Over the Edge

Review


Title: Over the Edge
Company: Atlas Games ™
Category: RPG System
Reviewer: Doug Easterly

The question that first came to mind reading this game was "why would anyone write a role-playing game based and influenced by such odd sources as William Borroughs, "Twin Peaks," "Repo Man", "The Outer Limits", "Liquid Sky", and supermarket tabloids. The next question was why I bought it. In fact, Over the Edge has a lot going for it. It plays fast and loose with game rules (not just its own rules, but the concept of rules) and with reality on nearly every level.

The answers I came up with were that I still don't know the kind of wonderful perverseness that would result in the background for this game, but I know that it works in a very odd sort of way. And this entertainingly odd background and its simple - sometimes simplistic - background gave me a reason to buy the game.

Over the Edge dubs itself "Psychosurreal Role-playing". I guess that's as good a description as any. What it really boils down to is that, in the setting of the game, anything might be true, and many implausible things in fact are true. Weird conspiracies, alien invasions, ancient evils, improbable science and equally improbable politics all exist on the mysterious island of Al Amarja, and interact in complex and unpredictable ways. Players are caught up in the weirdness of Al Amarja as new residents of the island, possibly with weird secrets of their own.

The Rules

At the core of the game is a set of very simple, open-ended mechanics for creating your character. Character creation is aimed at making any character a player may desire. Characters are defined by developing a character concept, and working from there. From this, you develop a central trait, which defines the basics of your character, two other side traits, and a flaw. One of your three traits is then chosen as your superior trait, with which you gain a higher rating. Skills are rated in dice, which are rolled in resolving tasks. Each of our character's characteristics is marked by some outward sign your character adopts for each.

For example, you can choose a simple concept like a jaded hack journalist for a major tabloid. Your central trait could be "Investigative journalist" which could include knowledge in following leads looking through trash, and following clues, as well as skill in writing. Your other two traits could be "Manipulative Fast-talker", reflecting the character's ability to lie and connive his way into a story, and "Jaded" meaning that the character is never surprised or frightened by anything and seems to have a way to explain away nearly any phenomenon. Each of these is rated in dice, and one is chosen as a superior trait - let's say, "Manipulative Fast talker." As a flaw, "Heavy Drinker" is chosen. The signs for each are as follows, his sign as a journalist is "asks probing questions constantly," for his fact-talking "seems slick," for being jaded "cynical remarks" and for being a heavy drinker "always looking for a drink."

Dice ratings are developed by the GM and player, from which the combat rating and hit points for the character are developed. In a matter of moments, you have a character. Note that despite this rather mundane example, it is possible to create nearly any kind of character, such as a time traveler, alien, vampire, or spy - any of whom will fit in on Al Amarja.

Two concepts underlie the rules: simplicity and open-endedness. The idea is to allow players to play any type of character they wish, and to allow them to do so in a way that stresses role-playing by eliminating distracting intrusions of rules on game.

I likes these aspects. However, there are many who disagree with this set of mechanics, and would argue that the philosophy behind the rules is flawed. If you tend to follow the school of thought that believes detailed rules are more important to emphasize role-playing, you are sure to dislike these rules.

The World

No matter your opinion of the rules, the game world gives you another reason to buy the game. Of more than two hundred pages, only about thirty to fifty are devoted to rules. The rest describe Al Amarja and give a handful of adventures in Al Amarja.

The island of Al Amarja exists in the modern world, though it is a well-kept secret. It is a small Mediterranean island run by President Monique D'Aubainne, who seems more an oddly libertarian dictator. That is to say, she allows people to do more or less as they wish, but her world is law. Al Amarja remains isolated diplomatically from the rest of the world and from the UN. D'Aubainne keeps the island as secret as she can.

The main location for the game is the city called the Edge, populated by odd factions, decadent tourists, and players in multiple conspiracies. It's hard to discuss any details of these without spoiling the game. Suffice it to say that every nightmare, nutty conspiracy theory, and tabloid revelation is true, and exists on Al Amarja.

Players are "burger", newcomers to Al Amarja. They are dumped into the weirdness and may become players, pawns, or victim of the many odd goings on the island and in the Edge. GMs should not hold back, and players should be prepared for some serious mind games. That is what this game is all about.

Recommendation

From the character creation to the setting, Over the Edge is one of the few games I have seen recently that tries to cover new ground, albeit strange ground, but fairly fertile, and generally unused. It would take a strong, eclectic, and imaginative GM to run a campaign, and players would have to be willing to invest some effort into the game. It is quite apparent that not everyone will like this game. It is an odd game for odd tastes. But it has plenty of room for anyone adventuresome enough to make a go of it. Horror, humor, and complex sub-plots are all possible to anyone who lets go and submits to the surreal logic of the game.

If you like games with deeply-entrenched "realism", detailed combat, and mechanics that cover every detail of your game, Over the Edge probably isn't for you. If you can't stand the unusual, you will probably dislike the game, But if you want a game that plays quickly and in an unpredictable setting, Over the Edge is an excellent choice.

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