11). I also bought the first adventure module The Enigma Signal, and I see at the back of that that they are going to be coming out with Map Pack 002 that includes the maps for that adventure in high quality for VTT. I am wondering, hoping actually, that Map Pack 001 is these Core Guidebook maps. If so, these maps could be used in any futuristic setting really, so that would be a nice addition.

The Bad: There really is not as much high technology as I would have like to seen, but it’s pretty early to say (maybe more futuristic content will come out later?). Plus, I can sprinkle in the high tech stuff if I need to, so its workable.

Limited content is probably another bad at this point for this game setting. I’d like to see more content. I get it, this is a “new” game setting, and I will say the first adventure, The Enigma Signal, looks interesting to play (its Part I of the three part series, and as of this writing Part II and Part III are not available yet), but I think I need more content to be able to really do a deep dive with my group into Delta World. So, if you do start with this, you’ll either need to fill in with your own content for now or wait to see how often new adventure modules come out for this setting.

Another thing is the mixed genre you get with this, at least right now. This game setting isn’t a futuristic space setting, and it’s not really a heavy science fiction setting, it’s sort of a hybrid science-fantasy-future setting. I am calling that a “bad” because some people may not like that. I actually do like it, I think it’s kind of interesting, but if you want to fly spaceships and fight aliens you probably want to play Starfinder and not Delta World.

Finally, there aren’t any of the Pathfinder Technology Guide melee weapons in the Delta World Core Guidebook, and yet there are some lists of primitive weapons, modern firearms, and laser and plasma ranged weapons. I think that is probably an oversight. While I can go out to get the info on a Pathfinder null blade from OGL content, it would have been helpful to have at least some of the futuristic melee weapons recreated here (like some of the other OGL content), just to give me that one

The "Ugly" Probably the one thing that I was most disappointed in was the derth of art. Actually, there’s NO art at all in the Core Guidebook! I suppose its not really needed, since the setting uses the 3.5 OGL and Pathfinder First Edition rules and there’s plenty of art out there for that, but some old school B&W Gamma World-like sketches or original artwork would have been nice. Actually, there are maps of the various Phoenix Society bunkers, which are pretty good, and a decent overland map, if you consider those to be art. But, if you’re looking for some great post-apocalyptic eye candy, there is none here (note that there is some art in the first adventure module, not a whole lot though).

Summary I gave this a 4 out of 5 stars, only because there isn’t any art and it would have been nice to been an all in one core rulebook but for the price (and having all of the Pathfinder books already), so that really wasn't a hindrance for me. I think the mechanics and rules supplements are good, the mutations are awesome, and the maps are really good. There is also a really good VTT section that will certainly help. We played on roll20.

Overall, I like this game setting and rules supplement for a post-apocalyptic feel. I think it provides a fresh “Old School” look (is there such a thing?) at the science fantasy genre that I like a lot. If you’re interested in this genre, for the price its worth a look.

I hope there is a lot more content coming for Delta World in the near future, because I really would like to get my gaming group into a long running campaign!



Rating:
[4 of 5 Stars!]
Delta World Roleplaying Game Setting Core Guidebook
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
Displaying 1 to 1 (of 1 reviews) Result Pages:  1 
pixel_trans.gif
0 items
 Hottest Titles
 Gift Certificates