Small Press, Big Game
The unfortunate thing is that if you're like many, you may never have heard of Adam or his games unless you've run across them on DriveThruRPG.com or you follow the company on Twitter. If so, that's okay. They are not exactly a household name as of yet, but that is not to say they do not produce some unique, creative, entertaining games spanning the range of cyber-Old West science fiction and "Fate Ball" role playing…all in two titles. (And soon to include corporate werewolves.)
But to understand Adam's games, it's important to know where he started. Like a number of gamers out there, Adam got his start playing Red Box D&D, although unlike a lot of gamers out there, his mother never tried to throw it away, burn it, or otherwise dispose of it. In fact, his mother picked it up at a yard sale when he was eleven and had just moved to a new city. It was a purchase that would shape Adam. He says "I knew nothing beyond that boxed set for years but it was all I needed."
The draw of role playing games was strong for Adam. Not only did it get him adjusted to a new city, but it was an outlet for an imagination that had been growing since he was a child. "I was a big sci-fi/fantasy geek in a time when it wasn't so respected. I also read a lot of books when I was a kid so when presented with a chance to tell my own stories of brave adventurers I jumped at it."
As Adam grew older and more titles started to hit the shelves, he eventually branched out and tried other games, sampling what was out there. These new games satisfied his desire for telling his own stories for a while, but eventually he decided to take the next step and write his own games. This is why in October of 2008, he released his first Adam J. Weber Games product, Helix.
Helix is, in his words, "a post apocalypse setting with a hint of the old west. The players take part in a violent revolution while struggling to survive in inhospitable terrain." The setting is kind of like what Shadowrun would have been if it were set on another planet… in the Old West. In other words, it has magic, cybernetics, and combat (lots of combat). It is all based on a very fast die D6 system created for the game that suits it quite well.
(Oh, and coincidentally if you are wondering what he looks like, his wife Gloria and he are on the cover. They're holding guns and looking mean.)
It's an interesting concept that Adam says drew inspiration from Clint Eastwood spaghetti Westerns, Star Wars, and voodoo. Ultimately, it's hard to describe exactly what Helix is except to say that it's a crazy collection of setting ideas that somehow blend together and all work well in a system that's easy to learn and fast to use.
Not content to rest on his laurels, later in 2008, Adam J. Weber Games released Moirai, a "A rules light generic RPG with narrative elements" that features a not-often-encountered conflict resolution mechanic: a Fate Ball. (If you're wondering what the heck a Fate Ball is, think Magic 8-Ball, but don't say it or they might get sued.) In the game, everything from character creation to conflict resolution is based on what words come up when the Fate Ball renders its answer. A D20 can be used, but what's the fun in that?
It's a different take on role playing die rolling that took root in a game of Big Eyes, Small Mouth in which Adam's wife, Gloria, had a character that only talked in Fate Ball terms. From this beginning, Gloria took the concept and developed it out to a full concept so strong that she has been given credit for the idea on the Moirai front cover.
In play, Moirai is quick to play and learn. It uses a simple system of Aspects (short descriptors for a character) which are either positive or negative that can affect the overall outcome of a particular Fate Ball roll. In addition, the game is largely narrative and involves players and the Gamemaster vying for the characters' Destinies in any setting (historical, fantasy, science fiction, modern, etc.)
It's very rules light and relies a lot on the players and the Game Masters working together within its narrative rules. Still, at the same time it blends some familiar mechanics from more traditional games making more familiar than some narrative games. Because of this Moirai is both a great game on its own and a nice way to delve into the world of narrative-style role playing.
Next, Adam plans to release Hounds of G.O.D., a game where the players take on the role of genetically modified werewolves on assignment for the United Earth Corporation. The game is set in a bleak future and has a much darker tone than even Helix, which was by no means light and happy.
Given these three games, it is possible to step back and look at Adam J. Weber Games' body of work as a whole. One theme that runs through Adam's games is simplicity of system. That is not a bad thing because the games are not dumbed down, rather they are elegant and feature only what they need to make them work. Adam, however, reflects on another theme in his games: "I guess it's always an underdog thing. Small characters struggling against an indomitable foe." This is strongly evident in the settings for Helix and Hounds of G.O.D. and to a certain extent, the adventure scenario for Moirai. Playing these types of struggling characters is what the games are about.
If you want to play the underdog, are looking for a narrative gaming experience, or just want something your group can pick up and play quickly, visit Adam J. Weber Games' website or find them on DriveThruRPG.com. You can also find them on Twitter.

