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High AdventureTM Cliffhangers: The Buck Rogers Adventure Game

Author: Jeff Grubb
Category: game
Company/Publisher: TSR
Line: High Adventure
Page count: 32, 31 & 48
Capsule Review by Papyrus on 08/17/99.
Genre tags: Science_fiction Far_Future Post-apocalypse
I get the distinct impression that TSR intended to have other High Adventure games, both within and outside the Cliffhangers category. The High Adventure system is closer to TWERPS than basic D&D but unlike TWERPS it works as more than just a curious diversion or a comic read. The major problem was cost, I appreciate the high production values but a less expensive product might have drawn more newcomers. This is a game for neophytes to role playing; fast, simple, logical and cohesive. Of course the cost could have been due to the liscencing and the exclusive use of original Buck Rogers comic art.

The campaign world is that of the original Buck Rogers comic books, evil Han emperor and all. This is an America conquered by invading alien/Mongol crossbreeds, the Han. The Han's super science has created disintegration rays, anti-gravity rays and broadcast power available without physical connection to the source. A guerrilla revolution is ongoing as the former citizens of the United States begin to take back their sovrenty from underground cities. Having read the original novelization, I can tell you that this story line is more captivating and enjoyable than any of the later interpretations, printed, film, TV or RPG.

Characters are defined by four attributes: Strength, Aim, Brains and Health. Skills are categorized by dominant attribute. Attributes are rated: OK, Good, Better and Best, each increases the number of 6 sided die rolled in a test of the applicable attribute or skill by one (2d6, 3d6, 4d6 and 5d6). Characters are intended to have one attribute rated at each level so that balance is assured, rules for exceptions are provided, however. Actions are resolved by die roll versus a target's; attribute plus skill, target difficulty, plus or minus modifiers. Action points limit activity/movement and experience chips are awarded instead of points. Chips can then be spent improving the character or adding to the number of die rolled, though there are limits in place.

The boxed set comes with 32 page rule book, 31 page world book, 48 page adventures book (5 adventures), maps, dice, chips and standup cardboard characters.

War Against the Han, campaign supplement, also boxed, provides further campaign details and options. Adventure generation is covered and randomized. Three adventures are also provided. A nice but not crucial addition. Contains 2 books (32 & 48 pages), maps and stand-ups).

Style: 4 (Classy and well done)
Substance: 5 (Excellent!)

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