A Review of the Role Playing Game Supplement The Exodus System

The Exodus System by Jacob DC Ross is a role playing game supplement published by Thunderegg Productions. This is an OSR inspired lightweight role playing game system. It is covered by the Open Game License and some parts are considered to be Open Game Content as a result.

This is a 72 page PDF that is available from RPGNow for $1.66 but was purchased for only $2.80 as it was originally more expensive. One page is the front cover, two pages are the front matter, one the Contents and two pages are the Open Game License. The file comes in two formats; a regular, albeit large, one, and one comprised entirely of images that is really large.

Chapter 1, the Introduction starts with a single page on the creation of the Exodus System and the RPGs that have inspired it. Next is a standard What is an RPG section. Most will know what one is, and this section is quite brief. This is followed by a section on what’s needed – the system uses the full range of standard dice – and an overview of the book’s chapters.

Chapter 2, Character Creation starts with a list of attributes. These are pretty standard, and should be generally familiar to most gamers. Roles and Flavour are different. Every character has two roles, a party role and a combat role. The combat role is pretty self-explanatory; the party role is their non combat abilities. Party roles have the characters hit dice and some non-combat skills. Combat roles have the characters damage, armour and combat skills.

The Exodus SystemCharacters can pick two flavours at the start, and each comes with a number options. One option is gained from each flavour at the start, with more as the character increases in level. Flavours and their options are related abilities, some of which increase in power if they are taken more than once.

Skills is a short list of available skills; players can make their own, so there isn’t a complete list.

Levelling Up explains how this is done in the Exodus System. The system doesn’t use experience points; a character gains a level when a major story goal, as defined by the GM, is accomplished. There is a final brief section on Heroic Games, games in which characters are more powerful.

Chapter 3, Tasks and Combat, covers how these are handled. In most cases, this is beating one roll with another, with various modifiers. There are also various conditions that can affect characters and finally a combat example.

Chapter 4, Equipment and Vehicles, starts with the concept of the usage die, which is used instead of specific figures for any item that has limited numbers or fuel. There are equipment levels and item enhancements, followed by prices (basically bargained) and crafting items. Next is a list of various items of equipment, from old to modern to futuristic. Next vehicles and vehicle combat is considered, with some old vehicles and ships and then space craft. Nothing in between though.

Chapter 5, Adventuring, covers the actual adventures. There are suggestions on what to do then a number of generators. These are for encounters, enemies, adventure sites, traps, items and quests. Finally there are Design Notes and using the system with existing modules.

The Character Sheet is a two page blank character sheet.

The Sample Enemy Roster: Aganna Tribe is a list of sample enemies to encounter, taken from the adventure The Centaur Kurgan.

The Blank Roster Sheet is a blank version of the above roster.

Finally, What’s Next lists some upcoming planned releases.

The Exodus System in Review

The PDF lacks bookmarks (the author says that there are supposed to be some but that they aren’t showing currently; this may therefore be fixed at some point) and the Contents only covers the major sections. Navigation is currently quite poor. The text primarily uses a two column format, with some single columns, usually with wide tables, and a few minor errors were noticed. The supplement is extensively illustrated; there are page backgrounds for every page and many full colour illustrations, up to full page in size. The illustrations are probably stock, but fit together well. Presentation is good.

All of the supplement, bar the system name and company, are freely published under the OGL. There is an easily modifiable SRD version that can be purchased (and is available with this supplement in a bundle) and even a completely free compatibility license, which allows the system name to be used.

This is intended to be a complete, generic game system in a single book. The mechanics of it are really quite simple to understand, compared to some modern systems, so experienced players should have no problems with it. It also looks to be comparatively simple for new players to learn as well. The various examples could be used as templates for the creation of new material for the system. The designer states that the system is intended to be generic, but that some portions, such as Flavours, are aimed more at pulp games, but could be tweaked.

The Exodus System looks like an easy to learn role playing game system that should cover a range of settings and it can be found by clicking here.

 

Leave a Reply

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.