Yeah, I saw that in, I think, the review thread? It's a great idea that immediately sets up conflict/gives the characte's something to fight for.
Unfortunately, it's a great idea which is why it's not in this game.
So,
EXTREME MEATPUNKS FOREVER actually does something I like. In the adventure, there’s a full-page breakdown about what will happen assuming the player characters don’t interfere. This is organized by time, beginning at noon on the day the meatpunks go to the bar and ending at dawn the next day. This is honestly a relatively good bit of writing (even if it’s documenting a stupid fucking adventure). I can’t tell you how many times I’ve been reading a D&D or Pathfinder module that devotes this huge amount of pagecount to an NPC’s rich inner life and thought to myself, ‘yeah, my players are not going to care about this’. Only to have the adventure hinge on you interrogating some dude about his missing wife or something and never bothering to think about what happens if you don’t.
Here, we’re told how it’s all going to go down without the players there, roughly:
- Alexander leaves/escapes the bar and goes home.
- One of the Ghost’s victims is not quite dead and manages to fight his way free of the monster’s lair, only to die of his injuries in the town square.
- Two more people are kidnapped, one of them Alexander.
- The Supervisor takes control of the Ghost’s faceless victims and kills off a collaborator.
- A tornado starts to form, the townspeople seek shelter.
- The Supervisor has the Ghost burrow into the town hall’s tornado shelter and kill everyone inside.
That’s cool and all, but when the villains in your game have targets painted on their foreheads, there’s absolutely no reason the meatpunks shouldn’t just steamroll the Supervisor (who is the only Nazi in town) as soon as the GM says, ‘You’re in Bunkerville, what do you do?’ Interviewing suspects is pointless, exploring is pointless, trying to put together a timeline of the disappearances is pointless, searching for clues is pointless. Every second you’re not beating up the Supervisor is a minute you’re actively choosing to waste.
This brings up another point. Usually, in mecha games, or even games with mecha that don’t revolve around them, the authors go to a bit of effort to make the mecha feel special.
In Exalted, only Exalts (who are themselves vanishingly rare) can pilot warstriders, and outside of that, gathering enough magical materials to make one in the Second Age is all but impossible. In Pacific Rim, you need to be able to handle the psychic stress and be drift compatible with someone else who can handle the stress. In 40k, you need a whole council of special psychics to pilot a Titan and losing one would be an insurmountable loss to whichever side lost it. In Voltron, you need to be one of the five Chosen Ones who exist in the
entire universe. Even Steven Universe, which is as dumb as hell, treats the huge, 100ft. tall combat-monster-goddess fusions as something special that not everyone can maintain or pull off.
Here, the Nazi Regime mass-produces battle mechs and hands them out to every citizen - the gay married couple both have battlemechs, so the Reich is directly arming (and housing, and employing, and granting rights to) the queer people they’re supposedly trying to wipe out. Additionally, the Supervisor has no guards, soldiers, or overseers, and Bunkerville has no cops, so there’s no reason the town’s adults (all of whom have mechs) couldn’t have easily ganged up and murdered him or at least tried to find the reason for the disappearances on their own.
I get that in an RPG the NPCs have to be a little bit useless to give the main character’s agency, but this is on a whole other level. It even cheapens your victories immensely, since killing a Nazi mech pilot is immaterial, literally anyone can replace them. The mechs aren’t special, and it doesn’t even take special training to be a pilot, so any kid from the Reich can hop into one and start swinging with the best.
The rest of the information we’re given is set up sandbox-style. We get a brief description of the town, each enemy and how they’ll act in combat, each of the town’s residents, and each location the characters can visit. Nothing special here, but it's where I mined most of the information above.
Alright, KF buckle up. I’m about to talk to you about
feminism.
Of the twelve named characters, two are female (or perhaps I should say female-identifying). That’s… not a great ratio considering that this game is supposedly written by queer women who want to center women in their writing.
Both of these female characters lack personalities and defining traits, and their lives revolve wholly around men. Their names are
Paula and
Jessica, and I’ll talk about them one at a time.
Paula is a farmer who was previously married to Rhys, the town cook. However, in the description of the town, we’re told that meals are prepared and eaten communally, so like a paragraph later they already forgot what they wrote, and Paula is the main breadwinner of the family (another single income success story from the Reich). Rhys cheated on Paula, leading her to divorce him. The townsfolk respond by kicking her out of her house (she lives in an apartment on the third floor of Alexander’s home) and celebrating Rhys as a friend to all. Rhys is given Paula’s three-story home where he lives rent-free while she presumably still pays for it.
Interestingly enough, Rhys was part of the farmer’s attempt to unionize, despite not being a farmer, with Paula having been sidelined from it entirely. So... the man in a marriage is given authority on pretty much everything, including the profession his wife works at,
and he’s in the right even if he’s an adulterer. Okay. This is actually the
closest they’ve come to writing literally any kind of material oppression or inequality into the setting (and it’s perpetrated by our queer heroes!), but I think the authors are so fucking stupid that that wasn’t their intention. It’s just another failure to examine their own biases.
Anyways, here’s how Paula talks and acts, her entire life revolves around her ex-husband, she doesn’t even have a personality:
View attachment 2233544
Jessica is a Nazi priestess, and she’s a pastor for the Reich’s state religion, the
Church of the Roaring Sky. Okay cool, so the Nazis allow women to be priests and hold positions of religious authority. They’re already doing better than the punks in this regard.
Interestingly enough, despite being a Nazi, Jessica is given a name, pronouns, and a backstory - breaking the rule against giving specific details about them. We’re told she was brought here by the Supervisor to replace the previous priest after he went missing. Jessica is loyal to the Fourth Reich and is in love with Supervisor. Her entire personality revolves around him. Here are the bullet points about playing her (and they couldn’t even come up with a final one! That’s just an action that she takes):
View attachment 2233547
It’s pretty telling how these weirdos view women