Adventure! D20--anyone got it? Opinions?

Chainsaw Mage

First Post
Title says it all. :) I flipped through this game at the store and was put off by what seemed like cheap production values; poor quality artwork, and all black-and-white pages. But I didn't give it even remotely a fair shake. Any comments?
 

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Well I don't think they changed the art from the original publication--I could be wrong about that, though.

As for the game, itself--a decent set of supers rules...nothing compared to Mutants and Masterminds, though. I wish that it had either been a superlink product (a campaign setting for Mutants and Masterminds) or brought more closely in line with D20Modern, rather than creating yet another variant class structure.

However, the campaign setting is interesting...I thought it was worth the money, but then I'm just a whore for D20.
 

The_Universe said:
Well I don't think they changed the art from the original publication--I could be wrong about that, though.

As for the game, itself--a decent set of supers rules...

Supers rules? I think you might be thinking of Aberrant. I'm asking about Adventure! Pulp adventure goodness...
 

Based on the way I read the classes/abilties, Adventure is just supers set in the pulp era. Adventure's "Inspired" are Aberrant's "Nova's" or whatever they're called...

But, I admit I haven't cracked the book lately. I plopped down the cash, enjoyed the setting, grumbled a bit about the rules, and then put it on the shelf. ;)
 
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Well, I can't speak for the D20 version. Don't have it... yet. :)

But I love the original. Of all the games I have that I've never had any real opportunity to play, this one's at the top of my list. I think it's one of the coolest games released in recent memory, and I desperately hope the D20 version is a large enough success to spark supplements.

As for all B&W pages, that's not uncommon. It keeps printing costs down, and besides, in this case, I think it works for the feel of the game anyway.
 

Adventure!

I had put so much work into making Pulp Heroes into the game I wanted. It had become one of the few pieces of work I thought I had finished. I had beefed up all the classes with the changes in class features from Star Wars to Star Wars Revised. I had added some of the cool artificier abilities to keep down the experience point drain on the Scientist. I had incorporated many of the changes from the Modern d20 Pulp version (without making it a d20 Modern game). I had made what I wanted in a game. I had incorporated dramatic editing from the original Adventure! I had added stuff from Torg. It was a labor of love and I finally had the pulp game I wanted.

Then Adventure! came along and I took a long hard look at the rules. Except for Body of Bronze and the Lifter enhancement, it was perfect (though I give characters the same bonuses from Inspiration that SW characters get from force points). I left my conversion on my hard drive and I have gotten permission from my players to convert the game to Adventure! d20. Damn.
 
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about adventure being supers. It was part of the abberant story chain originally, can't speak for d20 but I heard they didn't change it that much. Adventure! was the 1920s version of abberant and Trinity was the future version of abberant (even though trinity came long before, I still have one of the copies that is called Aeon before Aeon Flux sued WW).
 

Kaleon Moonshae said:
about adventure being supers. It was part of the abberant story chain originally, can't speak for d20 but I heard they didn't change it that much. Adventure! was the 1920s version of abberant and Trinity was the future version of abberant (even though trinity came long before, I still have one of the copies that is called Aeon before Aeon Flux sued WW).


Yeah, that suing over the name really screwed with a pretty cool idea...

Aeon, Aberrant, and Adventure! together are the Trinity Universe. Calling Aeon Trinity just blows big time. I also have the original Aeon game with the limited edition plastic case and I'm never gonna get rid of it.
 

Acid_crash said:
Yeah, that suing over the name really screwed with a pretty cool idea...

Aeon, Aberrant, and Adventure! together are the Trinity Universe. Calling Aeon Trinity just blows big time. I also have the original Aeon game with the limited edition plastic case and I'm never gonna get rid of it.

Me neither, in feel and look it just blows my mind. Still wish that system had of taken off. It is true that both revised wod and wod2 take some of it and run, but I really liked the aeon rules.
 

The_Universe said:
Well I don't think they changed the art from the original publication--I could be wrong about that, though.

As for the game, itself--a decent set of supers rules...nothing compared to Mutants and Masterminds, though. I wish that it had either been a superlink product (a campaign setting for Mutants and Masterminds) or brought more closely in line with D20Modern, rather than creating yet another variant class structure.

However, the campaign setting is interesting...I thought it was worth the money, but then I'm just a whore for D20.
Call me crazy, my appreciation of the whole OGL this is the varation in rules.

MnM is great, but my current rpg crowd can't handle it (so many powers, must have them all, so many outrageous combos, must pester Von night and day for the most outrageous ones.)

And while I admit that the old version of 3.0 DnD psionics acutally made sense in D20 Modern ... it hasn't been fleshed out to it's fullest yet.

Right now, I am debating on using the templates -- or just the Dramatic Editing rules -- for an upcoming Eberron game. The chase rules look very tempting too.
 

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