I’ve had a chance to read through the Atomic Robo: The Roleplaying Game a couple of times now. Here’s what I
think.
Production…
The book’s gorgeous. Atomic
Robo’s a substantial 6.75 x 10.25 softcover. It uses full-color interior
art on glossy, heavy weight paper. The book has heft and feels good when you
hold it. The only knock against it I have is that the spine’s a little tight
and I can’t quite bring myself to break it. The interior artwork’s entirely
drawn from the comic or (I’m guessing) produced by Wegener for the book. The
layout’s solid and highly usable: clear chapter breaks, easy to spot headings,
great white space. It all shows careful craftsmanship on Jeremy Keller and Adam
Jury’s part. There’s a solid ToC as well as a complete index. It’s always worth
pointing out a good index because it helps make these games playable and many books
skip them entirely.
As An Atomic Robo Book…
Licensed RPGs have to walk a fine line between being a
role-playing game and being a sourcebook for the setting. That’s especially
true for settings with a smaller history to draw on. The Star Wars and Conan
licenses can get away with a sketchy outlines in the core rules. Games covering
niche products like this (or Hellboy
or Bubblegum Crisis) need to present
more background. On the other hand, some games go too far in that direction and
offer little game. Atomic Robo
strikes a strong balance.
But it does that by integrating the art, tone, and feel of
the property into the gaming material. As with Evil Hat’s previous licensed
game, The Dresden Files, this feels
like Atomic Robo all the way through.
Mike Olson manages to echo the flavor of the comics in every chapter through a
combination of voice, great examples, and graphic design tricks to continually
bring the characters from the comics to the fore. And somehow it doesn’t feel
intrusive. I’ll admit that when I read through Dresden Files the sidebars and interruptions sometimes knocked me
out of the reading. I didn’t have that problem with Atomic Robo.
If you’re coming here purely looking for more Atomic Robo stuff because you love the
comic, there’s a bunch of it. The opening has a good nine page overview of the
setting. But more importantly there’s an awesome timeline of the universe at
the back. Between that and the character write ups, which cover nearly everyone
who has been in the comic, you end up with about 70 pages of material. A devoted
fan would buy it just for that and then would have the added bonus of seeing
how this world could be gamified. If you’re a fan of another RPG system, say Savage Worlds or True20, and want to adapt Atomic
Robo, you’ll want to pick this up. Beyond the background material it offers
a wealth of ideas of how to bring comic elements to the table.
As An RPG…
Atomic Robo offers
a complete rpg in a single volume. It uses the Fate Core system, but is stand
alone. Players will want to pick up a set of the specialty Fate Dice to
complete the game. It is a narrative/ description heavy rpg, focusing more on
player interaction and control over the environment than involved rules systems
covering all situations. In that regard I’d says it’s to the lighter side of
complexity of Savage Worlds or Cinematic Unisystem.
Atomic Robo aims
to make character creation easy. The overview of the process takes only twelve
pages and includes a quick on-the-fly approach. I should note that this section
has plenty of examples and a handy illustrated breakdown of the process. The subsequent
chapters follow the same process illustrating Aspects, Stunts, and Skills with
smart restatement of concepts from place to place. Atomic Robo allows players to create a wide range of character
types. While it offers some templates, it can be a more open process than many
gamers have played before. Allowing players to make choices later during play
helps moderate that. Like other Fate-games Atomic
Robo relies heavily on the concept of Aspects. These descriptors like “Grimly
Pragmatic” or “The Ghost of Menlo Park” define characters, action results, the
environment, and so on. More than anything else, when I see questions about
Fate, they revolve around aspects. Atomic
Robo does a great, great job of illustrating how players use those in play.
All through the books we have numerous examples, often funny, of those.
That’s important for the GM side, since Aspects can often be
the most difficult thing to adjudicate for starting GMs. Atomic Robo includes an 85 page GM section. Like other games includes
some general advice for running at the table. But more than anything else it
offers comprehensive help in running a specifically Atomic Robo campaign. From factions to flashbacks to conspiracy construction
to using Tesladyne at the table, it aims to create a particular feeling.
Everywhere Atomic Robo
gives gamers the tools to play and run Action Scientists.
As a Fate Game…
If you’re already a Fate gamer, should you pick this up? The
short answer is yes. Why? Because it
is doing some really interesting stuff with the system. It handles skills in a
different way, through Modes, which are collections of skills: Action,
Intrigue, Banter, and Science. Players have a value in a mode and then can
further buy up specific skills within that mode. This makes character creation
easier and also streamlines the overall process (i.e. no pyramid). The game
only has 13 skills, plus Sciences. All of that goes a long way to carrying the
feel of the setting. You could imagine it as an approach between Fate Core and
Fate Accelerated.
This approach could be used for other genres- changing the
modes and the skill choices. Such a stripped down approach forces you to look
at what’s happening in a particular setting and what the play’s going to be
like.
Atomic Robo offers
several other innovations. In particular the “brainstorms” mechanic both fits
the setting and adds a cool new tool. Essentially a brainstorm uses collaborative
problem solving and definition. Players apply their skills and the successful
winner gets to establish a hypothesis. Eventually a solution develops through
several combined statements. It’s an interesting idea and I can imagine
adapting this to a world with magical puzzles and problems. The faction system
presented here could also be used for other games easily.
The real strength of the material lies in some of the clear
explanations and examples. I think these offer guidance for how to present Fate
concepts to players. Beyond that Atomic
Robo shows how you can keep essential Fate Core and still tune the game to
a particular genre and setting.
Final Thoughts
This is a dynamite and amazing looking book and game. I
recommend it for Atomic Robo for both fans and
role-players.
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