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The Adventures of Indiana Jones: Role Playing Game
 
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The Adventures of Indiana Jones: Role Playing Game [Box set] [Paperback]

David Cook (Author)
4.0 out of 5 stars  See all reviews (1 customer review)


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Product Details

  • Paperback
  • Publisher: TSR Hobbies (August 1984)
  • Language: English
  • ISBN-10: 0394541804
  • ISBN-13: 978-0394541808
  • Shipping Weight: 1.5 pounds
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Best Sellers Rank: #2,791,437 in Books (See Top 100 in Books)

 

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2 of 2 people found the following review helpful:
4.0 out of 5 stars Good light and easy RPG (esp. for beginners or younger players), October 20, 2009
By 
John Brown (Atlanta, GA USA) - See all my reviews
This review is from: The Adventures of Indiana Jones: Role Playing Game (Paperback)
Our group recently got this and thought this was a good game for what it aims to be- fun!. It is easy to learn and play, which helps with younger players or those new to role-playing game (RPG). Who hasn't seen and enjoyed the movies? It's a natural tie in for people to use their imagination and enjoy an entry level RPG. Not a ton of rules, and not a ton of record keeping. Enjoy!

To give you a better idea of the mechanics, check out this great overview:

--- REVIEW EXCERPTED from [...]
[update: sorry Amazon removes reference links, have to google for it]. ---

-- Overview --

"If Adventure Has a Game, It Must Be Indiana Jones!"
From the TSR advertisements for Indiana Jones.

I surely don't have to introduce you to this icon of action adventure. Dr. Jones has been the epitome of the cool, rough, suave, smart hero for over two decades. Soon after Temple of Doom hit theaters, TSR, Inc. decided to cash in on the movies' popularity and produce a game based on the fast-wheeling exploits of the world's favorite archaeologist.

The premise of The Adventures of Indiana Jones is just what you'd expect: role-playing in the 1930's-40's, in the roles of Indiana Jones and his fellow adventurers as they globetrot, seeking fortune and glory. Recovering ancient artifacts, escaping bad guys, avoiding traps, romancing and fighting, outwitting Nazis, all the good stuff that makes for a great game session. Anyone who's seen the movies doesn't need more explanation to this setting.

-- Mechanics --

Characters are given a simple template with six attributes: Strength, Appeal, Movement, Prowess, Backbone, and Instinct. These are rated up to 100 theoretically, with most scores falling in the 50-80 range. When using a skill or making a check based on an attribute, players simply roll percentage dice. Rolls lower than their attribute succeed. Nothing unusual there, for experienced players.

Sometimes, though, your attributes are altered for the checks. If injured or shooting with your off hand (or any other circumstances normally inducing a penalty), your character attributes may be halved, or even quartered. Of course, if you're trying something really simple, like sneaking past a soundly sleeping guard, your scores may be doubled for the check. (It takes a seriously bad roll to screw up a 140% chance to perform an action!)

Speaking of bad rolls... to make things interesting, the game uses Lucky and Bad Breaks. If your PC rolls extremely well, or horrendously poorly, your PC gets a lucky break or a nasty surprise (in addition to succeeding or failing in the task they were rolling for). These Lucky Breaks and Bad Breaks are never supposed to kill a PC, just make life more interesting. For instance, a Lucky Break may cause a punch that might not normally have done much damage to knock out an opponent. A Bad Break might cause your PC not only to miss with the punch, but slip and fall flat on her face as well. Those are the breaks, kiddo...

Finally, characters all have Knowledges. These are their skills, either professional or quirky. These can be things like archaeology, surveying, driving, lockpicking, first aid, hotwiring, even parachuting. These are fairly broad in description, so someone with Mechanical Knowledge can repair, design, operate, and jury-rig just about any mechanical item in the game.

To speed up the task check resolution, TAoIJ uses one simple table, a results matrix for every roll your PCs make. No matter what Attribute you're using, or task you're attempting, your roll is compared to the table to determine the outcome of your action. The better your roll, the better the outcome, whether it's the amount of damage caused, the usefulness of information gleaned, or NPCs' reactions to your characters.

Combat is handled on two scales: Injuries and Wounds. Both come in Light, Medium, and Serious varieties.

--- REVIEW EXCERPTED from [...] (used with permission). Great site, check it out some time for other reviews. ---
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