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


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They call the game system the "Director's Cut" and the game indeed plays very well if you imagine it in terms of movie scenes, camera angles, etc. It's not like a traditional rpg which is more like a physics engine and the granularity that entails. This is why the antagonists in Outgunned are treated largely on mass, you're not dealing with each individual enemy, your dealing with the scene's resolution. It's also why the hitpoint system is an abstract "grit", which can be physical damage, morale, equipment, whatever. It's essentially how much scene time the protagonists and antagonists have.

At face value it looks like a simple system, but is quite elegant in its nuances which makes it more than the sum of its parts. Inspired and inspiring. The most challenging aspect of the game is the fail forward aspect. It can be hard at times for old school rpg reflexes to think up on the fly a complication to a success when the dice fail.

After 47 years of playing rpgs, I've seen my fair share. I recommend this to anyone who wants an OTT action movie simulator (which usually means more group hilarity than normal). A top-draw serious rpg design for a game you're not supposed to take seriously.
 

They call the game system the "Director's Cut" and the game indeed plays very well if you imagine it in terms of movie scenes, camera angles, etc. It's not like a traditional rpg which is more like a physics engine and the granularity that entails. This is why the antagonists in Outgunned are treated largely on mass, you're not dealing with each individual enemy, your dealing with the scene's resolution. It's also why the hitpoint system is an abstract "grit", which can be physical damage, morale, equipment, whatever. It's essentially how much scene time the protagonists and antagonists have.

Like I said, that works pretty well with most of the ground its trying to cover, because most movie antagonists are only confronted singly or singly with henchmen. Its just a bit of a problem if you hit some of the rare situations where individualized opponents are not only present, their individualization matters, and that's much more common in supers than most other genres (probably the second most is, oddly enough, Westerns).
 

I'm starting to feel second thoughts about the newest Outgunned campaign. I mean, it's always good stuff, but I don't know if super hero RPGs are really my thing (nor any of my friends').

I'll keep my finger on the pulse (and my pledge intact) for a while longer, but unless I see something really incredible (like some great action flicks) I may actually pass on this one.

I say this as a proud owner of Outgunned, World of Killers and Adventure. I have so much already, it's kind of redundant at this point. But we'll see!

However, if they do what I suggested during the first big Live video chat, and make an art book, I may just get that instead of this game haha
 

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

My problem being that I only just got my Outginned Adventure book last night. And I have to decide whether or not to back Superheroes before I take a real crack at the system.

Just too fast...
 

(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)
Yeah, and I'm not sure that's always great either - I think there's a fairly easy design solution, which is:

A) If there are multiple distinct enemies, each PC can only be "attacked" (i.e. forced to make a reaction check) by one enemy each round, and probably the most numerous/weakest enemies should make "most" attacks.

So you might have different enemies which cause different reaction checks

Reading through Adventure I notice they write kind of defensively about this (unlike their other systems, which seem more proudly explained - it's generally a book with excellent explanations of why they have certain systems, something noticeably absent or repressed in a lot of RPGs old and new), and resort to some kind of "Really dude?" arguments like that it's "fairer" if all the PCs get attacked by the same profile, but it's like, we've run RPGs for decades, we know it's fine if some people are attacked by meaner NPCs/enemies! No-one is going to be like "OMG unfair!". I mean I've fielded a lot of wacky complaints in RPGs over the last 35 years - but "It's unfair that the mean monster is attacking MY PC!!!" is absolutely not one of them!

They do actually allow that PCs might make different rolls to defend, which honestly seems obvious given on PC may well be mixing it up in melee whilst the others are at range.

B) You treat the encounter as having a single bar of "Grit", but the encounter literally changes as that bar goes down. That's not dissimilar to what they're doing in standard Outgunned (Adventure simplifies it, but does say you can just use standard Outgunned) but it's also not the same.

Like, you have a bunch of mooks in space-y light body armour with ray guns and some kind of nigh-indestructible Thanos-esque badass leading them, their defense should absolutely not be Extreme at the start of the fight, nor should they have the very short Grit bar associated with that. Instead have the fight basically require only Critical (say) to do damage until the last 3 or 6 Grit points, at which point all the mooks are down, and it's just the badass left. Equally the badass can subject one PC per turn/round to his Critical 2 or Extreme attack, and the rest of the PCs get the merely Critical attacks of the the mooks. Once the mooks are down of course, the bad guy can whip out his extra-badass rotary space-swords and attack the entire party (again this is not entirely dissimilar to how it already works, but it is different as I understand it).

I'd also say in some cases you should be able to go back-to-front, like, in Adventure, if you get some Nazis on foot and a Tiger tank or w/e backing them up, that shouldn't be a 6 Grit Extreme Defence and Attack enemy, which it kind of is RAW, rather the tank either dies last (making an Extreme attack on one PC a round barring Adrenaline etc, before ramping up to Extreme/Extreme on the last three Grit as per standard Adventure tanks), or maybe the PCs have anachronistically early PIAT or the like and are able to target the tank first and the DM rules that the PIAT negates the tank's defense down to Basic and the first three Grit points made with that weapon take out the tank.

In general I gotta say Outgunned/Adventure/WoK is some of the best design I've seen in a hot minute but I think this is a place where, without really deeply changing the rules, improvements could be made. And will they slow things down slightly? Absolutely, but I think we'll cope, given how elegantly the game is designed.

I will probably (as usual) run it RAW the first couple of times, but I'm definitely already thinking about ways you could make it different.

I actually think you could do really cool stuff with villain teams and the Grit bar with the points where things potentially change up.

(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).
That's an astute observation I think - based on the general vibe of Outgunned and Superheroes specifically, it does seem like they're aiming to mimic MCU more than the comics. That said some MCU stuff does have multi-villain fights in the same scene, but it is as you suggest a lot less common than either just one real badass or a badass and a horde of mooks (who may be more like situation than actual enemies).
 
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However, if they do what I suggested during the first big Live video chat, and make an art book, I may just get that instead of this game haha
Man the art is so off-the-hook on these books, I know I'm a moron and unrepentant aesthete but a big part of what made me love RPGs in the first place was "absolutely great art", and these books have got it, when still relatively few modern RPGs do. Though to be clear there is an obvious upslope of improvement here - Draw Steel! and Daggerheart have fantastic art, for example, and an increasing number of games, even I'm not in love with the art, have incredibly strong visual design (Mothership, esp. adventures for it, Mork Borg, etc. etc.). Even D&D, which has had decent-but-unremarkable art for two editions (I didn't love 3.XE's art, but I couldn't call it "unremarkable" like 4E and 5E 2014) has upped its game considerably with 2024 (esp. the MM).
 

Yeah, and I'm not sure that's always great either - I think there's a fairly easy design solution, which is:

I have mixed feelings about it myself; the other games I know of which treat mooks as a collective opponent still usually treat them as a separate collective opponent from named opponents.

A) If there are multiple distinct enemies, each PC can only be "attacked" (i.e. forced to make a reaction check) by one enemy each round, and probably the most numerous/weakest enemies should make "most" attacks.

So you might have different enemies which cause different reaction checks

Reading through Adventure I notice they write kind of defensively about this (unlike their other systems, which seem more proudly explained - it's generally a book with excellent explanations of why they have certain systems, something noticeably absent or repressed in a lot of RPGs old and new), and resort to some kind of "Really dude?" arguments like that it's "fairer" if all the PCs get attacked by the same profile, but it's like, we've run RPGs for decades, we know it's fine if some people are attacked by meaner NPCs/enemies! No-one is going to be like "OMG unfair!". I mean I've fielded a lot of wacky complaints in RPGs over the last 35 years - but "It's unfair that the mean monster is attacking MY PC!!!" is absolutely not one of them!

Well, one thing you can note is that because of OG's resolution system, there aren't a lot of steps; as I recall there's exactly three and they step up pretty strongly between the steps. So it at least appears that being the guy to attract attention from the Supervillain when everyone else is getting Mooks may come across rather more strongly than the equivalent in some other games.

In general I gotta say Outgunned/Adventure/WoK is some of the best design I've seen in a hot minute but I think this is a place where, without really deeply changing the rules, improvements could be made. And will they slow things down slightly? Absolutely, but I think we'll cope, given how elegantly the game is designed.

Some people are really sensitive to that, and I wonder if the designers are among them given everything other than World of Killers they've worked on since Outgunned Adventures came out has been based on that rather than Outgunned proper.

I will probably (as usual) run it RAW the first couple of times, but I'm definitely already thinking about ways you could make it different.

I actually think you could do really cool stuff with villain teams and the Grit bar with the points where things potentially change up.

The big issue is whether you can do it without either degenerate cases (i.e. it always pays to take out X first for mechanical reasons) or it being kind of an intelligence test.

That's an astute observation I think - based on the general vibe of Outgunned and Superheroes specifically, it does seem like they're aiming to mimic MCU more than the comics. That said some MCU stuff does have multi-villain fights in the same scene, but it is as you suggest a lot less common than either just one real badass or a badass and a horde of mooks (who may be more like situation than actual enemies).

When I was talking about it on their Discord, I realized there's actually only about two group-versus-group fights in all the movies unless you count the Avengers versus Avengers combat in Civil War. Like I said, I suspect you can write that off to financial reasons.
 

You don't have to treat each encounter as a single collective unit. Using the above example of a tank + squad of soldiers, you would field two unique entities;

Tank, 3 Grit
ATK: Extreme / DEF: Extreme

Soldiers, 9 Grit
ATK: 2 Critical / DEF: Critical

... and have the heroes decide which they want to deal with within the fiction. They could all focus on taking out the tank, while the soldiers chip away at their grit - or prioritize taking out the soldiers first, while avoiding fire from the tank (or split up and do their own thing).

Fielding multiple unique Super Villains would be a similar process; unique units with their own Grit bar and individual powers, and the story would dictate who is engaged with who at any given moment.
 

While I probably get it later due to economical reasons, I feel the Superhero expansion is good if ones want to go into urban fantasy directions. Some of the ones in the Action Flicks are good for some of that but if one want to move beyond Hellboy into BPRD? The superhero stuff will be great to re-flavour.
 

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