YELLOW DAWN - The Age of Hastur
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Copyright:
© 2007 David J Rodger Standard Copyright License
Language: English
Country: United Kingdom
Edition: Second Edition 2.1.1
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Printed: 319 pages, 8.5" x 11", perfect binding, black and white interior ink Description:The Earth has been ravaged by viral pathogens, the death of billions observed by the orbital colonies and deep-space habitats that were largely unaffected by the Outbreak. Terrified of infection, nobody came to help. Less than 30 percent survived the first few weeks. Then came the 2nd Wave of infection, spreading steadily outwards from the impact points, and that was when the horror really began... YELLOW DAWN: This book is crammed with everything you will need to create characters, run scenarios and experience horror and adventure in the fictional world of David J Rodger. FEATURES: High-tech and Low-tech weaponry, equipment and armour. Zombie surges. Computer hacking and drug abuse. Non-human characters. Scavenging Dead Cities for resources and raw components to build whatever you need. Enhancements through cyberware and bioware. Complex political, corporate and quasi-religious tensions. Schools of Elemental Magick, occultism, demonology, many NEW alien horrors of the Outer Chaos - the Cthulhu Mythos. Keywords:Listed in: |
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As a setting, Yellow Dawn successfully combines elements of survival horror, post-apocalypse, cyberpunk, Lovecraftian horror and high-tech investigation. The game systems are thorough and well-developed, and are detailed without being overly complex. The rules include systems for developing and maintaining your own settlement, for learning magical operations, and for enhancing your character with cyberware.
One of the most innovative parts of the game is the system for "Dead City Runs"; scavenging runs into cities still infested with savage zombie-like creatures that swarm at the first signs of life. Dead City Runs can be run as stand-alone adventures, and are perfect for gaming groups that want a role-playing night without extensive preparation. My first experience with Yellow Dawn was just such a night, and it proved to be one of the tensest, most memorable gaming experiences of my life so far.
If I have one complaint about the book, it's that it badly needs a thorough index, as tracking down bits of information during a game can be time consuming. Over all though, this is a fine piece of work and a remarkable example of a small-press independant RPG. Highly recommended.
Theres a great scope for adventure genres - everything from Wild West to Hi-tech espionage, and has a number of interesting game system additions. Two of my favourites are the use of resources - where you can literally build anything with enough materials and the right skills, and character generation.
Character generation is, I'd say, possibly one of the most interesting parts of Yellow Dawn, as it allows a large amount of character customisation and an ongoing series of options for improving your characters from the start.
It also introduces some great character ideas (first contact for example, that gives a numerical "score" to your characters personality and how well they act in situations without putting you in a straight-jacket).
The system itself is based on the d100% roll, and is easy to follow and is very intuitive.
Theres also a great way of generating quick adventures called "Dead city runs" which can be set up and ran in an evening without any preparation - kind of like very involved encounters or mini dungeon crawls.
My only gripe is that some minor bits of information aren't where you'd expect them - for example the price of boat hire is covered under travel and not costs, but this is not usually an issue, and I understand has been re-organised in version 2 (I have a copy of version 1), so may not even be an issue anymore.
All in all, a very good and well put together game world and system.
I highly recomend this book for all chutchu players as well all players who have grown bored of other RPG game types.
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