The book itself is 6x9in and 108 pages. The cover is made to look like a marble composition notebook, like those used in school assignments. Where the white space for writing a name would be on a normal notebook the title is stamped in purple. The tag line Revolution Everyone is blazoned across the bottom of the cover.
The interior is black and white, with about 1 ¼ in. border on each page and large easily readable type. The blacks are rich and deep, with a glossy look to the ink. There is nice artwork at the beginning of each chapter and the chapters are clearly marked in the left border by a portrait and the chapter number on the upper right corner. Each chapter begins with a piece of fiction and ends with a quote on revolution and a snappy comeback by one of the characters from the fiction.
Chapters One and Two: Setting Info
Chapter one starts with what seems to be the obligatory what is an RPG statement, then quickly slides into the conceit that this statement is a cover for the real purpose of the book: to serve as a handbook for fledgling radicals. It goes on to explain how the (Baby) Boomers set about ruining the world through apathy and how the X have gone one step further. In a nod to propaganda it explains how it is up to the younger people, the Covert Generation to carry on a secret war against this corruption. Then there is a brief rundown of whats necessary to play the game.
Chapter two gives an overview of the world of the Covert Generation. Some of the major opposition players are enumerated. Pharmaceutical companies big business and lawyers are some that get branded as working for the X. Then details are given on how the covert generation interact with local institutions from teachers and doctors to the Mob. Finally there is information on Agent Cell Structures and Operations.
High Points: Info on Cell Structures is good. Interesting set up for transmitting info to other agents through raves and viral media. There are good ideas in the portion on local institutions. Also the introduction of the book as if it is a handbook for agents is a nice change of pace.
Low Points: Some of the opposition are not at all disguised references to real corporations, Just a little niggling to me. Second the information presented here is light, not even a skin deep treatment of the setting.
Chapter Three: Character Creation
Character creation starts with a question and answer session to determine basic history and backstory, age and so on. Then you go on to choose Core Components which are a series of keywords to define your character. Core Components consist of a Core Value, Attributes, Specialty and Cover Identity. Core Value defines the thing the character follows most strictly granting dice when you follow it and giving penalties when you go against it. Attributes are flash (agility), Guts (strength and stamina), heart (charisma), Style (appearance and social), and Wits. You choose two of these and get to roll a die when they come into play. Specialties are your job within a cell, from hacker to scientist to voice of the revolution. Players get a die when using there specialty and a penalty when they go against the specialty. Cover identity is who you are in normal life: Jock, Nerd, Goth.
You then get to use a number of Other Components: Skills, Gear, High Tech Gear, and Connections. You get three skills that give a bonus die when appropriate. The book lists several skills but encourages you to make your own. You get three pieces of Gear one of which must be a High Tech Gear. And you get three Connections to choose from.
High points: Character creation is fast and simple.
Low points: Character Creation Information is poorly placed, e.g. How many gear picks you have isn't stated until after the gear section.
Chapter Four: Rules
Rules are of the more conflict resolution type as opposed to task resolution. One player sets a goal they are trying to achieve, and the other players go around stating their goal. Each player will roll their dice and the highest total wins. The winner gains narration rights for this conflict.
Each PC begins with 3 dice and can add one die for each Core component they can bring into play. Other components add bonus dice. Anything that mind hinder an ability gives a penalty die, such as any environmental hindrances and certain Components. Penalty dice and Bonus Dice cancel out each other so only one will be rolled in a conflict. You roll all your dice and keep three dice. Whoever has the highest roll gains narration and also for each 2 points of difference from the next highest roll they gain 1 point of Edge. Edge is currency a PC spends to have their narration take effect.
Bonus and penalty dice are important to keep track of. Each Penalty die forces you to keep one of your lowest rolls. Also you get a penalty or bonus count depending on the type of dice you rolled. These counts determine if you will roll on a Complications chart or Experience chart. Complications represent something bad happening to the PC ad go from losing some edge points to being forced to exit the scene. Experience represents growth through conflict and can be healing or a new component. Each of these charts are rolled on after the conflict and are worked into the narrative.
High Points: The ability of players to gain narration. Quick resolution system.
Low Points: I don't like the reliance on Edge, I think a veto rule would be better. The experience and complications table seem to slow down things for me. While i like actions influencing changes the charts seem too random. Complications are the only way to “harm” pcs.
Chapters Five and Six: Representative Information
These Chapters add some useful advice to use for running the game and a few plot seeds to use for adventures. There is also a small note from the designer on the creation of this product.
High Points: Interesting adventuring seeds. Solid insight into what the designer was aiming for.
Low Points: Nothing Stands out as a low point in these chapters.
Overall Thoughts
This game could have a lot of appeal as a fun romp reminiscent of Spy kids or Comics like Generation X. However, the game is light on solid information and while the style is strong it sometimes overwhelms what Substance there is. A a price point of $20 this game is not for everyone, but will appeal to Narrativists that like rules effects that link to the Story. It also has appeal for those who want to make a point about Society and activism.
High Points: Flavor and intent of the writer permeate the book.
Low Points: The book is little low on substance for it's price tag. Flavor has a leftist bent that could be a deal breaker for some
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