History TabletopGame / Neuroshima

23rd Aug '17 6:45:29 AM narm00
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The game is set in the UsefulNotes/UnitedStates in the [[TwentyMinutesIntoTheFuture mid-21st century]], after a nuclear war started by a cybernetic revolt turned the continent into a barren wasteland. The military artificial intelligence responsible for the war, commonly referred to as Moloch, has now control over net of old military facilities, automated factories, power plants and alike, covering the whole northern U.S., from Oregon to the Great Lakes. Advancing north from Latin America into the southern states is the Neojungle, a semi-intelligent carnivorous vegetation that [[AlienKudzu grows faster than kudzu]]. Caught in the middle are the surviving humans, trapped between the deadly creatures and robots created by Moloch on one side, and wild animals mutated by nuclear radiation thriving in a hostile jungle on the other. But what is stressed in the book is that the worst enemy of humans is within them: hatred, indifference, greed.

In the haydays, ''Neuroshima'' was one of the most popular, if not ''the'' most popular tabletop game in UsefulNotes/{{Poland}}, but the popularity quickly disappeared after the support for the game ended, leaving it in half-finished state. In spite of taking place in the United States, the game treats them [[{{Flanderization}} as a simple, almost fantasy backdrop]], with content that is ''very'' Polish in its nature.

to:

The game is set in the UsefulNotes/UnitedStates in the [[TwentyMinutesIntoTheFuture mid-21st century]], after a nuclear war started by a cybernetic revolt turned the continent into a barren wasteland. The military artificial intelligence responsible for the war, commonly referred to as Moloch, now has now control over a net of old military facilities, automated factories, power plants and alike, covering the whole northern U.S., from Oregon to the Great Lakes. Advancing north from Latin America into the southern states is the Neojungle, a mass of semi-intelligent carnivorous vegetation that [[AlienKudzu grows faster than kudzu]]. Caught in the middle are the surviving humans, trapped between the deadly creatures and robots created by Moloch on one side, and wild animals mutated by nuclear radiation thriving in a hostile jungle on the other. But what is stressed in the book is that the worst enemy of humans is within them: hatred, indifference, and greed.

In the haydays, its heyday, ''Neuroshima'' was one of the most popular, if not ''the'' most popular tabletop game in UsefulNotes/{{Poland}}, but the popularity quickly disappeared after the support for the game ended, leaving it in a half-finished state. In spite of taking place in the United States, the game treats them [[{{Flanderization}} as a simple, almost fantasy backdrop]], with content that is ''very'' Polish in its nature.



* TwentyMinutesIntoTheFuture: At this pace, the game will be soon set in AlternateHistory, as Moloch came to life in early 2020s.

to:

* TwentyMinutesIntoTheFuture: At this pace, the game will be soon set in AlternateHistory, as Moloch came to life in the early 2020s.



* ApocalypseHow: Between Class 1 and 2, depending on location. The nuclear exchange affected entire world, but we only hear about the United States. How the rest of the planet is faring is unclear, but at least some forces from Europe arrived to States and started The Appalachian Federation.

to:

* ApocalypseHow: Between Class 1 and 2, depending on location. The nuclear exchange affected the entire world, but we only hear about the United States. How the rest of the planet is faring is unclear, but at least some forces from Europe arrived to in the States and started The the Appalachian Federation.



* BioAugmentation: Moloch really likes to experiment on organic tissue. Also, Neojungle is strongly implied to be an effect of some pre-war experiment that accidently got released to wild after the bombs dropped.
* BlueAndOrangeMorality: Raiders are described as being simply insane and unable to operate in civilized world
* CanadaEh: The potray of Canada in fan-made expansion is a collection of every single possible stereotype imaginable. Somehow, UsefulNotes/{{Quebec}} is not mentioned at all.
* CrapsackWorld: Civilization has been shattered by nuclear bombardment and is being fought over humans, mutants, machines and stranger things, each trying to outdo one another. It is definitely not a pleasant place to live.
* CreativeSterility: Moloch, in all its power, is just a military computer with relatively limited programming outside directing airstikes. After initial success gained by sudden nuclear attack and taking over north-eastern corner of States, it has hard time adopting to all the different groups it now has to face and the multitude of tactics they apply. It's not helping it works as a MindHive, so there is nobody giving direct orders or coordination outside localised area. Outpost scientists are perfectly aware of this and remorsely exploit this with their ever-changing approach against the machines.
* {{Cyborg}}: Cybernetic modifications are relatively widespread, but also treated with great mistrust - only Moloch has both technology and infrastructure to mass-produce them.
* DividedStatesOfAmerica: New York controlling most of the former state, just like Texas. The Appalachian Federation rules over the entire Appalachian region. Detroit is the main player of the Great Lakes region. Florida is either unclaimed swamp or the city-state of Miami. Utah is doing just about fine, once again as [[UsefulNotes/{{Mormonism}} Mormon]] [[TheTheocracy country]]. Vegas is a city-state and of course let's not forget about Native American confederations and coalitions. Also, raiders. Lots and lots of raiders.

to:

* BioAugmentation: Moloch really likes to experiment on organic tissue. Also, Neojungle is strongly implied to be an effect of some pre-war experiment that accidently got released to the wild after the bombs dropped.
* BlueAndOrangeMorality: Raiders are described as being simply insane and unable to operate in a civilized world
world.
* CanadaEh: The potray portrayal of Canada in the fan-made expansion is a collection of every single possible stereotype imaginable. Somehow, UsefulNotes/{{Quebec}} is not mentioned at all.
* CrapsackWorld: Civilization has been shattered by nuclear bombardment and is being fought over by humans, mutants, machines and stranger things, each trying to outdo one another. It is definitely not a pleasant place to live.
* CreativeSterility: Moloch, in for all its power, is just a military computer with relatively limited programming outside directing airstikes. After the initial success gained by the sudden nuclear attack and taking over the north-eastern corner of the States, it has a hard time adopting adapting to all the different groups it now has to face and the multitude of tactics they apply. It's not helping it works as a MindHive, so there is nobody giving direct orders or coordination outside a localised area. Outpost scientists are perfectly aware of this and remorsely exploit this with their ever-changing approach against the machines.
* {{Cyborg}}: Cybernetic modifications are relatively widespread, but also treated with great mistrust - only Moloch has both the technology and infrastructure to mass-produce them.
* DividedStatesOfAmerica: New York controlling controls most of the former state, just like as does Texas. The Appalachian Federation rules over the entire Appalachian region. Detroit is the main player of the Great Lakes region. Florida is either unclaimed swamp or the city-state of Miami. Utah is doing just about fine, once again as [[UsefulNotes/{{Mormonism}} Mormon]] [[TheTheocracy country]]. Vegas is a city-state and of course let's not forget about Native American confederations and coalitions. Also, raiders. Lots and lots of raiders.



* EverythingTryingToKillYou: The setting is intentionally designed as such, with hostile creatures and creations all over the board, confining the characters withing the former United States.
* EvilIsOneBigHappyFamily: Averted. Mutants are probably the biggest organised threat to Moloch operations, while Neojungle is a semi-sentient being killing everything on its wake, while also harmful for machine installations.
* EvilBrit: ''European nobility'', predominately British, came to States out of all people soon after the war with aircraft carriers and conquered what is now The Appalachian Federation. They imposed feudal rule, slavery and cultivate SouthernGentleman archetypes. [[MST3KMantra Try not to think too hard about it]].

to:

* EverythingTryingToKillYou: The setting is intentionally designed as such, with hostile creatures and creations all over the board, confining the characters withing within the former United States.
* EvilBrit: Out of all possible people, ''European nobility'', predominantly British, came to the States soon after the war with aircraft carriers and conquered what is now The Appalachian Federation. They imposed feudal rule and slavery, and cultivate SouthernGentleman archetypes. [[MST3KMantra Try not to think too hard about it]].
* EvilIsOneBigHappyFamily: Averted. Mutants are probably the biggest organised threat to Moloch operations, while and Neojungle is a semi-sentient being killing everything on in its wake, while also harmful for machine installations.
* EvilBrit: ''European nobility'', predominately British, came to States out of all people soon after the war with aircraft carriers and conquered what is now The Appalachian Federation. They imposed feudal rule, slavery and cultivate SouthernGentleman archetypes. [[MST3KMantra Try not to think too hard about it]].
installations.



** Moloch is Skynet in everything, but name. And the name itself? Borrowed from Series/{{Spellbinder}}, which the game creators admitted after a while.

to:

** Moloch is Skynet [[Franchise/{{Terminator}} Skynet]] in everything, everything but name. And the name itself? Borrowed from Series/{{Spellbinder}}, which the game creators admitted after a while.



** Mutants are directly taken from [[VideoGame/{{Fallout}} Fallout series]], including VisionaryVillain as their leader.
* FanWork: After all future work with the system was cancelled, the small, but devoted fandom kept on creating new expansions, since the source book barely described most of the places on the map and official expansion only focused on literal handful of cities. This home-made content is not only regarded as much, ''much'' better than the official material, but is roughtly ''twenty times'' bigger - the sole book describing The Appalachian Federation is 350 pages long, while in the original source book there is barely a single paragraph about it.
* FeudalFuture: The basis of The Appalachian Federation, alongside with slavery.
* {{Flanderization}}: The game takes place in United States as they are known from movies and TV shows, so go figure.

to:

** Mutants are directly taken from [[VideoGame/{{Fallout}} the Fallout series]], including a VisionaryVillain as their leader.
* FanWork: After all future work with the system was cancelled, the small, but devoted fandom kept on creating new expansions, since the source book barely described most of the places on the map and the official expansion only focused on a literal handful of cities. This home-made content is not only regarded as much, ''much'' better than the official material, but is roughtly ''twenty times'' bigger - the sole book describing The Appalachian Federation is 350 pages long, while in the original source book there is barely a single paragraph about it.
* FeudalFuture: The basis of The Appalachian Federation, alongside with slavery.
* {{Flanderization}}: The game takes place in the United States as they are known from movies and TV shows, so go figure.



* ForeignCultureFetish: PlayedWith. The setting can be best described as how Poles imagined life in America in early 90s, based on watching things like Series/WalkerTexasRanger, Series/DrQuinnMedicineWoman, bunch of classic westerns, revange flicks from late 70s and {{Buddy Cop Show}}s. It can be really hard to take the setting as anything else than just plain insane without knowing this context.

to:

* ForeignCultureFetish: PlayedWith. The setting can be best described as how Poles imagined life in America in the early 90s, based on watching things like Series/WalkerTexasRanger, Series/DrQuinnMedicineWoman, a bunch of classic westerns, revange revenge flicks from the late 70s and {{Buddy Cop Show}}s. It can be really hard to take the setting as anything else than just plain insane without knowing this context.



* GasMaskLongcoat: A common gear for most of adventurers, providing basic protection against the irradiated dust.
* HegemonicEmpire: The Southern Hegemony, or The Hegemony for short. It's a collection of semi-feudal states, enclaves and outright warzones between various gangs, lead by the strongest of them and [[BalanceOfPower in constant struggle for leadership]]. The best way of showing own power? Raiding outside territories.

to:

* GasMaskLongcoat: A common Common gear for most of adventurers, providing basic protection against the irradiated dust.
* HegemonicEmpire: The Southern Hegemony, or The Hegemony for short. It's a collection of semi-feudal states, enclaves and outright warzones between various gangs, lead by the strongest of them and [[BalanceOfPower in constant struggle for leadership]]. The best way of showing your own power? Raiding outside territories.



* {{Irony}}: The game is almost unknown abroad, while it created the basis for widely successful VideoGame/NeuroshimaHex. In turn, Neuroshima Hex is barely known in Poland.
* LaResistance: The Outpost most defining trait is their fight against Moloch.
* UsefulNotes/LasVegas: One of the most successful post-war countries. A city-state and one of two enclaves of civilisation from West Coast to Mississippi river, the other being Salt Lake City. [[CrapSaccharineWorld As long as you can afford things, life is peachy there]].
* LoadsAndLoadsOfRules: Dear God, the game has just '''horrible''' design of the mechanics and is often cited as even worse than ''Crystals of Time''[[note]]An infamously bad game from early 90s[[/note]]. It uses a convoluted [[https://en.wikipedia.org/wiki/3d20_system system of 3d20]], which can make most of checks simply impossible to pass, no matter what. The outcome of the dice are extremely counter-intuitive, it takes a lot of extra calculations to be made in the background and the GM better get abacus to keep track of a single turn of combat, while the numbers are inflated for no apparent reasons. If characters start to shoot each other in hard terrain at range longer than 20 meters (and guns have realistic range), it's easier to just make arbitrary decisions how the combat went rather than try to decypher it from the rules.
** And then there is [[ThatOneRule Slider]], which can turn even normally bearable calculations into incomprehensive mess.
** The "fixed" edition of the game, 1.5, only made things worse, as it tried to add all the rules from expansions to the core book, never addressing any of the problems and due to the clumsy work at welding things together, creating an unplayable game.
* ManEatingPlant: Neojungle is implied to be full of those. And anything venturing into the foliage will quickly die and be turned into ferilizer anyway.
* MindHive: Moloch's biggest strength and weakness is lack of central commanding unit. While it's impossible to turn it off, it can't properly manage own assets or muster well-organised defense or reactions toward small-scale, widespread attacks.
* {{Mutants}}: Not counting more traditional ones that roam the wasteland, one of the core rules makes every single character ([[ItMakesSenseInContext unless coming from Texas]]) one, usually in form of some BlackComedy illness, like sweating in acid. Depending on the tone the GM picks for scenario, such mutation can be played for laughs or the very reason why humanity is dying.

to:

* {{Irony}}: The game is almost unknown abroad, while it created the basis for the widely successful VideoGame/NeuroshimaHex. In turn, Neuroshima Hex is barely known in Poland.
* LaResistance: The Outpost Outpost's most defining trait is their fight against Moloch.
* UsefulNotes/LasVegas: One of the most successful post-war countries. A city-state and one of two enclaves of civilisation from the West Coast to the Mississippi river, the other being Salt Lake City. [[CrapSaccharineWorld As long as you can afford things, life is peachy there]].
* LoadsAndLoadsOfRules: Dear God, the game has just '''horrible''' design of the mechanics design and is often cited as even worse than ''Crystals of Time''[[note]]An infamously bad game from the early 90s[[/note]]. It uses a convoluted [[https://en.wikipedia.org/wiki/3d20_system system of 3d20]], which can make most of checks simply impossible to pass, no matter what. The outcome of the dice are is extremely counter-intuitive, it takes requires a lot of extra calculations to be made in the background and (and the GM better get an abacus to keep track of a single turn of combat, while combat), and the numbers are inflated for no apparent reasons. reason. If characters start to shoot each other in hard terrain at range longer than 20 meters (and guns have realistic range), it's easier to just make arbitrary decisions how the combat went rather than try to decypher decipher it from the rules.
** And then there is [[ThatOneRule Slider]], which can turn even normally bearable calculations into incomprehensive an incomprehensible mess.
** The "fixed" edition of the game, 1.5, only made things worse, as it tried to add all the rules from expansions to the core book, never addressing any of the problems and due to problems, with the clumsy work at welding things together, together creating an unplayable game.
* ManEatingPlant: Neojungle is implied to be full of those. And anything venturing into the foliage will quickly die and be turned into ferilizer fertilizer anyway.
* MindHive: Moloch's biggest strength and weakness is its lack of a central commanding unit. While it's impossible to turn it off, it can't properly manage its own assets or muster well-organised defense defenses or reactions toward small-scale, widespread attacks.
* {{Mutants}}: Not counting more traditional ones that roam the wasteland, one of the core rules makes every single character ([[ItMakesSenseInContext unless coming from Texas]]) one, usually in the form of some BlackComedy illness, like sweating in acid. Depending on the tone the GM picks for the scenario, such mutation can be played for laughs or the very reason why humanity is dying.



* OneRiotOneRanger: Texas Rangers operate under this principle. Not because of tradition, but due to having really limited resources. Said that, Rangers are ''highly'' trained individuals, perfectly capable of facing average gang of raiders all by themselves.

to:

* OneRiotOneRanger: Texas Rangers operate under this principle. Not because of tradition, but due to having really limited resources. Said that, That said, Rangers are ''highly'' trained individuals, perfectly capable of facing the average gang of raiders all by themselves.



* TheRemnant: The Outpost older personnel are all former members of US Army.
* RuleOfCool: Subverted. The base game is ''very'' timid at making own content cool or at least semi-aware of how crazy it is. Expansions helped a bit, but there is still a serious dissonance between the setting and "coolness" factor of it, especially if the game is played in more serious tone (heavily advised by the source book), as it simply doesn't fit.
* SciFiKitchenSink: The game has every single cliché element a post-apocalypic setting can get.
* ShapedLikeItself: The Appalachian Federation controlls Appalachians and Texas is maintaining the state borders.
* ShroudedInMyth: The setting is set 30 years after the nuclear war. This means the war itself or the world before it is barely remebered by anyone at this point and is stuff of legends. Also, most of knowledge about Moloch, mutants and Neojungle comes from gossip, tall tales and rumours.

to:

* TheRemnant: The Outpost older personnel are all former members of the US Army.
* RuleOfCool: Subverted. The base game is ''very'' timid at making its own content cool or at least semi-aware of how crazy it is. Expansions helped a bit, but there is still a serious dissonance between the setting and its "coolness" factor of it, factor, especially if the game is played in a more serious tone (heavily advised by the source book), as it simply doesn't fit.
* SciFiKitchenSink: The game has every single cliché element a post-apocalypic setting can get.
have.
* ShapedLikeItself: The Appalachian Federation controlls Appalachians controls Appalachia and Texas is maintaining the state borders.
* ShroudedInMyth: The setting is set 30 years after the nuclear war. This means the war itself or the world before it is barely remebered by anyone at this point and is the stuff of legends. Also, most of knowledge about Moloch, mutants and Neojungle comes from gossip, tall tales and rumours.



** One of the most effective tactics against Moloch forces and installations is sending reprogrammed drones against it.
* WeAreStrugglingTogether: Most of surviving patches of civilisation are more focused on fighting each other than uniting together against Moloch or mutants. Unless a greater threat is present and directly affects both sides of the on-going conflict, they will continue their infighting.
** New York and Outpost are the only exception of this, but it's also strongly implied New York government is simply using Outpost scientist to push their own agenda, rather than doing it for other reasons.
* WillingSuspensionOfDisbelief: Most of the vanilla setting works only as long as players openly ignore logic and any pretense the setting even stood next to reality. Fan-made expansions avoid this trope like fire - people behind them were fully aware how harmful it was for the size of playerbase.
* WhileRomeBurns: The Hegemony doesn't care about Moloch operations, since they are relatively far away. They also ignore Neojungle, which is slowly crawling into their territory - instead of trying to fight it, they simply move away. All they care about is raiding new settlements and having good time while doing so.
* YouWillBeAssimilated: What makes Neojungle really scary is ability to incorporate new plants, animals and other creatures into its ecosystem. Mutants, at least the more organised groups of them, will gladly "recruit" new members if given a chance and infrastructure.

to:

** One of the most effective tactics against Moloch forces and installations is sending reprogrammed drones against it.
them.
* WeAreStrugglingTogether: Most of the surviving patches of civilisation are more focused on fighting each other than uniting together against Moloch or mutants. Unless a greater threat is present and directly affects both sides of the on-going conflict, they will continue their infighting.
** New York and Outpost are the only exception of exceptions to this, but it's also strongly implied the New York government is simply using the Outpost scientist scientists to push their own agenda, rather than doing it for other reasons.
* WhileRomeBurns: The Hegemony doesn't care about Moloch's operations, since they are relatively far away. They also ignore Neojungle, which is slowly crawling into their territory - instead of trying to fight it, they simply move away. All they care about is raiding new settlements and having a good time while doing so.
* WillingSuspensionOfDisbelief: Most of the vanilla setting works only as long as players openly ignore logic and any pretense the setting even stood next to reality. Fan-made expansions avoid this trope like fire - the people behind them were fully aware how harmful it was for the size of playerbase.
* WhileRomeBurns: The Hegemony doesn't care about Moloch operations, since they are relatively far away. They also ignore Neojungle, which is slowly crawling into their territory - instead of trying to fight it, they simply move away. All they care about is raiding new settlements and having good time while doing so.
the player base.
* YouWillBeAssimilated: What makes Neojungle really scary is its ability to incorporate new plants, animals and other creatures into its ecosystem. Mutants, at least the more organised groups of them, will gladly "recruit" new members if given a chance and infrastructure.
16th Jul '17 12:27:38 AM justanid
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%%[[caption-width-right:250:some caption text]]

->''Never Trust the Machines''

to:

%%[[caption-width-right:250:some caption text]]

->''Never Trust
[[caption-width-right:250:Never trust the Machines''
Machines[[note]]nigdy nie ufaj maszynom[[/note]] ]]
16th Jul '17 12:23:13 AM justanid
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Added DiffLines:

[[quoteright:250:http://static.tvtropes.org/pmwiki/pub/images/neuroshima_cover.jpg]]
%%[[caption-width-right:250:some caption text]]
16th Jul '17 12:12:30 AM justanid
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-->''Never Trust the Machines''
--->'''Game's motto'''

Neuroshima is a Polish tabletop roleplaying system, heavily inspired by everything [[AfterTheEnd post-apocalyptic]].

The game is set in the United States in [[TwentyMinutesIntoTheFuture the mid-21st century]], after a nuclear war started by a cybernetic revolt turned the continent into a barren wasteland. The military artificial intelligence responsible for the war, commonly referred to as Moloch, has now control over net of old military facilities, automated factories, power plants and alike, covering the whole north of the U.S., from Oregon to the Great Lakes. On the south, there is another creation, called the Neojungle. It is a semi-intelligent carnivorous vegetation that grows very quickly, advancing north from Latin America. Right in the middle, there are humans. They are surrounded by mutant creatures, some bred by Moloch, some simply misshapen by nuclear fallout. On top of that there are Moloch's deadly machines lurking to complete the picture. But what is stressed in the book is that the worst enemy of humans is within them: hatred, indifference, greed.

In the haydays, Neuroshima was one of the most popular, if not ''the'' most popular tabletop game in Poland, but the popularity quickly disappeared after the support for the game ended, leaving it in half-finished state. In spite of taking place in the United States, the game treats them [[{{Flanderization}} as a simple, almost fantasy backdrop]], with content that is ''very'' Polish in its nature.

The game spawned a much, much more popular [[SpiritualSuccessor successor]] that managed to have multiple editions and eventually got turned into a video game - VideoGame/NeuroshimaHex.

to:

-->''Never ->''Never Trust the Machines''
--->'''Game's motto'''

Neuroshima
Machines''

''Neuroshima''
is a Polish tabletop roleplaying system, {{tabletop RPG}}, heavily inspired by everything [[AfterTheEnd post-apocalyptic]].

The game is set in the United States UsefulNotes/UnitedStates in the [[TwentyMinutesIntoTheFuture the mid-21st century]], after a nuclear war started by a cybernetic revolt turned the continent into a barren wasteland. The military artificial intelligence responsible for the war, commonly referred to as Moloch, has now control over net of old military facilities, automated factories, power plants and alike, covering the whole north of the northern U.S., from Oregon to the Great Lakes. On Advancing north from Latin America into the south, there southern states is another creation, called the Neojungle. It is Neojungle, a semi-intelligent carnivorous vegetation that [[AlienKudzu grows very quickly, advancing north from Latin America. Right faster than kudzu]]. Caught in the middle, there middle are humans. They are surrounded the surviving humans, trapped between the deadly creatures and robots created by mutant creatures, some bred by Moloch, some simply misshapen Moloch on one side, and wild animals mutated by nuclear fallout. On top of that there are Moloch's deadly machines lurking to complete radiation thriving in a hostile jungle on the picture.other. But what is stressed in the book is that the worst enemy of humans is within them: hatred, indifference, greed.

In the haydays, Neuroshima ''Neuroshima'' was one of the most popular, if not ''the'' most popular tabletop game in Poland, UsefulNotes/{{Poland}}, but the popularity quickly disappeared after the support for the game ended, leaving it in half-finished state. In spite of taking place in the United States, the game treats them [[{{Flanderization}} as a simple, almost fantasy backdrop]], with content that is ''very'' Polish in its nature.

The game spawned a much, much more popular [[SpiritualSuccessor successor]] that managed to have multiple editions and eventually got turned into a video game - VideoGame/NeuroshimaHex.
game: ''VideoGame/NeuroshimaHex''.



!!Neuroshima Contains Examples of:

to:

!!Neuroshima Contains Examples of:!!This tabletop RPG provides examples of:



* YouWillBeAssimilated: What makes Neojungle really scary is ability to incorporate new plants, animals and other creatures into its ecosystem. Mutants, at least the more organised groups of them, will gladly "recruit" new members if given a chance and infrastructure.

to:

* YouWillBeAssimilated: What makes Neojungle really scary is ability to incorporate new plants, animals and other creatures into its ecosystem. Mutants, at least the more organised groups of them, will gladly "recruit" new members if given a chance and infrastructure.infrastructure.

----
10th Nov '16 7:42:50 PM Pysiewicz
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* LoadsAndLoadsOfRules: Dear God, the game has just '''horrible''' design of the mechanics and is often cited as even worse than ''Crystals of Time''[[note]]An infamously bad game from early 90s[[/note]]. It uses a convoluted [[https://en.wikipedia.org/wiki/3d20_system system of 3d20]], which can make most of checks simply impossible to pass, no matter what. The outcome of the dice are extremely counter-intuitive, it takes a lot of extra calculations to be made in the background and the GM better get abacus to keep track of a single turn of combat, while the numbers are inflated for no apparent reasons. If characters start to shoot each other in hard terrain at range longer than 20 meters (and guns has realistic range), it's easier to just make arbitrary decisions how the combat went rather than try to decypher it from the rules.

to:

* LoadsAndLoadsOfRules: Dear God, the game has just '''horrible''' design of the mechanics and is often cited as even worse than ''Crystals of Time''[[note]]An infamously bad game from early 90s[[/note]]. It uses a convoluted [[https://en.wikipedia.org/wiki/3d20_system system of 3d20]], which can make most of checks simply impossible to pass, no matter what. The outcome of the dice are extremely counter-intuitive, it takes a lot of extra calculations to be made in the background and the GM better get abacus to keep track of a single turn of combat, while the numbers are inflated for no apparent reasons. If characters start to shoot each other in hard terrain at range longer than 20 meters (and guns has have realistic range), it's easier to just make arbitrary decisions how the combat went rather than try to decypher it from the rules.
10th Nov '16 7:40:27 PM Pysiewicz
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Added DiffLines:

* RuleOfCool: Subverted. The base game is ''very'' timid at making own content cool or at least semi-aware of how crazy it is. Expansions helped a bit, but there is still a serious dissonance between the setting and "coolness" factor of it, especially if the game is played in more serious tone (heavily advised by the source book), as it simply doesn't fit.
10th Nov '16 5:54:43 PM Pysiewicz
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* WhileRomeBurns: The Hegemony doesn't care about Moloch operations, since they are relatively far away. They also ignore Neojungle, which is slowly crawling into their territory - instead of trying to fight it, they simply move away. All they care is raiding new settlements and having good time while doing so.

to:

* WhileRomeBurns: The Hegemony doesn't care about Moloch operations, since they are relatively far away. They also ignore Neojungle, which is slowly crawling into their territory - instead of trying to fight it, they simply move away. All they care about is raiding new settlements and having good time while doing so.
10th Nov '16 5:00:00 PM Pysiewicz
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* LaResistance: The Outpost most definitive trait is their fight against Moloch.

to:

* LaResistance: The Outpost most definitive defining trait is their fight against Moloch.
10th Nov '16 4:56:57 PM Pysiewicz
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* {{Irony}}: The game is almost unknown abroad, while it created the basis for widely successful VideoGame/NeuroshimaHex.

to:

* {{Irony}}: The game is almost unknown abroad, while it created the basis for widely successful VideoGame/NeuroshimaHex. In turn, Neuroshima Hex is barely known in Poland.
10th Nov '16 4:50:23 PM Pysiewicz
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* AIIsACrapshoot: Moloch, being Skynet by everything but name, rebelled against humanity the moment it was put online, starting a nuclear war.

to:

* AIIsACrapshoot: Moloch, being Skynet by in everything but name, rebelled against humanity the moment it was put online, starting a nuclear war.
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