Friday, October 25, 2013

Mini Review - Adventurers! - (One Sheet RPG)

Adventurers! from GRAmel is a one-sheet RPG, at least from the player's side. One sheet of paper, 2 sides. The GM rules take up a second, 2-sided sheet. So, maybe 4 pages, 2 sheets is more proper, but who can truly say? ;)

Anyhow, what we have here is an excellent game engine with a convention setting / pick up game type play in mind. Simple enough to hand to the players and have them grasp the rules and mechanics in 5 minutes and literally have them jumping into the game.

The mechanics are based on rolling 2d6 plus stat (ranging from -1 to + 5), 7+ is a success, double ones is a fumble, double sixes is a crit.

3 stats - Strength, Agility and Mind. 10 skills and a flexible power (magic) system.

Oh, and an experience system and character advancement if you want to turn it into campaign play.

The whole system is flexible and concise, which means a strong GM is almost a necessity. In the right hands, this should shine like gold. At a buck fifty ($1.50), the price is certainly right to take the chance.

From the blurb:

Adventurers! is the new ultra-lite RPG from GRAmel. Made for Old School aficionados, it has a Player's Guide and a Game Master's Guide - each in only two pages!

In the Player's Guide you'll find:
+Fast but detailed character creation rules
+Action resolution rules
+Gear and Encumbrance rules
+A slick freeform system for creating magical characters, from traditional wizards to exotic faeries
+Alternative point-buy rules for character creation

In the Game Master's Guide you'll find
+Additional rules for extended tasks, cooperative actions and more
+Hazards: including poisons, diseases and environmental hazards
+Rules to fully customize your heroes
+A bestiary!
+Optional rules
+... and much more!

Bonus Character Sheet included!

Over the next few months GRAmel will publish mini-settings, adventures and supplements for Adventurers!, all of them in only two pages!


  1. Piqued my interest when the Email about this came in. Bought it and gave it a look over.
    Generally looks good, although the layout's a bit jumpy (the order of the boxes, that is) and some of the stuff isn't where I expect it to be (like where advantages are described).
    Besides those 2 things, I'm likely to run it given a chance.

  2. I really like it also. There were a few things I was confused by though. Namely, with the Transmutation Power, especially the example in Personalizing the Game: Transmutation (Werewolf). And also, some of the monsters in the Bestiary seem to have more or less points than they ought to, For example, the Ogre has a Str and Agi combined total of 6, to calculate End one should add 3 to that but the Ogre only has 7 End not 9. Their Def is also 1 higher than it ought to be, although it is easy enough to assume they have Light Armor.


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