Orwell Industries is a global corporation perfectly suited for use as an antagonist in a typical four-color comic book supers game. This product, the first in Reality Blurs? Powers & Perils line of M&M Superlink books is written for Green Ronin?s Mutants & Masterminds game.
The book is very good-looking, with a nice layout and a pleasing, comic inspired color scheme. The art is genre appropriate and, while no one piece stands out as particularly inspiring, it?s pretty good quality overall. Art is especially important in a gaming genre inspired by comic books, so I was happy to see an illustration of most of the major NPCs.
There is a tremendous amount of detail crammed into Orwell Industries? 84 pages. We learn about the origins of the company, its goals and projects, and the personalities and motivations of the people running the show. In addition to the various CEOs, the book gives stats for different types of security forces, special agents, and other Orwell employees that the players may have to deal with over the course of a campaign. I didn?t crunch the numbers on the NPC stats, but no glaring errors stood out on my numerous readings.
Orwell Industries has elements straight out of comic-book reality: a machine that can peer into the future, advanced technology, a mad scientist obsessed with unlocking the secrets of immortality?but it hides these things behind a fairly mundane (if powerful) corporation. This allows the GM to insert Orwell Industries into a supers campaign of nearly any power level, changing the ?truth? about Orwell as needed. Plus, Orwell?s ability to get their hands on future technology provides a built-in rational for why, in the world of comic books, some heroes and villains wield super technology in a setting that is otherwise very similar to 21st Century Earth.
The designers did a really good job creating a villainous organization with ultimately pure motives. Super-hero bad guys are far too often insane megalomaniacs, bent on world domination for no particular reason. While this can be great in moderation, it?s nice to see an enemy that is trying to do good. GT Orwell is ultimately out to save humanity?and anyone that objects to his methods must be dealt with accordingly. To Orwell, the ends always justify the means.
There are, of course, lots of subplots going on within Orwell Industries. There is a secret project that GT Orwell doesn?t know about, an executive with borderline paranoid-schizophrenia, and the resident mad scientist Dr. Zero. The book has an entire chapter devoted to using Orwell in a campaign, with a number of fleshed-out examples, and there is plenty to keep characters interested over the course of a long campaign.
New rules are included to track the struggle of the PCs vs the evil Orwell corporation. These rules basically boil down to a chart to track whether the heroes are winning or losing the war against Orwell. They?re simple, but they look as though they?d work pretty well in actual play.
As a final note, kudos to the designers for the various literary "easter eggs" sprinkled throughout the book. I particularly enjoyed the references to Alice in Wonderland...and of course, the name Orwell, which conjures images of totalitarian futures and technology gone wrong.<br><br>
<b>LIKED</b>: This book gives you everything you need to introduce Orwell Industries as a major or minor antagonist in your M&M game. There is a lot of detail, plenty of game stats, and well written advice. The art is good, the layout is well done, and the writing is top notch. What more can I say?<br><br><b>DISLIKED</b>: As with any rpg book, there were things I didn?t like. A few of the super-powered villains didn?t really fit the feel of my campaign, and some of the background information doesn?t completely jibe with my established group. These are minor flavor points, and can be adjusted without significantly altering the book?s usability.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>
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