Contents: 240 pages
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 / Robin D. Laws