Review of Supernumerary

I've found myself torn on Zero so far. It's visually stunning, and always a treat to look at. And the system is quite interesting and seems different from any other I've taken a look at.

The problem with the game, however, lies in its setting. Zero is like a hollywood set, with a large expansive world set up in front of you. But, when you go to explore, you find that there's nothing there.

The world is being doled out to the players in dribs and drabs. This is good; I not only approve of this method of game-play, I use it myself, and enjoy when it happens to me. Unfortunately, it's also being given to GMs in dribs & drabs.

Supernumerary continues not where the first book left off, but where the first book started; the players are cyborg servants of queen Zero discover they're no longer connected to the hive mind. when the events of the first book are finished, and new material begins, we're given a half evening's gaming worth of material.

The Zero game is supposed to play out in a story arc, to be released throuout the year. Unfortunately, it's going to cost about $100 for the sum total of the game to be played.

What this game should have done is presented a decent, playable setting to go with the system in the initial book, and an adventure setting (ths massive Queen Zero arc) as, say, a boxed set. Charge us $50 for it. Put all these beautiful full colour illustrations in. But give us the whole game.

Don't lead us down a garden path with crumbs and promises.

Style: 2 (Needs Work)
Substance: 3 (Average)

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RPGnet Reviews1998-03-14 Justin Mohareb's Summary: Go to the full review for more information.

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