Over the Edge 2nd Edition (based on
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review)
Atlas Games
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The Roleplaying Game of Surreal Danger
As you drink strong coffee in the all-night, sidewalk cafe, you reflect on how you've
changed since your plane touched down on Al Amarja three weeks ago. Three weeks, is
that all? You half-chuckle, half-moan, quietly to yourself. Three weeks ago you had faith
in the rational world your high school science teacher told you about. Two weeks ago
you didn't believe in psychic powers, in the soul, in life on other planets. One week ago
you knew what the world was about and knew your place in it. When you got up this
morning, you had never killed.
"Cigarettes?" says a familiar voice beside you. You turn and pretend not to recognize
your co-conspirator, posing as a petty street vendor.
"Three, please," you say. The folded dollar bill you hand her contains the computer chip
you took from the cooling corpse you left in an alley seven blocks away. Two cigarettes
she passes you each contain a rolled up thousand dollar bill. The third contains the
passwords you'll need to get your next assignment.
It's not the money you do this for, you tell yourself. The things you're fighting—they want
to rule the world. First, though, they want to control your mind.
Welcome to Al Amarja, the mysterious Mediterranean island, home to all that is sinister
and bizarre. If it troubles your dreams, if it scares you, if you hope it isn't true... you'll
find it here. This is the setting of Over the Edge, the roleplaying game of surreal danger.
In the four years since its original publication, Over the Edge has become a cult classic,
with a core of devoted fans and a raft of critical acclaim. Its subject matter and its
innovative approach to game mechanics still define the cutting edge of roleplaying
games.
Free-Form Character Creation: Define your character the way you want to,
without the limits of skill lists, random rolls, and artificial limitations. The rules
favor character development over mechanics.
Open Setting: The seminal imagery of Al Amarja -- surrealism, conspiracies,
aliens, modern occultism—has entered the mainstream since the game's release.
The island is a playground for your imagination.
Focus on the Story: Elegant, easy mechanics let you spend more time developing
your characters and your plots, rather than crunching numbers. The GM's chapters
include numerous story ideas and plenty of advice for better gamemastering.
Easy to Get Started: Three beginning adventures introduce the GM and players
to the wild world of Al Amarja and make the first sessions easy to run.
With this book and a few six-sided dice, you have everything you need to begin your own
Over the Edge series!
Written by Jonathan Tweet and Robin D. Laws.
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This is one brilliant game. Set in a world that could have been conceived in the most deranged dreams of William Burroughs, the island of Al Amarja is very similar to Interzone in Naked Lunch. It is filled with bizarre characters and organisations that will give even the most jaded of players and GMs a new experience. The system is great, in fact my gaming group tends to use it quite a lot in other settings due to its simplicity and elegance.
I have no problems recommending this game to any adult player who is interested in something different.