Adventurers! Event Zero

I have been given a copies of Adventurers! the game and Adventurers! Event Zero, the Supers setting for Adventurers!

I think this is a great game and setting combo. The feel I have from the setting booklet is like the Heroes TV series. We have an event that has created these heroes but the whole thing is shrouded in conspiracy.

So what do you get?

Adventurers!

Adventurers! Revised Edition is a mini RPG. It claims to be an RPG in two pages but the reality is that the players guide is two pages, the GMs guide is 2 pages and there there is a bit more for the bestiary and stuff like list of gear that characters can buy or use. Toss in some character sheets and top and tail it with a cover and you have 12 pages of rules.

Adventurers! feels like a framework and not a bolted down game. As such you can do a lot with it. The simpler the framework and the less rules there are then the less chance that a rule will stop you doing something. The core Adventurers! booklet hints as settings and styles of play but it is basically generic.

Characters have 3 main attributes and some secondary attributes that are either derived from the core ones or based upon other skills or equipment. The core attributes are on a -1 to 6 scale and for PCs you get 6 points to spend over the three attributes. You get a couple of skills, one at a basic level and the second at a more advanced level. The skills list is not vast in this core book.  You finally have a character concept made up of two words definition and an archetype, or to quote the rules…

The Concept identifies what a hero is and what he does. It is made up of two parts, a Definition (e.g. Unlucky) and an Archetype (e.g. Detective), such as Dashing Swordsman, Mysterious Mage, or Cop Who Protects Innocents. You have Advantage on knowledge rolls linked to your Archetype. The GM rewards you with Her points when you role-play your Definition (e.g. if you are a Courageous
Swordsman and you behave in a courageous way).

The main mechanic is roll 2d6 and add your stat and or skill. A roll of 7+ succeeds. Opposed rolls are you roll yours, they roll theirs and the winner succeeds. Roll double 1 and you critically fail, roll double 6 and you critically succeed.

You should get an idea for how simple this game it.

The complexity, if you can call it that comes from the other half of the equation, the setting book.

Event Zero

Event Zero is a supers setting for Adventurers. So in addition to the core rules EZ adds a really cool campaign setting. I have read a few Gramel mini settings and this is by far the best to date. After the setting you get NPC character and organisation descriptions, plot hooks and setting specific gear lists. Gear includes actual items but also customisations so you can make stuff bullet proof or resistant, all the stuff you would expect from a super heroes costume. You also get add on rules for super powers, heroes working as teams, super hero bases.

It is easy to pack a lot on when every game mechanic is small so in this 44 page book you are getting the added rules for supers, the campaign setting, adventure hooks but the setting specific ‘monsters’ and foes from Super Animals to SWAT teams and Super Villains.

To counter the super villains you get 6 super heroes with fully worked up character sheets which are ready to play.

The final part of this booklet is the Adventure. Each Gramel mini setting as a full adventure. This one runs to 8 pages and is described in a series of set scenes. These can appear somewhat linear, some more than others. The antidote to that is to include a lot of conditional options. The characters do not have to do everything in the right way and at the right time to make it through. The conditional options give them enough leeway to do their own thing. This is less of a problem with the EZ adventure as there is a villain with a plan and that plan will progress if the characters do not step in so it would reach its natural conclusion anyway. As such I think the linear format actually works well here, if anything it feels quite cinematic.

Conclusions

I am quite curious about the Adventurers! game and would like to try it. I haven’t yet so I cannot tell you how it plays in practice.

The game itself was a successful Kickstarter raising over €5000. The production values are very high and it contains some of the best art I have seen in such a rules light game. I think that is a vote in the games favour.

The setting books I love. I am running a game this weekend and I am planning on using one of their settings and adventures for my weekend’s entertainment.

The settings books cost about $6 each and they are well worth it. The two page edition of the rules is free and the kickstarter revised edition, the one I reviewed here is only $4.99. If you ever find yourself in need of a quick setting or an adventure then I would seriously recommend you take a look at one of Gramel’s books.

I have been blogging about Rolemaster for the past few years. When I am not blogging I run the Rolemaster Fanzine and create adventure seeds and generic game supplements under the heading of PPM Games. You can check them out on RPGnow. My pet project is my d6 game 3Deep, now in its second edition.

6 comments

comments user
Mike

Adventurers! is great! And this was a very solid explanation of the game. We use it as our rules for one shots when not everyone is available for our normal weekly D&D campaign. We’ve been using it for 3.5 years or so. Everyone loves it. I’ve also used content from the Dungeon and Gothic settings/rules and I’ve run their haunted mansion adventure/setting. I own all the setting content EXCEPT the Supers one you mention. The game is simple, very basic, and yet deep enough to play characters over a dozen sessions so far for us. The level up mechanics are great providing characters with bite size options for character development nearly every session. The one house rule I’ve felt compelled to implement is based on Dungeon World which has a similar resolution mechanic. Instead of pass/fail on a 7. I say that 7 succeeded, but at a cost or with some complication and 10 is a strong success. I like that gradient. Also, I’ve interacted directly with the designer, Piotr about some typo’s in the rules and questions with the game and he has been friendly and responsive. I highly recommend this ruleset/setting system.

    comments user
    Stargazer

    I fully agree! Adventurers! is just awesome. We played a short Pirate-themed campaign using it and everyone had a blast. Like Mike I own pretty much all the setting for Adventurers! but the supers one, but I’ll have to remedy that ASAP. 🙂

      comments user
      Peter R.

      Funnily enough, I thought of you when I was reading the setting books.

      I have the 2nd edition Pirates booklet and I want to run it as a one shot this weekend.

    comments user
    Peter R.

    It was Piotr who I was in contact with and I think have a pilot at the helm that really cares makes a lot of difference.

    I absolutely love Event Zero. There was a discussion on MeWe this morning about how far reaching does a setting have to be, was a city enough or do you have to detail whole countries, continents or the world. I held EZ up as an example of a coherent game world comprising just a single city plus hints at the surrounding geography.

comments user
Umberto Pignatelli

Thank you for your review of the game!

    comments user
    Peter R.

    You are welcome! I really enjoyed reading it.