Review of Supernumerary

People have wondered just what to do in Zero once the initial rush has passed. You break free of the Hive, suffer anguish and self-discovery, then... what? Fortunately, the store line is building, and this is the next hop.

First, the format-- it's a delightful 1/2 sized book. I really like this format (easy to read, easy to carry, convenient to run from), so I'm pleased to see it making a resurgence. The artwork is nice, evocative, and dark.

The content is there! A continuation of the main rule book's scenario, it also sketches out the Zero world more, and can be run as a stand-alone adventure. And, praise the Queen, it's not completely linear! It's well-structured, and allows for ultimate player choice and a multitude of ending paths.

And (one of my favorite aspects), it involves moral ambiguity and ethical choices as one of its focii. What could be better! Well, answering my own question, they should proof the thing better-- typos abounded. And the fiction's prose was, well, unseasoned.

Is it good fiction? Nah, it's passable. Is it a good game? Damn straight. So mark down "mediocre, confusing fiction" and "typos" as flaws, but put "content", "ideas" and "adventure writeup" as pluses-- the actual adventure is written up cleanly and clearly, and nicely delineates the possible paths the characters can freely choose, and how to deal with them.

For $5, this is a nice buy. Archangel plans to release a series of these "pocketbook adventures" to lay out the Zero universe and advance the backstory. They're adventures, supplements, and a campaign, all at the same time. A clever idea, well executed.

And any Zero players who were intrigued by the original rulebook won't be disappointed-- this is well worth picking up.

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

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RPGnet Reviews1998-03-03 Sandy Antunes's Summary: Go to the full review for more information.

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