Pyramid Pick: Adventure! RPG

Pyramid Pick

Adventure! RPG

Published by White Wolf Publishing, Inc.

Developed by Andrew Bates, Bruce Baugh, and Greg Stolze

272 B&W pages; $25.95

There's one thing I'd like to get straight about Adventure! before I get started. While it is a White Wolf game, it isn't a World of Darkness game. That's something I hope a lot of people keep in mind when they see Adventure! on their local game store's shelves. The World of Darkness manages to produce more than a few irrational reactions from people. Adventure! doesn't deserve to be viewed through that same cruel lens.

Adventure! is the third game in White Wolf's Aeon Trinity trilogy of RPGs. The first was the SF game Trinity, released in 1997 and set in the future of 2110. Two years later, it was followed by the contemporary superhero game Aberrant, which detailed a world altered by the presence of godlike super beings.

And now, Adventure! flashes back to the early days of the century, with two fisted heroes and mysterious mesmerists fighting devious criminal masterminds. Adventure! is set in 1924, with its primary focus being the Aeon Society for Gentlemen, a club for adventurers founded by Max Mercer that's been mentioned in dribs and drabs ever since Trinity was first released.

The first half of the book details the world of Adventure!, regaling the reader with the tales of the great accident at Hammersmith labs (similar to the detonation of the Galatea in Aberrant, it is "the moment everything changed" for the Adventure! setting), the . . .

This article originally appeared in the second volume of Pyramid. See the current Pyramid website for more information.




Article publication date: August 31, 2001


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