![]() ![]() Another is set during the time when John Carter was established but not quite viewed as the savior of all of Barsoom, and thus allows you to set up your own reputations, or even build a kingdom, without worrying about upsetting him. One is set when the titular character first arrives, before he started making waves, thus allowing you to set your adventures years before he showed up without issue. This results in a few things that lead to a rather open-ended experience for those wishing to create a game.įirst of all-and this is quite clever and helps to avoid a common issue in doing a licensed RPG-there are three eras of the world that you’re able to set your adventure in. A lot of effort went into it, helped along by the fact that there are 11 books and a substantial number of comics to build off of. The world-building aspects of the JCOM RPG are genuinely quite good. So let’s dive into that RPG itself and see what’s good and what’s bad about it! A Living, Breathing (But Still Dying) World Much of the art tries to capture the proto-steampunk aesthetic of early 20th century speculative fiction ![]() And John Carter himself is a Confederate veteran which…yeah.įortunately though, in an RPG we don’t have to deal with John himself, which means we can avoid the more openly problematic parts of the source. Being set on a different planet means that there’s…less overt racism at least, but there’s a decent amount of unfortunate coding in the races of Barsoom. It has some flaws, being pulp fiction from the early to mid 1900’s. He also encounters the various races and creatures living there, who call the world Barsoom, and becomes a savior to them. Once there he finds that, due to Mars’s lower gravity, he is abnormally strong and agile on the red planet. John Carter is a veteran soldier from Earth in the 1800’s who winds up getting transported to Mars. For those who don’t know about this particular franchise, I’ll give you a quick rundown.
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