Review Editing
Review of Supernumerary
The book is a 46-page (not counting the catalog listing in back) outing by Kevin W. Melka. The cover art (a handsome stainless steel skull that I'd love to work into the game) as well as two greenish-and-white interior entries are technological works by Steve Stone, the dreamer of dreams for the ZERO line, and are in the same vein as those found in the original rulebook. While these three visions are not quite as extreme, exotic, or picturesque (in the sense of grandeur), they are a good reinforcement to a scenario that is primarily about people, not places.
The fiction work in "Supernumerary" is not novel-level work, and it shouldn't be. It actually does a good job of holding my attention and making me wonder, considering that all of the characters have strings of digits for names, and speak in a tiring form. So far, so good.
The scenario is, from a few feet back, a solid first adventure for the game line. Some of the basic survival elements are present, but we already a get a glimpse at one of the secrets behind the grand Queen Zero. Upon close inspection, the scenario itself is still an interesting expedition, but in some cases entire words are missing. Underlining and italics are occassionally misplaced, and the separation of words appears to be a major bug in ZERO's program, but this is doesn't get in the way of the scenario. A combination roleplaying encounter, dungeon crawl, and morality play give great breadth to the story.
But there is, in my opinion, one flaw to the story: it connects directly to the scenario in the original rulebook. While the encounters in the rulebook are interesting and worthwhile, their connection and flow is weak. The atmosphere of that scenario is vague, and details are sorely missed. I would recommend ZERO gamemasters to run their own first session, tailored to the likes and dislikes of the characters (and players), as well as a brief wandering through the strong imagery of the caverns outside the hive. (Lester Smith talks of great chambers, underground lakes, and ravines full of bones, but we have yet to see any before we get involved in the political, campaign interests of the storyline.) Then, to aim your players back at Zero herself, feed them the clever "Supernumerary" scenario - but not by dropping ropes in front of them.
ZERO is a game that is half story arc, and half mood. In "Supernumerary", those elements are cleanly divided between the fiction and the scenario. This weakens the scenario a bit, but it gives the gamemaster a great deal more descriptive information to use for the whole of the campaign. It works. And it's fun to say "Supernumerary."
In a related note, during another session of ZERO, I have discovered a need to amend this reviewer's analysis of that book. Having a couple copies of ZERO might be a good idea. I've discovered players rifling through the book, or fighting over who gets to do so, instead of playing the game. Likewise, it lets players explore the gear lists and rules sections for themselves. The price might be a bit stiff, but I've seen word that the rulebook is down to $18.00, which makes much more sense than the $25.00 price printed on the back cover.
Style: 4 (Classy and well done)
Substance: 4 (Meaty)

