Review of Seed of the New Flesh

Seed of the New Flesh Review Summary

Capsule Review
November 19, 1999
Edited: August 28, 2017


by: Sixten Otto


Style: 3 (Average)
Substance: 4 (Meaty)



Sixten Otto has written 4 reviews, with average style of 3.50 and average substance of 4.00 The reviewer's next review is of Button Men.

This review has been read 1048 times.

 

Seed of the New Flesh Product Summary

Name: Seed of the New Flesh
Publisher: Atlas Games
System: Feng Shui (1.5e)
Setting: The Secret War
Author: Greg Stolze
Category: RPG

Cost: 19.99
Pages: 128
Year: 1999

SKU: 4001
ISBN: 1-887801-77-4


Review of Seed of the New Flesh


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Good news, Comsumer! After almost four years, the Architects of the Flesh supplement for Feng Shui has seen print. Many of us (like me) have been waiting for this supplement for almost 3 years. But it may not be quite what you expected.

What This Book Is Not

Let's be up-front, so that I can deal with any expectations you might have without distracting you from the rest of the material: this is an old book. That doesn't mean it's bad, just that it has sort of missed a lot while it was sitting in Jose Garcia's lost vault gathering dust. In fact, the inside cover says:

And a special note to all you old school Feng Shui fans: Untold thanks for keeping the fires burning during the dark days of Feng Shui's slumber. I'm sorry that I couldn't incorporate your disparate visions of the grim Feng Future, but all the re-writing would have been a drag.

What does this mean to you? It means that a lot of cool stuff that showed up in Shadowfist in its last years — the Purists and their Paradox Cubes, the Lotus plot to infiltrate the Buro, the Dragon raid on the Arcanotower, and the sinister designs of Homo Omega and the Vivisectors — aren't in here. There's a lot of other cool stuff, but if that's what you're looking for (like I was), you aren't going to find it in this book.

What This Book Is

Seed of the New Flesh is a soft-cover book of 128 pages, written by Greg Stolze, who is the developer of Feng Shui at Atlas Games. It's organized into six chapters with two appendices, each an adventure. More on that in a minute.

Each chapter is prefaced by a bit of fiction. Yes, this is a staple of the industry. Yes, this story is pretty well-written, especially for gaming fiction. It follows the lives and ultimate fates of three characters in the 2056 juncture: a dissatisfied Consumer, a Jammer-esque speed freak, and a Guiding Hand monk on a mission. But ultimately I thought that the space could have been put to better use. Again, more on that later.

One of the first things that I noticed about the book was the art, which is one of the most obvious casualties of Feng Shui's lost years, and the move to Atlas. Some of the art is okay, and a couple pieces really shine. Some is very appropriate (you have to love the cheesecake pinup of Desdemona Deathangel, wearing only the Buro flag...), and some (like the frontispiece by Andrew Bates) is just silly.

1. Welcome to 2056

This slim chapter starts off with 4 pages of general background on the world of 2056. It's definitely in with your Orwell-class oppressive dictatorship distopias, but the citizens do seem to have a better life than those of 1984. The big problem is that all of this equality and stability are paid for with a terrible loss of freedom.

We briefly survey housing, transportation, and few other facts of life. The change of currency to Hours (of work) is a nice touch, and makes bookkeeping a little easier to boot. If anything, I really wish that this part of the book had been expanded a little more to give a better feeling for day-to-day life in the twenty-first.

The rest of the chapter is devoted to the six new archetypes, which are a really mixed bag for me. They are:

  • Free Sex Militant: this and its variants are meant to be representative of the various underground resistance movements that exist in 2056. Mechanically, they are cribbed from the Ex-Special Forces and Martial Artist, with unique schticks to help them lead mooks, and sway characters to their cause.
  • The Drifter: One of my two favorites, this archetype is very general, with free-form skill bonuses that really allow you to build whatever sort of Drifter you want. Has a knack for showing up just at the right moment.
  • Consumer on the Edge: Sort of your typical high-strung Falling Down type character. I really don't see the need for this type, since the premise gets old really fast, and the whole concept seems kind of silly for a PC.
  • Criminal Mastermind: I'm really torn about this one, which represents your typical comic-book or action movie baddie (think Doctor Doom or Auric Goldfinger), with schticks to match (Mook Magnet and Slave to the Cheese). Genre-appropriate, but I really don't think that they fit well in the grimness of 2056. Moreover, I tend not to want these (or Masked Avengers) anywhere near my game; like Scrappy Kids, they're just too silly for me.
  • Supersoldier: A useful and kind of cool archetype, conditioned to the point where they can use Impairment as a bonus. But the intro copy strays awfully close to parody, which is deadly for a game like this, which is so over-the-top already.
  • Über-kid: My other favorite character type. A tremendously intelligent genetic experiment by the CDCA, now escaped. Sort of a sardonic take on the Scrappy Kid. Maybe not very Hong Kong, but very good Architects flavor, I think.

2. Us vs. Them

A brief 6 pages comparing and contrasting the good and bad points of the 1990s and the 2050s. Also has some good examination of the ways that a Buro operative might find their way into TacOps, the elite Innerwalking Buro troops. Good stuff, and especially useful for GMs running a Buro party, or for players trying to write a history for their renegade operative (Cyborg, Monster Hunter, etc.). This is another section that I really wish had been expanded.

3. Making History My-Story

This 10 page summary of the Buro's current efforts in the Secret War, and some of their plans for the future was also excellent, and one of the meatier parts of the book for GMs looking for information on how the Buro operates. Combined with the briefing transcript in the Shadowfist Players' Guide, I'd make this required reading for any GM hoping to get into the heads of the Architect planners.

Also a great touch were the margin doodles, apparently by Johann Bonengel himself... :-)

4. R & D

The single largest section of the book, this chapter is 26 pages of Buro gadgets, and some new CDCA experiments straight from the lab. Stolze has been very careful to delineate the parts that players should not read, and you should believe him: there are no Big Secrets revealed, but the information may well reduce your fun in running into these gadgets and figuring them out.

A lot of the items in this chapter are pretty standard "future" fare, and I admit that none really made me sit up and say, "WOW!". But they are good, solid bits of tech, and creative players and GMs will find all kinds of ways to make use of them. The game notes jumpstart this process with some good stunt suggestions. Oh, and the Disintegrator Ray from Back for Seconds is reprinted here.

5. Casting Call

Here we have 10 pages of characters from 2056, with a mix of mooks (PubOrd and BuroMil, as well as some base-model Abominations) and Big Names like Boatman and Bonengel. Desdemona Deathangel is reprinted from Back for Seconds.

My biggest quibbles with this section were that we didn't get many more Big Names from Shadowfist (like Dr. April Mucosa or Prototype X), and that some of the information seemed to conflict with other sources, particularly the description of Curtis Boatman. In the history in the rulebook, we are led to believe that Boatman had Dr. Dao removed and took over the CDCA, then found and used Bonengel to take control of the world; in Seeds he is described as having no real ambition. Riiiight.

It also would have been nice to see some characters from outside the Buro/CDCA hierarchy. Maybe some notable subversives or agents of other factions. Perhaps some of the Architects' non-TacOps Innerwalkers?

6. Blowing Up 2056

This 16 page section gives details of a number of widely varied backdrops for futuristic set pieces, including the Sun Farm in Mesa, Arizona, a Flying Fortress, and a museum of failed Abominations. The game notes are great, and a creative GM could have a blast (quite literally) with these. Combat Shopping, anyone?

There are a few places alluded to elsewhere, like the Texas Demilitarized Zone, that I would have liked to see details on, but this leaves room for GM imagination, and future supplements.


WARNING: minor scenario spoilers follow.

A. Cancer Factory

I swear that when I was reading the first page or so of this 9 page adventure (aimed at low-level characters) I thought for a moment that I was reading a Call of Cthulhu scenario. An out of the way town called Dunville, wiped out by some strange agent? Living puddles of goo? Meddlesome scientists? Sounds like Delta Green, or the CoC/Cyberpunk crossover. And the list of reasons why the PCs might go there really could have been lifted right out of the stereotypical CoC adventure.

There are some good ideas here, but the scenario is basically one long (and sort of pointless) running gun battle. I think that this was sort of a weak addition to the book.

B. Fist of Shiva

The second appendix is the second-longest part of the book: a 20 (!) page scenario for "very powerful characters." The basic premise is that the characters have to find a way to destroy the last (and very heavily-guarded) link of a world-spanning chi funnel. The solution? Hijack a weather satellite!

This scenario has some great potential for creative GMs whose players enjoy some of the intrigue and politics of the Secret War. No one faction is strong enough to succeed alone, and none will trust the others to run the operation, so a fairly neutral group like the PCs (assuming they're Dragons) will have to take charge. A good chunk of the appendix is taken up describing the allies that they will gain from the Lotus, Hand, Jammers, and Ascended.

The fight to steal a shuttle and get into orbit is good, but the events on the satellite (the titular Fist of Shiva) seem sort of silly, and uninteresting. "Safety bullets" aside, would BuroMil really arm soldiers on a satellite with automatic rifles?

I can't help but think that the pages would have been better used elsewhere, and this scenario either trimmed down, or moved to another book where it might grow into a very cool campaign all its own.

Spoilers end.


Summary

When I was finished with this book, I couldn't help but feel a little conflicted and let-down. I really liked what is in this book, with the possible exceptions of the adventures at the end. But I felt that Seeds could have been so much more. The Architects are one of my favorite factions, and the 2056 juncture is one of the least well-detailed (because, of course, it hasn't happened yet, and there are fewer film references).

As I think more about it, I really wish that some of the pages spent on adventures and stories and gadgets had been spent augmenting the background sections. I find the fiction sort of superfluous, and shopping lists tedious: I'm in it for the places and the characters, and there are so many not touched on here: the Jammers and other revolutionaries, the organization of the Buro, the research efforts of the CDCA, the Biomass Reprocessing Center, and other Architects' efforts in the Netherworld. Essentially, I wished that this book had been twice as big.

But what is here is good stuff. I suppose in some sense my desire for more is a positive sign: it hooked me. This book does have solid information and useful stuff to shoot and be shot at. It may not be enough to live in 2056, but it is enough for a vacation. Hopefully we can convince Greg to revisit the future of Feng Shui again, and spend some more time wandering the streets.

Style: 3 (Average)
Substance: 4 (Meaty)

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