Back to the realm of tabletop RPGs we go!
Page 9, Game 11: Agents of the O.D.D. by Jason Tocci
Players represent agents of a shadowy government(?) agency protecting the world against the supernatural. The game is meant to play fast, with a high player mortality rate. Fully half the rulebook is devoted to a d100 chart containing all the archetypes available for play — or you can just make up some new mook, why not, whatever. Roll some dice to determine your stats, and you’re back in the game!
For a small RPG, this seems pretty firmly middle-of-the-road in terms of the amount of thought that went into it. It’s not the most fully fleshed-out game I’ve encountered in this trawl, but at the same time, it’s not just a tossed-off one day project, either. Even has an example adventure at the end to take some of the weight off the GM’s shoulders for that first run-through.
It’s not dazzling me, but this is totally, like, a Real Game and shit. I’d play it. Why not? The potential for Fun definitely exists here.
But does it exist for the next game?
Page 28, Game 25: Sundown by L A Wilga
“Cyberpunk goes Wild West in this transhumanist science fantasy frontier.”
Cyberpunk cowboys, eh? So, Westworld?
Actually, Westworld with a coherent story and a GM/Director who wasn’t intent on constantly pulling surprises out of their ass would be a really cool setting.