Atomic Robo is probably the most impressive RPG I have ever read that works with a licensed IP. It manages to hit all three most important factors in licensed RPGs: it’s fun, the rules reflect the fiction of the setting, and it manages to make me interested in the comic. Likewise fans of the comic might find themselves interested in the game.
The Fate Core rules fits Atomic Robo like a glove, and the custom mechanics for this game enrich the basic Fate Core system while highlighting the strengths of the setting. It’s relatively easy to learn, and there are enough examples to facilitate the learning process.
GMs and players alike are given freedom to make pretty much any character they want, thanks to Weird Modes, and the Brainstorm and Invention rules makes certain that Action Science is still the key theme of the game.
There’s plenty that other games can learn from checking out how Atomic Robo manages to provide a lot of freedom of choice, while adding a structure for guided fun in a game. The mechanics are elegant and each rule exists to further the theme and activities of pulpy fun.
Atomic Robo is a great game for those new to the hobby, and those looking to get into Fate Core. Old hands at Fate will find plenty to like here as well as Brainstorming and Invention Rules can work in any setting that needs it.
Definitely a must buy for any RPG gamer looking for pulpy action-adventure fun.
If you're looking for a more in-depth coverage, check out my 6 part Let's Study articles for Atomic Robo over at my blog:
[5 of 5 Stars!]