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Neo Tribes

Author: Ross Winn & Eric Oppen
Category: game
Company/Publisher: RTalsorian Games
Line: Cyberpunk
Page count: 96
Capsule Review by Papyrus on 05/11/99.
Genre tags: Science_fiction
NEO TRIBES, for R. Talsorian Games' Cyberpunk RPG, by Ross Winn & Eric Oppen.

This source book details the history, culture and present activities of North America's Nomads in the Cyberpunk 2.0.2.0 game setting. 96 pages, perfect bound, not a lot of wasted space, the art and borders are appropriate. The layout is easy to read, logical and the writing is good. Additional genre atmosphere is achieved due to the author's choice to write this supplement as a sort of news magazine piece narration.

The first chapter gives a general historical overview of the rise of the nomad movement and the "culture of mobility". Nomad diversity, generic group structures and their relationships with the world and each other are explored.

Chapter 2 details the eight nations each nomad family owes allegiance too. The history and unique qualities of each nation are explored in detail as well as their present activities and long term goals. Although it is stressed that there is diversity among families in each nation, each still has an overall culture usually based on its origin. For example, some of the nations' origins include: Los Angeles Gangs, Farmers, Fishermen, Native Americans, and Carnival Performers. One nation is even an incorporated business. The seven major nations have grown into stable, positive cultures. The eighth, the Raffen Shiv, are the stereotypical marauding nomad gang of film and screen (ie the bad guys in Mad Max films).

It seems the nomad nations bid on work throughout the continent. Farming, construction, reconstruction, clean-up, development, etc. They even contract one another when needed. Loyalty to ones family and nation are top priorities and abusing their trust costs the highest penalty (banishment). Otherwise, members are free to roam in groups or settle for any period of time. Some families, within nations, specialize in tasks like defense, scouting, construction, medicine or animal husbandry. Most families contain a healthy mix of talents as the nomad culture demands self sufficiency through interdependence.

Chapters 3, 4 and 5 guide you through creating, equipping and running nomad characters. Examples are plenty as are campaign ideas. Information is provided on running Nomads in edgerunner campaigns and visa versa, making this a campaign book for Nomad players and a sourcebook for Edgerunner players.

Chapter 6 details 4 families, each of a different nation. Capabilities, goals, history and activities are discussed to bring each pack to life.

Chapter 7 is a sample adventure that brings edgerunners into the world of nomads at full speed. It is written to allow the end result to return the characters to edgerunning or emerse them into the world of nomads as a new campaign. In either case, the players will learn a lot about nomad culture during the adventure which takes them cross-country to Chicago, where nomads are beginning clean-up and reconstruction efforts.

Any dystopia campaign should be able to find room for these nomads, Shadowrun and XXVc especially. I can even see neo-tribes in campaign worlds run by older post holocaust games: Aftermath, Twilight: 2000, Morrow Project and even Gamma World. In all cases, it's a great resource for breaking campaigns out of the urban sprawl and into the wide open spaces. If you run a dark future campaign of any type, you will enjoy the read and come away with plenty of ideas to use in your own gaming.

Style: 4 (Classy and well done)
Substance: 4 (Meaty)

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