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Darwin's World, Second Edition
 
 
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Darwin's World, Second Edition [Hardcover]

Chris Davis Dominic Covey (Author)
4.5 out of 5 stars  See all reviews (8 customer reviews)


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Book Description

December 1, 2003
Darwin's World 2nd Edition is a revised and expanded version of the GenCon/Ennie award nominated post-apocalyptic d20 RPG. All the new rules are revised for compatibility with the Modern d20 System. This new edition is focused on separating the mechanics from the setting, making Darwin's World the definitive guide to building post-apocalyptic campaigns, whether you are playing in the Twisted Earth or your own preferred post-Fall setting.

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Product Details

  • Hardcover: 384 pages
  • Publisher: RPGObjects; 2nd edition (December 1, 2003)
  • ISBN-10: 0974306711
  • ISBN-13: 978-0974306711
  • Product Dimensions: 10.9 x 8.4 x 1.2 inches
  • Shipping Weight: 2.8 pounds
  • Average Customer Review: 4.5 out of 5 stars  See all reviews (8 customer reviews)
  • Amazon Best Sellers Rank: #1,955,110 in Books (See Top 100 in Books)

 

Customer Reviews

8 Reviews
5 star:
 (4)
4 star:
 (4)
3 star:    (0)
2 star:    (0)
1 star:    (0)
 
 
 
 
 
Average Customer Review
4.5 out of 5 stars (8 customer reviews)
 
 
 
 
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25 of 27 people found the following review helpful:
4.0 out of 5 stars Great Post-Apocalyptic d20 RPG Resource, January 4, 2004
By 
Jason N. Mical (Bellevue, WA, USA) - See all my reviews
(REAL NAME)   
This review is from: Darwin's World, Second Edition (Hardcover)
Overview

The second edition of RPG Object's fine Darwin's World core books, this version updates the entire setting for d20 Modern rules. Darwin's World is a post-apocalyptic RPG that differs from others in the genre like RIFTS, Shadowrun, and most recently Gamma World by the fact that it contains very little to no magical or fantasy elements - in that respect, it's more like Twilight 2000. What elements there are - mostly psionics - are easily adapted out if the GM doesn't like them, and that is a major plus for Darwin's World, because post-apocalyptic roleplaying shouldn't be about meeting elves for a romp through a magical cave; that's what regular DnD is for.

This hefty, 378-page book is broken down into eight chapters, one decent map, a great appendix of charts, the requisite character sheets, and a surprisingly good (for an RPG) index. RPG Object's goal was to separate their post-apocalyptic campaign world, Twisted Earth, from the mechanics of the game, and in so doing create the definitive d20 post-apocalyptic RPG. While they succeeded on the first count, they only slightly missed on the second, and with supplements, or a little GM research, Darwin's World could be exactly what they intended.

The first chapter covers character creation, offering a bevy of backgrounds and a collection of classes to cover just about anything. Some of them seem very similar at first glance, but in playtesting prove themselves to be quite different. The second chapter covers mutations, which you can use to build-your-own mutant; Chapter 3 is equipment, covering a pretty wide selection of weapons, from conventional guns to laser and energy weapons and power armor which you can use if the apocalypse happened in the near-future. There are several sly references sprinkled throughout the book, and there are more than a few here to Wasteland and Fallout. After that, you've got adventure ideas, and then the second half of the book is devoted to the Twisted Earth setting, which seems to be a pretty decent amalgam of several post-apocalyptic ideas from different movies and books (and games).

Presentation

This is where Darwin's World loses the most points. The cover is outstanding, and the book is printed on a very high grade of paper stock. Everything is organized very well, and the charts are readily accessible. So why the low score? The illustrations inside are inconsistent, and a good deal of them are really bad. I don't mean artistically, but print-value-wise. Some of them look like they were culled from the web - you can see the pixels and blur in a lot of them - and it's quite a jolt when you compare them to other, high-quality artwork in the same book. The pictures of the guns are simplistic and awful, and I doubt anyone would find them helpful as an imagination tool (as a picture of a gun should be in a role-playing book). With as much love and attention as they poured into the rest of the book, I'm surprised to find the images so awful.
Score: 3.5/5

Originality

On one hand, there isn't much to say about post-apocalyptic role-playing that hasn't already been said. On the other, no one has yet to compile it into a useful, complete, d20 guide. The Twisted Earth setting seems pretty cool (there's a bunch of stuff for it on their website), and the rules themselves are a godsend for any GMs looking to run a post-apoc. Game. Kudos for that!
Score: 5/5

Playability

The nice thing about the organization of Darwin's World is that it is immensely playable. The rules are adaptable enough to fit just about any post-apoc. RPG scenario, from "the bombs just fell" to "thousands of years after the bombs fell," and everything in between. Want to run a Waterworld game? You can do that. Want to run an Independence Day, alien-invasion game? Got that too. The d20 Modern rules aren't quite as squeaky-clean as d20 DnD, but they're pretty darn good, and Darwin pushes them to their limit.
Score: 5/5

Value

OK, it's really heavy (literally). With almost four hundred pages, all of them useful, yes, it's a good value.
Score: 5/5

Playtesting and Conclusions

Having run several post-apocalyptic games in the past, I was eager to jump in with Darwin's World, and after scribbling up some characters, my group was ready to join me. After our first fight with some raiders, we were duly impressed. If combined with d20 Modern and other Modern supplements, it does deliver what it promised: the definitive post-apocalyptic d20 RPG. And that's saying a lot.

Final Score: 4.6/5

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6 of 6 people found the following review helpful:
5.0 out of 5 stars brilliant post apocalypse rpg, January 26, 2004
This review is from: Darwin's World, Second Edition (Hardcover)
First did d&d back in 1978. then came across gamma world, post apocalypse is a pet love of mine. got every GW book there is. waited for the new version, and disappointed, but saw about Darwins World in a review. Bought it, brilliant. very well structured, well written, deals with the genre very well. has a bit of the dark side that I like in this sort of gaming/fiction.
BONUS : free adventures available on line, and they are good introductory adventures.
As a source book for any post-apocalypse game this is great. as a game in itself it is great. Mutants, and more mutants, what more could you want.
regarding Klyngster and his review, grow up !
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4 of 4 people found the following review helpful:
4.0 out of 5 stars Darwin's World Is Crunchy, January 26, 2004
By A Customer
This review is from: Darwin's World, Second Edition (Hardcover)
I was thinking of purchasing the new Gamma World Supplement, however after reading the many negative reviews and checking out the supplement myself, I chose not to buy the new Gamma World.

I was a little bummed because I loved Gamma World as a kid. Interestingly nearly every review I read of Gamma World said it was not as good as Darwin's World.

I decided to see for myself. I went the the publishers web site and downloaded a few supplements. I enjoyed the supplements so much, I bought the hard copy of the 2nd edition.

Here are things I liked:
The price is good for what you get. I comes in nice hard bound book with 400 pages of very rich and detailed solid gaming rules and background materials.

I really enjoyed reading the background material. The bizzare 1950's esque history of Darwin's world is very well done. Lots of gaming advice and ideas.

The publisher has a great web site with lots of freebies.

I am not so happy about the following.
You have to buy D20 Modern to play Darwin's world. Not a major nit as Gamma World is the same.

The internal pages of the book are all black and white, wish there was more color, but I guess this would add to the price.

I wish there was more back ground information on the Eastern US and what happened to the rest of the world.

I am not crazy about the character classes offered. There are too many if you ask me.

Any way overall the product is very good and I felt the money spent was well worth it.

I would recommend this book over the Gamma World book for anyone looking for a Post Apocylyptic RPG.

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Inside This Book (learn more)
First Sentence:
SO LONG AFTER the nuclear war, the cities stand utterly empty. Read the first page
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
mutant lore, telekinetic hand, twisted earth, marionette worm, minifusion cell, horrifying kill, juju doctor, burst fire attacks, barret light fifty, harsh radiated environment, albino apemen, neural mastery, prox beast, melee smash, dazzle rifle, power beltpack, discipline feat, probing waddler, bilirubin imbalance, fraxx steed, junk armor, pulse laser rifle, smite technology, slime mole, following features pertain
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Full Atk, Move Silently, Speak Language, Sense Motive, Armor Proficiency, Treat Injury, Big Rocks, Far Traders, Post Apocalyptic Technology, Far Desert, Gather Information, Power Attack, Point Blank Shot, Archaic Weapons Proficiency, Big Hole, Broken Ones, Computer Use, Disable Device, Sierra Gehenna, Darwin's World, Tech Looter, Futuristic Firearms Proficiency, Hit Dice, Survival Kit, Improved Initiative
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