Cepheus
Atom by Omer Golan-Joel; published by Stellagama Publishing
through DriveThruRPG.com
I'm
using my old review format from the Amber Zone reviews to discuss
this game book.
C-Atom
is a compact (less than 50 pages of rules!, and that's digest-sized
pages) rules-light game set on Earth, after a cataclysmic war that
ended the world. Nuclear weapons, poison gas, germ bombs, you name
it. All the nasty stuff you can think of has happened. C-Atom is not
set up for complex characterizations, and nuanced interactions with
exactingly detailed NPC societies. It's a 1950's vintage Atomic
Horror movie. The author calls it a “beer and pretzels” game.
Location:
The game's setting implies that the whole Earth was affected by the
Final War. So the PCs can begin play in their own home town if they
want, or pick any place on the planet. It's terrible most everywhere,
though, so expect trouble wherever you begin.
Mission:
Survive! Maybe the PCs can find someplace that isn't ruined by
Contamination where they can find a bit of peace and begin to rebuild
the world. The rebuilding part, however, is outside the scope of the
game.
Complications:
There are mutants and monsters and out-of-control robots aplenty to
ruin the PC's day. Even the environment is out to get you;
Contamination is everywhere, and will Mutate you with enough
exposure. Most of your equipment must be scrounged. Fortunately there are some high-tech goodies to be found - like Jetpacks!
Strong
Points: C-Atom gets a lot done in not a lot of space. PCs and NPCs
are super-fast to create, and with a familiar setting (Earth) play
can get started right away. The game's objectives and story-focus is
not limited – it's precise. It is trying to do just one thing, and
that it does nicely. Imaginative players can throw in whatever
sub-plots they may want, or concentrate on blasting that next
Lobstrosity or Spidergoat before their ammo runs out.
Weak
Points: Okay, a quibble. Mutations are referred to in one place as
Flaws and Perks, but not in the tables that explicate what the
mutations actually do. It should be consistent.
What
I'd change: This setting is not my cup of coffee, but like every
other RPG product I get my hands on, I pored over it looking for
things I can use in Traveller (and now also Cepheus Light & Sword of Cepheus). So not to change, but to <ahem> borrow: the Mutations fit in well with my concept of Genetically Modified
Humans. C-Atom presents Mutations both beneficial and baneful, and
I'll use both. The Contamination idea in general is usable as a
different environmental hazard to encounter. The Unusual Weather
table is handy – throw a quick complication at the PCs while
they're out exploring.
In My
Traveller Universe: Mutations, radiation and nasty WMD's could appear
anywhere in my TU.
To Sum
Up: A mechanically-simple game that your game group might try for a
change of pace. It is simple enough in concept and execution to
spring on a party or family get together for an impromptu game that
will surely bring lots of laughs. Not a game for the serious
role-player, or for those who don't want to suddenly develop Laser
Eyes.
Omer was kind enough to send me a complimentary copy of Cepheus Atom.