Hey everyone, we’re kicking off Monday on a high note on the blog as we take a look at FATE Core’s latest action-adventure-comedy RPG: Atomic Robo.
As an RPG from Evil Hat Productions, I expect Atomic Robo to be a smooth as silk implementation of the FATE Core rules, with maybe a few innovations thrown in for good measure. I have to admit that after all these weeks of focusing on FATE, I’m slowly starting to get the hang of the game, and I’m looking forward to the day when it becomes second nature to me as the Storytelling / Storyteller systems, or the Roll & Keep systems are.
The book opens up with a chapter on the setting of Atomic Robo. The book wastes little time in getting the point across that this world is ours with the dials for Science and Conspiracies are set a few notches higher.
As I mentioned in my announcement post, I’m a big fan of this sort of thing, and I’ve run a few pulp games using Hollow Earth Expedition with nearly the same assumptions, albeit with more supernatural elements. From the looks of it, Atomic Robo is like a comical take on Hellboy, except with Science standing in the place of the supernatural.
After a quick rundown of the basic elements of the Atomic Robo’s setting of Science, Conspiracy, Magic (it’s not real) and History, the game moves on to talk about the various Factions of the world. Each of the factions is given a short (but surprisingly flavorful) writeup that manages to convey the mood and themes of the factions in a condensed wordcount.
The first chapter wraps up with a quick one-page discussion of what it is like to work at Tesladyne, the default faction of player characters in the game. Again this is a very surface-level treatment of it, but certainly enough to give some structure to how Tesladyne does things.
The first chapter is very short, but it does hit all the necessary bases, with a quick review of all the potential threats and allies in the world of Atomic Robo. Tomorrow we take on the basics and character creation as we work on our very first Action Scientist!