Tabletop RPG Review: Mysteries of the Multiverse

This is called a “zine,” though I’m not sure it’s what you’d expect for something with that name.  Content wise, it fits, but physically, it feels like a more professional and finished product.  To me, a zine has a more DIY, cobbled together feel, and is usually made of stapled together printer paper or something.  Whatever.  That’s all semantics.  We’re here for the content.

Intended for Mutant Crawl Classics, Mysteries of the Multiverse includes a short adventure, And now, Our Feature Presentation.  Maybe more of an extended location-based encounter.  Though it gives you a set-up for your PCs to go seeking it out, I could easily see this as a semi-random encounter during a long travel segment or something.  There’s plenty to mess with your PCs, for sure.  I think its real potential is in what it could do for your PCs and their community if they come out the other side with an ally instead of a vanquished foe.

There’s then a bit about how you might use some Dungeon Crawl Classics material in your MCC game.  There are a few interesting ideas, but they don’t feel super useful or fleshed out as much as I’d want here.  Instead, they feel like someone just starting a brainstorming session.  After that, we have a bunch of charts and ideas for making your MCC world more engaging, dangerous, and weird.  This stuff is gold.  I think my favorite is Freak Weather.  Though the settlement generator looks super useful.

There’s a lot of nice, useful stuff in this little book.  It would definitely be a nice addition to your Mutant Crawl Classics (or any weird, apocalyptic setting) library. 

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