Outgunned Adventure Is Smart As A Whip

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As much as I love pulp adventure games, I was a little hesitant when Outgunned:Adventure was first announced. I first came to Two Little Mice through Broken Compass, of which Outgunned was a refinement of the system and mechanics. Did I really need another game to simulate my favorite movie series? I decided to take a risk based on Riccardo “Rico” Sirignano and Simone Formicola’s previous work. The Kickstarter recently delivered. Is it a treasure worth seeking or just another false grail on the table? Let’s play to find out.

The Outgunned system uses d6 dice pools for task resolution. Rather than a specific target number, the game looks for matching dice. Most of the time, you’re looking for three of a kind for success, with various character abilities allowing for rerolls to get the proper matches. One of the main evolutions of Outgunned from Broken Compass are more details in what happens when players succeed and when they fail. That includes things like rolls that require separate sets of matches, using extra match sets to help out fellow players and specifics on what the stakes are should the dice come up short.

The system is built around a fail forward philosophy which helps to simulate that beat down action hero look as the story moves on. Player characters rarely die in this game, but they’ll lose points of Grit, watch as treasured gear falls into the pit below and give their Rival points of Heat that can be spent to enhance the actions of the Rival that’s out hunting the same artifact sought by the players this week.

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For example, players can get conditions that impose penalties like You Look Hurt which reduces a character’s Brawn. There are also custom conditions like You Look Poisoned or You Look Tired, which imposes no penalties but makes it easier to hit the You Look Broken condition which is a -1 dice pool to everything. While Grit comes back during camp scenes where everyone takes a breather in between breathless escapes, getting rid of conditions requires some sort of downtime action. Broken Compass treated these moments as video game checkpoints to rest and recuperate, which made sense given the game’s focus on feeling like games such as Uncharted or Tomb Raider. Mixing in downtime actions open up some fun roleplays moments, such as the heroes figuring out how to beat their rival to the forbidden temple or fix up their trusty seaplane that barely survived the zeppelin attack.

Focusing on a specific type of action makes Outgunned:Adventure a stronger design. The structure of a campaign is straightforward. There’s a treasure, the players have the key to find it and they’re trying to beat the rival to the artifact. The game offers solid advice on how to build each of these items like giving the rival strength but also weaknesses to exploit. There’s a section on supernatural threats that opens with asking the GM to figure out if the fabulous artifact is actually magic, a well-oiled machine that presents as such or just a regular old clay amulet that’s had thousands of years of legend hype up its abilities.

My favorite section of the game focuses on traps. While traps are a part of many RPGs, Outgunned:Adventure puts a spotlight on them because of how central they are to pulp adventure stories. They discuss different types, the resources they can cost players who don’t deactivate or figure them out, and how they have something of a Chekov’s Gun position in these stories. “A trap is a promise” they say and discuss how the trap can still be used to push the story forward even if all the players perfectly avoid it. Maybe it shuts an easy way out behind them. Maybe the Rival triggers it just to show the horrible death they avoided with their excellent rolls. It’s a fascinating discussion that I’ll use whenever I design traps for any other game I’m running.

The main caveat I have for anyone interested in the game is that the designers will be the first to tell you this is not a game for a years long, zero to hero campaign. They suggest each campaign will run between 8 to 10 sessions and that anything longer should be structured like a movie sequel where characters start over. There are rules for advancement, once when the players hit a Point of No Return and once right before the final confrontation to stop the Rival from claiming the Treasure, but if small, incremental increases are a part of your joy in playing these games, that’s hard to find here.These characters start out heroic and stay that way. At this point in my life, 8 to 10 sessions of anything sounds epic but I realize that my preferences are not the only way to do things.

If I put together a campaign I think I would plan seven sessions, one on each continent so I can zoom around the plane on the world map I got as a backer. I would also consider one or two more set in the final temple and that sounds like a blast.

Bottom Line: Outgunned:Adventure is the Indiana Jones RPG I’ve wanted ever since I was a kid.

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Rob Wieland

Rob Wieland

Outgunned/Adventure are both great! The author did not mention that 2LM are currently running a Backerkit for their new genre book Outgunned Superheroes, here: Outgunned Superheroes

I really want to unlock the full set of Eternity Shard dice, so the more people who back this project the better! :D
They are also holding a bundle sale for the complete PDFs for the original and Outgunned Adventure during the crowdfunder.
 
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From my reading of the two, SW is more traditional in its approach; in particular, Outgunned and its kin handle damage a bit more like (to my reading) Storypath and the like.
 

I'm not sure I'm good with the fact that an 'Enemy' can represent multiple opponents. It's a level of abstraction I'm not sold on at first glance.
 

I'm not sure I'm good with the fact that an 'Enemy' can represent multiple opponents. It's a level of abstraction I'm not sold on at first glance.
Presumably you could just... not use it for that though? I haven't read through all the rules yet but it seems like that's an option rather than a requirement. And it's certainly genre-appropriate for a lot of genre flicks (but not all of them) - it's also something that even very traditional RPGs do with swarms and the like. Only in this case the "swarm" might be a number of mooks!

@robowieland Excellent review and I've bought this (and Outgunned) on that basis, and yeah, I have to agree, 8-10 sessions then start over? Sounds great to me, in my late 40s! That's more than enough!

Anyway will report back if/when my group plays it (we were hoping to play Draw Steel and Hollows this summer but looks like both are going to much later in the year at the current rate).
 

Presumably you could just... not use it for that though? I haven't read through all the rules yet but it seems like that's an option rather than a requirement. And it's certainly genre-appropriate for a lot of genre flicks (but not all of them) - it's also something that even very traditional RPGs do with swarms and the like. Only in this case the "swarm" might be a number of mooks!

@robowieland Excellent review and I've bought this (and Outgunned) on that basis, and yeah, I have to agree, 8-10 sessions then start over? Sounds great to me, in my late 40s! That's more than enough!

Anyway will report back if/when my group plays it (we were hoping to play Draw Steel and Hollows this summer but looks like both are going to much later in the year at the current rate).
Interesting comparison with the mass combat rules in some rpg, true.
I would still say, at first glance and being a total noob, that it’s not really an option. It’s the first thing the rules tell you about enemy hp, that it’s an abstraction and that enemy can also mean enemies.
But sure, I should read the book and keep an open mind.
 

It is the baked in assumption in the system, but it doesn't seem particularly difficult to run differently if you're of a mood; breaking out separate opponents with their own values and Grit shouldn't be a problem except to the degree that if not handled carefully it'll make things both slower and potentially a lot more difficult.

I'll be interested to see if they still handle this that way in the Superheroes game; unlike most cinematic style combats, that's one of the few genres where individualized opponents are relatively common; the original method still works fine for things like bunches of agents, but if I've got a supervillain team on the other side, I think doing something like that would lose something.
 

I'll be interested to see if they still handle this that way in the Superheroes game; unlike most cinematic style combats, that's one of the few genres where individualized opponents are relatively common; the original method still works fine for things like bunches of agents, but if I've got a supervillain team on the other side, I think doing something like that would lose something.
In the Quickstart for the Supers game, it explicitly has the enemies as a single block, but I agree - I don't think that really fits the genre, and I'd hope the actual full rules break them out, especially as the example enemy trait, Indestructible, actually wouldn't really work for a "combined" enemy group unless they really all were heavily armoured/shielded.
 

In the Quickstart for the Supers game, it explicitly has the enemies as a single block, but I agree - I don't think that really fits the genre, and I'd hope the actual full rules break them out, especially as the example enemy trait, Indestructible, actually wouldn't really work for a "combined" enemy group unless they really all were heavily armoured/shielded.

Well, you could have a whole group of cookied-cutter hard to destroy robots. Its not that it doesn't fit the genre at all--that entire bunch of Hydra agents works pretty much fine by the original rule--its when you run into opponent supers, especially more than one of them (Outgunned tends to treat "bunch of mooks and a boss" as still one opponent set, with the mooks just as an appendage to the boss) its a bit of a problem.

I mean, I can understand how they got into this; its not vastly dissimilar to how a number of games (specifically supers games) sometime handle groups of identical foes, and since the game got it start to handle modern high-combat/action movies where the protagonists are probably dealing with masses of opponents, or separated against a single opponent. But as you say, supers doesn't always work that way.

(That said, a good part of the model is clearly superheroic movies which have, for economic reasons, not done a huge amount with villain teams, so that may be coloring the design assumptions).
 

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