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Review of Progenitor


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In Short

Progenitor offers players the chance to use super powers to change history, and with a detailed timeline and host of NPC support it saves the GM an enormous amount of work in the process. Inspirational, fun, and clearly prepared for the gaming table, Progenitor does a wonderful job of blending together historical fact with logical what-if scenarios stemming from a setting where super powers spread like a disease while steadily decreasing in strength as they move from one person to the next. With a hard cap on the number of super powered people in the world thanks to the method of power acquisition expect to encounter a wonderful mix of politics, world changing, and interpersonal drama. The whole great package is powered by the Wild Talents 2nd edition engine.

The Good:  The alternate timeline is very fun to read, and the author does a great job of molding the superpowers around world events. The NPCs are believable and enjoyable to read about. I had a hard time putting the book down, and an even harder time shutting up about it to my friends and family.

The Bad: Some readers may tire at the use of Atlantis. It's a neat idea, and it fits well with what the authors want to do, but it sometimes seems to occupy too much attention.

The Physical Thing

At $39.99 this 376 page softcover showcases above average production values. While the timeline section does make use of too much white space, this is easily forgiven thanks to the engaging writing. The use of art is flavorful, if sparse, and while it's not the best to be found in recent RPGs I'm quite happy with what's here. In fact, the sparseness of artwork actually works as a feature here given how accessible the content is. I'm happy to have very detailed multi-page NPCs, and the construction of the book makes these large entries very readable.

Under the Cover

Progenitor is based around the idea that there is initially a single person with superpowers and that as they interact with others those people become infected with superpowers as well. The overall power level drops off each step down the chain, and each person can infect a set number of people. There's one person at the top, then ten at tier 2. Each of those ten can infect 9 more people. Each of those 90 people can infect 8 more people. This results in a world that has the potential to have up to three and a half million powered people, but where in actuality it's just over one million since the transmission isn't automatic and those that receive powers may die, causing the power to revert back to the creator.

This concept is supported with excellent mechanics. Power point pools are established for each tier, two systems for power infection are offered, and the appropriate modifications to existing powers are provided. In particular, the applications of super stats are explored with emphasis placed on what it means to be super intelligent. I quite like some of the tweaks provided, such as allowing super intelligent characters to basically not worry about money on the assumption that they'll just patent something or other whenever they need funds.

What makes the infection system for powers interesting is that, for many characters, it only happens when they use their powers on another person. That means that if you mind screw someone, that person might just develop eye lasers and come back for revenge later. If you heal a sick kid, that kid might develop matter creation and think of you fondly for all time. There's enormous potential for drama based around this idea, and once the timeline is advanced far enough for people to understand how the powers are transmitted it can result in causing some characters to carefully consider when and on whom to use their powers.

A large portion of the product details two competing timelines, one for the setting and another for our own world. The big idea here is that players will shake up world events and ultimately make the setting their own, but the author is striving to make sure the GM is very well supported along the way. It's easy to see the big events that happened every year from 1968 – 2000. The real treat, though, comes in the form of the alternate timeline. In 1968 the first real super power appears on the scene and she changes the destiny of mankind through her actions, and the actions of those who receive power from her.

The timeline included here is detailed not just in basic concepts and dates, but in story as well. It tells a narrative of good and bad, petty and noble, people gaining great power and using it to reshape the modern history of the world. Technology springs ahead, but social issues evolve differently and war is a constant plague on humanity. With this valuable resource GMs can set their game in any given year, have the game progress through the existing timeline, or just use the material provided as a general resource for how their own creation might unfold.

A setting about the relationships between the movers and shakers can't shine without more information on those people, and that's what about 150 pages of the book provides. These are some of the most enjoyable NPC entries I've ever read. They work well in a great variety of games, they have great relationships with each other, and each one has the potential for a whole bucket of drama-y goodness. As if that wasn't good enough, they each have detailed powers that are imaginative, setting appropriate, and fun to read through. Even if I didn't love the rest of the product, and I really do think it's fantastic, having this many carefully created power sets to draw from as inspiration for Wild Talents character creation is wonderful on its own.

The final 50 pages focus in on the advanced technology created by super humans during the 32 years of altered history. What makes it a cut above most such fiction is that the author has done a great job of thinking through how technology might advance from its roots in the late 60s. Some things splinter off in reasonable directions for the era, while super intelligence leads to other developments being skipped entirely.

My Take

This is a fantastic setting resource for Wild Talents, though with Greg Stolze behind it it's hardly surprising. The timeline is enjoyable to read and a very fine tool to structure a campaign around. The NPC descriptions are interesting and perfect for the gaming table, and their mechanical support is top notch. In fact, for a modern supers game with a heavy dose of the real world, exactly what Wild Talents does best, I'm hard pressed to imagine a more enjoyable setting to explore. If you enjoy supers, alternate history, good rules, and great writing, then take a look at Progenitor.
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Re: [RPG]: Progenitor, reviewed by C.W.Richeson (5/5)CarlFebruary 16, 2011 [ 04:54 pm ]

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