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Capsule Review
March 7, 1998 Edited: August 28, 2017 by: James McPherson
James McPherson has written 21 reviews, with average style of 3.81 and average substance of 3.81 The reviewer's previous review was of EarthDawn RPG CD-ROM.The reviewer's next review is of Kult Collectible Card Game. This review has been read 1155 times. |
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On the flip side, you now have a chance to be an individual. While before you did have your own mind, it constantly had the input of a ten or twenty thousand other individuals. (Talk about a support group.) With that mental link severed you can now see the world through your own eyes and realize that life wasn't as nice as you'd expected.
Queen Zero seems to have no regard for your fellow biomechs and orders them to various kinds of death with no hesitation. You can see that the food you used to consume so happily was an incredibly bland form of kibble and your nice little dorm room is actually covered in grime and looks like a prison cell.
Choose a number of skills that you want to concentrate on: these are your Focus skills. The number of skills you chose is your Focus rating. For those skills you want to roll over the Focus rating on 2d6. Other skills you'll want to roll under the Focus rating.
The fewer Focus skills you have, the better you are at them and the worse you are at everything else. The more Focus skills you have, the worse you are at them and the better you are at everything else. Elegant.
The game does have some sticking points: mainly motivation. The fact is, your characters have none beyond survival and little chance if played properly. Most should be played as borderline schizophrenics (trying to hear voices) or in some form of shock, at least for the first few sessions. This can be a real daunting hurdle to overcome.
Then there's the environment. You're in an underground facility, surrounded by a variety of threats, and you don't have anyone to trust. This is a world where the players will have to invent pockets. Finding food and shelter may be nearly impossible for many of these types unless they begin living in the unused sections of the facility. I'm sure everyone who's played Paranoia will feel right at home, at least until they realize they've got no clones.
Zero has the potential to be a very good game, but a dark one. The rules are fast and friendly and the world is easily grasped by anyone who's ever felt alone.
Style: 5 (Excellent!)
Substance: 4 (Meaty)
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