| The Tuesday Knights tackle our second Outgunned Adventures session |
First things first, I have to say that despite my deep-rooted dislike of "dice pool" mechanics there's something about the system at the heart of Outgunned that really appeals to me.
It takes the common "ability + skill" approach to decide the size of your available d6 dice pool, but then once you roll you're not totalling the dice or looking for specific numbers over a certain value, instead you want collections of identical numbers (such as 4,4,4 on three of the six dice you rolled). The larger that collective the better.
It's a bit like Yahtzee.
However, if you don't get a big enough set (usually three identical numbers are required for a typical, heroic action), you can elect to reroll the dice from your pool that weren't counted in the matching set, to try and get more duplicates.
Unfortunately, if this reroll doesn't add to your original total you actually forfeit one of the dice already counted towards your success total. That means if you only had two matches to start with, you automatically fail.
I loved this risk/reward gambling element. There was a definite air of tension around the table when people chose to reroll - followed by elation if they succeeded and despair if they failed.
The Outgunned game engine is a seemingly simple system at first glance, but there are definite nuances and complications that we're not totally savvy with yet.
For instance, there are issues around the rerolls - and "free" rerolls that our characters' Feats/Abilities granted them - that need to be ironed out.
And, as much as I enjoy an exciting skill challenge, I couldn't help but feel that there was a LOT of dice rolls called for in our opening scenario. Surely some of these multiple checks to advance through a certain task (such as climbing a cliff wall) could have been bundled together?
That said, I already rate these mechanics way ahead of the Ubiquity dice pool system used in our previous Hollow Earth Expedition segment of Pete's on-going weird science/pulp adventure campaign.
Having championed Ubiquity for so long in theory, it was quite sad to discover what a mess it often turned out to be in actual play whenever we tried anything beyond a straight-forward test of our skills.
It should be noted, of course, that this first two-part Outgunned adventure (Frozen Legacy) only involved our heroes facing the elements, rugged terrain, and a tricky set-piece to retrieve the "mysterious artefact".
We have yet to discover how the mechanics handle combat (usually such a key part of our games) and damage.
While we lost "Grit" (the game's version of stamina and 'hit points') through failing crucial challenges (such as keeping our balance on the violently rocking Viking longship), we have no clue how this translates to gunbattles and fisticuffs.
It was a shame Mark couldn't make last night's session. However, on the bright side it means we'll get another refresher course on the core rules again next month, which will hopefully fill in a few of the gaps in our knowledge of the system.
I think between us - as we have some pretty smart cookies around the table - we should be able to get to grips with the subtleties of Outgunned Adventures. This will let the rules slip into the background and we can be free to carve Indiana Jones-inspired roles for our characters in this brave, new world of 1936.








































