Review of Zero


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ZERO is an ambitious project, hinted at and flirted with in its core rulebook, slowly explored in its ongoing supplements.

In short, ZERO is a game about people who are only now (during the first session) becoming individuals. It's, as Steve Stone has mentioned, part Borg, part "Logan's Run"and (I add) a little bit "Dark City." A collective mind, linked via telepathic powers, exists around the sinister (and loved without question) monarch Queen Zero. It's called the Equanimity, and every player character is a part of it. Until the first game session. The players portray characters on the run from the anti-Utopia that was once their home. Eventually, if I decipher the product catalog correctly, the characters will grow and attempt to return in force to the Equanimity as enemies. Eventually, in the ongoing storyline, characters may continue to the surface of the world the Equanimity dwells under and maybe even into outer space. As a strange science-fiction epic with several familiar elements working to enthrall gamers and several new challenges and bizarre angles working to engage gamers, ZERO would seem to be a success of game design.

In its intent, ZERO *is* a success. In its execution, this success comes and goes.

The core rulebook is a slight 78 pages designed and written by Lester Smith (who I've been told several times is a master of gaming design) based on the artwork of Steve Stone. An interesting sort of semi-reversal as far as design goes. Although there is enough information in the rulebook to run several games of ZERO, it really is insufficient to launch a major market presence for the game line, I think. Although a fair portion of the text is aimed at players new to roleplaying games, the book doesn't penetrate very far into the hobby. Similarly, in my opinion, the quirks and clever angles of ZERO's game design might be better appreciated by gamers who have experience with several other games. The rest of the book is the usual gamebook fare. Chapters are dedicated to "Game Mechanics", "Rules of Combat", "Other Gear", "Adventures and Campaigns", and the like. Although somewhat sparse, these seem to skim most of the bases needed for experienced gamers to see what Mr. Smith is talking about. All of the text throughout these chapters is written in a comfortable reading voice and is exceptionally clear, and well-written, particularly for game rules. The game mechanic is simple, straight-forward, but just barely flexible enough to last the entire campaign. It also mirrors a civilization in which people really are classified into operation-specific castes (such that character classes would make particular sense here). Every character has a single number to represent their (sometimes) varied abilities. It is here that Lester Smith's talents are demonstrated.

Throughout the book, however, there is a lack of gripping imagery, subtle descriptions, or illustrative text working at the same scale of Mr. Stone's photoelectronic techno-industrial artwork (which, don't get me wrong, is a strong basis for a game world). At 78 pages, without any real immersion into the game environment, gamemasters are left to their own devices. Even the introductory story is a poor aid (when I ran this game at a recent convention I used just snippets of it, and had to generate the rest on the fly after having the book for a day). Add the numerous typos and typesetting mistakes and the book would seem to have little merit. This isn't quite so. It's an enjoyable read, and a good spark for any gamemasters who have fuel for this sort of setting waiting in big, greasy drums in their brains. It's also simple enough that a single copy can service an entire gaming group.

Now add all these elements together, and what's the verdict? ZERO is a lacking book for a game that can be a lot of fun in the right hands. It should also be noted that the convention session I ran was great fun. I do recommend the game, but I also recommend seeing "Star Trek: First Contact," the ST:TNG episodes "Best of Both Worlds, I and II," and "I, Borg," as well as "Logan's Run" and "Dark City." Some experience with the little animated guys from "Quake II" could help too. ZERO would be one fun campaign, but just one. If you've got a taste for the setting, or if you've ever wanted to take "Paranoia" seriously, take ZERO for a spin as a change of pace. But I'd get some friends to chip in on the book.

Style: 4 (Classy and well done)
Substance: 2 (Sparse)

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RPGnet Reviews1998-04-07 Wil Hindmarch's Summary: Go to the full review for more information.

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