AH hah! A new post in the TMNT forum! Seriously tho...
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AH hah! A new post in the TMNT forum! Seriously tho...
About 4 years back, I had a roomate with a buncha the TMNT roleplaying books lying around. I browsed thru em a few times etc, and remember wanting to give the game a try.
Some of my players have expressed interest in playing a TMNT game, which I said I'd happily run, if I could find the books (no small task).
However, I don't know what to buy! All of the books predate my gaming career, and theres not alot of hard info anywhere.
So, what books do I NEED (or you highly recommend) to play and run a TMNT game?
Example of course is, for D&D 2nd Ed, you need a PHB, DMG, and Monstrous manual.
Recommended would be the class handbooks, world books etc
So what should I aquire and read before attempting this?
Also, if you know a good location to purchase these books, it'd be appreciated.
Thanks
Some of my players have expressed interest in playing a TMNT game, which I said I'd happily run, if I could find the books (no small task).
However, I don't know what to buy! All of the books predate my gaming career, and theres not alot of hard info anywhere.
So, what books do I NEED (or you highly recommend) to play and run a TMNT game?
Example of course is, for D&D 2nd Ed, you need a PHB, DMG, and Monstrous manual.
Recommended would be the class handbooks, world books etc
So what should I aquire and read before attempting this?
Also, if you know a good location to purchase these books, it'd be appreciated.
Thanks
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-Richter
-Richter
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Books you NEED to run TMNT.
TMNT.
*SFX Crickets chirping...*
No, really. the only book you absolutely need to run TMNT is the basic book. It's a pretty simple game and as long as you're good at coming up with plots on your own, you can run for years with just the main book.
Books that are nice to have include:
Transdimensional TMNT (My fav!)
TMNT Adventures
TMNT Guide to the Universe
Palladium compendium of contemporary weapons. (for more guns and armor)
Books that are fairly useful:
Truckin Turtles
Turtles go hollywood (both are adventures)
After that you could branch out into After the bomb if you want, but those are the basic TMNT books.
TMNT.
*SFX Crickets chirping...*
No, really. the only book you absolutely need to run TMNT is the basic book. It's a pretty simple game and as long as you're good at coming up with plots on your own, you can run for years with just the main book.
Books that are nice to have include:
Transdimensional TMNT (My fav!)
TMNT Adventures
TMNT Guide to the Universe
Palladium compendium of contemporary weapons. (for more guns and armor)
Books that are fairly useful:
Truckin Turtles
Turtles go hollywood (both are adventures)
After that you could branch out into After the bomb if you want, but those are the basic TMNT books.
Personally, I think that we have a duty as role-players to try to anchor each other to reality a bit. To keep other gamers from being complete freaks and weirdos, or even psychopaths, if we can. Killer Cyborg
283 geek points. 42 McGeekpoints.
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283 geek points. 42 McGeekpoints.
50 Smartass Points! Slag.
60 DaDa points.
There are only 11 total books to be had for TMNT and it is worth getting them all.
12 if you include the After the Bomb RPG...which is a standalone version of the After the Bomb supplement AND is basically a 2.0 version of the main rules. 224 pages.
13 if you include Mutants in Orbit.
Quick breakdown:
Main Book(s):
TMNT and Other Strangeness - all you really need
After the Bomb RPG - highly reccomended even if you stay in the present time
Supplements:
Transdimensional TMNT - time traveling weirdness and mutant dinosaurs. Awesome book but if your not time traveling then you don't need it.
TMNT Guide to the Universe - Flight/space rules and various galaxies/races to visit. guide to TMNT comic universe basically... kinda useless
Adventures/modules:
Truckin Turtles - cross country adventure from new york to la....has bits of Heroes Unlimited and Beyond Supernatural thrown in
Turtles in Hollywood - sequal to Truckin....
TNMT Adventures - adventure book...also has rules for super powered animals.....if your making your own adventures its not needed, but cool book anyway.
After the Bomb: - alternate setting....post-apocalypse type environment with mutant animals run rampant. several regional books
After the Bomb: - main book. 46 pages
Road Hogs - western US...vehicular combat...basically Mad Max type stuff
Mutants of the Yucatan - rumble in the junge. central/south america....mutant snakes and mayan/incan mutie goodness
Mutants Down Under - mutants in australia....besides geographic info and lots of new animals, also has airship combat and rules (blimps and zepplins etc)
Mutants in Avalon - mutants in England....very localized sourcebook and retelling of arthurian mythology...lots of detailed background info on parts of britain right down to types of british accents
Mutants in Orbit - space sourcebook for ATB/Rifts....mutant bugs and orbital commmunities and more super powered animals....lots of people hate it but its a cool book.
I reccomend TMNT and Other Strangeness and the After the Bomb rpg for starters. You would also get a lot of use out of Palladium guide to Contemporary weapons and Guide to Ancient weapons.
Everything else is as needed and depends on where your going with your players.
12 if you include the After the Bomb RPG...which is a standalone version of the After the Bomb supplement AND is basically a 2.0 version of the main rules. 224 pages.
13 if you include Mutants in Orbit.
Quick breakdown:
Main Book(s):
TMNT and Other Strangeness - all you really need
After the Bomb RPG - highly reccomended even if you stay in the present time
Supplements:
Transdimensional TMNT - time traveling weirdness and mutant dinosaurs. Awesome book but if your not time traveling then you don't need it.
TMNT Guide to the Universe - Flight/space rules and various galaxies/races to visit. guide to TMNT comic universe basically... kinda useless
Adventures/modules:
Truckin Turtles - cross country adventure from new york to la....has bits of Heroes Unlimited and Beyond Supernatural thrown in
Turtles in Hollywood - sequal to Truckin....
TNMT Adventures - adventure book...also has rules for super powered animals.....if your making your own adventures its not needed, but cool book anyway.
After the Bomb: - alternate setting....post-apocalypse type environment with mutant animals run rampant. several regional books
After the Bomb: - main book. 46 pages
Road Hogs - western US...vehicular combat...basically Mad Max type stuff
Mutants of the Yucatan - rumble in the junge. central/south america....mutant snakes and mayan/incan mutie goodness
Mutants Down Under - mutants in australia....besides geographic info and lots of new animals, also has airship combat and rules (blimps and zepplins etc)
Mutants in Avalon - mutants in England....very localized sourcebook and retelling of arthurian mythology...lots of detailed background info on parts of britain right down to types of british accents
Mutants in Orbit - space sourcebook for ATB/Rifts....mutant bugs and orbital commmunities and more super powered animals....lots of people hate it but its a cool book.
I reccomend TMNT and Other Strangeness and the After the Bomb rpg for starters. You would also get a lot of use out of Palladium guide to Contemporary weapons and Guide to Ancient weapons.
Everything else is as needed and depends on where your going with your players.
The Grinch had a wonderful, awful idea!
stompbox wrote:Richter I don't want to hijack your thread - I just wanted to chime in and ask people's opinion - I have ATB2 (and some TMNT supplements.) I had TMNT core book back in the 80s. Is it worth my while chasing the TMNT core book up again off ebay, or is having ATB2 enough? (I mean for running games, not completist collection purposes.)
If your using the old supplements it couldn't hurt to have a copy of TMNT & OS.
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The original TMNT book is a good investment, since it offers other things for the creation process not found in the other Palladium books like Team Character creation and Ninjutsu. Which differs from the Hand to HAnd combat from Rifts: Japan or Ninja and Super Spies books.
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Shadyslug- Good question
Svartalf- Shinobi, You're twisted
Mack- I'm constantly amazed at what people will put their energy into. This planet needs more predators.
Saitou Hajime- What kind of Americian are you?
Shadyslug- Good question
Ronin Shinobi wrote:The original TMNT book is a good investment, since it offers other things for the creation process not found in the other Palladium books like Team Character creation and Ninjutsu. Which differs from the Hand to HAnd combat from Rifts: Japan or Ninja and Super Spies books.
Also, you'll notice some differences in skills in the early supplements compared to later ones...the Original TMNT & OS used a different ranged combat system (those goofy tables) and skill system (characters were alloted a set amount of college, high school, military and secondary skills). It's not hard at all to find any/all of the books, especially on ebay stores as alot of hobby stores/comic book stores are finding that a broader customer base that way.
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I will agree that hunting down ALL the TMNT/ATB books are worth it. Even if your players never leave the continental US in your setting, there are loads of interesting tidbit that you can throw at them.
Road Hogs has the Vehicle rules you'll need, if you don't have HU2. Even so, you can have 'unconfirmed reports' on the news about a strange new biker gang that uses an animal-mask theme to commit their crimes of highway piracy...
Mutants Down Under has Airship rules that are worth looking at.
With Mutants of the Yucatan, you can start off by releasing a news-blurb that the soon-to-be opening theme park 'Aztec-Land' continues to be plagued by mysterious sabotage....with unconfirmed rumors of strange animal-like creatures performing late-night repairs....
If you combine Teenage Mutant Ninja Turtles Adventures, Truckin' Turtles & Turtles Go Hollywood, you've got yourself a cross country campaign. Besides, they're good reading too.
Also, pick up Mutant Underground as a source for your players. Maybe they could be sympatheitc to the more 'enlightened' cells of the MU-Railroad...or be targeted by the MTF for 'questionable activities'...
Road Hogs has the Vehicle rules you'll need, if you don't have HU2. Even so, you can have 'unconfirmed reports' on the news about a strange new biker gang that uses an animal-mask theme to commit their crimes of highway piracy...
Mutants Down Under has Airship rules that are worth looking at.
With Mutants of the Yucatan, you can start off by releasing a news-blurb that the soon-to-be opening theme park 'Aztec-Land' continues to be plagued by mysterious sabotage....with unconfirmed rumors of strange animal-like creatures performing late-night repairs....
If you combine Teenage Mutant Ninja Turtles Adventures, Truckin' Turtles & Turtles Go Hollywood, you've got yourself a cross country campaign. Besides, they're good reading too.
Also, pick up Mutant Underground as a source for your players. Maybe they could be sympatheitc to the more 'enlightened' cells of the MU-Railroad...or be targeted by the MTF for 'questionable activities'...
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Str-8 male Dom/Top;
Honourable but not gullible;
a Hero of the Megaverse.