Roll for Origin: Supers TTRPG History: Ep. 10 Teenage Mutant Ninja Turtles & Other Strangeness

Roll for Origin: Supers TTRPG History looks at Teenage Mutant Ninja Turtles & Other Strangeness, one of the earliest and most successful licensed supers games, kicking around for many more years than any competitors. We talk about the game's mechanics, how it conveys the pitch, and the unique approach to splitting combat and skills. We then cover the publication history of the line and how it helped cement Palladium's role in the TTRPG industry. We talk a little about the Turtles themselves and how important this game is to the history of the TMNT licensing behemoth. We finish up by giving our general thoughts about TMNT and the recent Kickstarter reprint.

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Jay's the author of By Aecer’s Light, The Clockwinders for Fate, Cortex Prime's Supers, and a contributing author on Pathfinder’s Mwangi Expanse, Trophy Gold, Hit the Streets: Defend the Block, and the upcoming Lifted: Indomitable RPG, a supers game about everyday folks with extraordinary powers in a tech-aggressive world.

Check out Mad Jay's work at Play.Fearless and at the Diceology Podcast.

Lowell is the designer and co-author of Hearts of Wulin. He's the ENnie-winning creator of the Age of Ravens blog and community manager for the Open Hearth Gaming Community. He's the co-author of the Transverse Noir series of Shadowrun novellas.

You can find Lowell's work on YouTube, on Itch.io, and on DriveThruRPG.

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00:00 Intro
01:36 Pitch and Mechanics
07:22 Publication History
17:33 Media History
21:39 Thoughts
Roll for Origin: Supers TTRPG History: Ep. 10 Teenage Mutant Ninja Turtles & Other Strangeness
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