Neuroshima Explained

Neuroshima
Designer:Ignacy Trzewiczek, Marcin Blacha, Michał Oracz and Marcin Baryłka
Publisher:Wydawnictwo Portal (Portal Publishing House)
Date:2003
Genre:Post-apocalyptic science fiction, science fiction western, military science fiction
System:3d20 system
Footnotes:The rulebook is offered both in paperback and hardcover (currently out of print), and there have been limited deluxe editions, signed by the authors.

Neuroshima is a Polish tabletop roleplaying system inspired by such films and games as Mad Max, Fallout, The Matrix, Terminator and . It is currently available only in Polish. The game's motto is "never trust the machines". Its designers include and .

Setting

The game describes the United States in the mid-21st century, after a nuclear war started by a cybernetic revolt, which molded the continent into a barren wasteland. It seems that the reason for the war to break out was a sentient Artificial Intelligence commonly referred to as Moloch and made up of interconnected net of military computers: automated factories, military facilities, power plants and alike, that now cover the whole north of the U.S., from Oregon to the Great Lakes. On the south, there is another creation, called the Neojungle, that poses a threat to those who survived the war. 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 and hostile towards humans, and some simply animals and humans misshapen by nuclear fallout. On top of that there are Moloch's deadly machines lurking to complete the picture.[1] But what is stressed in the book is that the worst enemy of humans is within them: hatred, indifference, greed.

Landscapes of Neuroshima

Car wrecks, ruined towns and villages, collapsed roofs on deserted houses, broken glass in the windows of abandoned gas stations fill the landscape of the United States of the middle of the 21st century. Technology is history - cars will not start, radios are jammed, no electricity whatsoever almost everywhere the characters go. Shops and malls are looted, prosperous villages are burned by gangers, and safe places are very sparse.

People in Neuroshima

No one knows how many people survived the war with machines, but it is estimated that their number oscillates around 2-3 million. Some people reverted to nomadic lifestyles and live in the deserts, some of them try to build the civilisation anew in devastated cities, some of them form gangs of highwaymen (called gangers), some of them just try to make a living by growing crops, and finally, there are those who just wander around the wasteland; the adventuring sort here is mostly represented by player characters. Each village they visit in this world is a discrete microcosm and nothing is certain as whether the inhabitants are welcoming or shoot strangers on sight. The continent is full of small, anonymous settlements, but there are places which aspire to become post-nuclear states.

Places in Neuroshima

In this world it is very important where you come from, and that is because people are prejudiced and afraid of strangers. Different places produce different kinds of people, and who you are is determined by where you are from.

Examples:

System

See main article: 3d20 system. The game uses its own, custom system of rules. The dice you use is d20. This system does not have an official name, but it is unconnected to the d20 system, as it typically uses three twenty-sided dice.

Four colours

Neuroshima relies on the division of the gameplay into something the authors called Four Colours, namely steel, chrome, rust and mercury. The choice of a particular colour is made by the gamemaster (the decision can be consulted with the players in order to enhance the game experience) and determines the mood, atmosphere and the type of events/characters present in the story. The name of the colour itself implies the kind of gameplay it will symbolise. These colours are:

Official rulebooks and sourcebooks

The current edition is 1.5 http://www.wydawnictwoportal.pl/index.php?option=com_content&task=view&id=129. Since the release of the game in 2003, sourcebooks have been appearing. The game keeps growing bigger with every add-on, as well as the storyline, which is updated in those sourcebooks and in Space Pirate (pl. Gwiezdny Pirat) magazine, also published by Portal.

List of released rulebooks and sourcebooks

See also

External links

Notes and References

  1. News: Piotr . Żuchowski . 2014 . TEMAT NUMERU: NEUROSHIMA HEX 3.0 . pl . ISSUE MAIN FEATURE: NEUROSHIMA HEX 3.0 . 6–10 . Rebel Times . 113 . https://web.archive.org/web/20220927224957/https://www.rebel.pl/rebel-times/80-maj-2014.html . 2022-09-27.