Adventures on a Dime 2e is a roleplaying game system for 2 or more players, developed in 2021 by Brian Tyrrell. Adventures on a Dime is a rules-light, story-focused system and serves as a wonderful introduction to Tabletop Roleplaying Games for both young and new players alike.

Reviewing a Tabletop roleplaying game can often be difficult as the stories and actual gameplay are usually created by a Games Master (GM). As a result, the review of this system will not be influenced by the stories I have played within my home games and will instead be focused on the design of the game, who this game would be perfect for and how easy it is to simply pick up and play.

The Target Audience

Art By VER

Many roleplaying games target different audiences who are interested in exploring different aspects of the hobby. Games like Dungeons & Dragons are high fantasy combat simulators whereas Call of Cthulhu is more about the investigation. The cartoony, subtle art that permeates this book immediately sets up a child-friendly tone. That is not to say that this system is designed for children, this is clearly a system built with the intention of being simple. It is clear to understand, easy to learn and robust enough that it can be enjoyed by even the most experienced roleplay fanatics.

The system has a focus on player creativity, with players being encouraged to come up with unique and specific skills during character creation. There is a sense of ownership with each character as you create and learn new skills as you continue playing. These skills also work to differentiate your character from the others at the table as the lack of limitations when creating skills means that it is unlikely two characters will ever be even remotely similar, a problem that even the most well-established tabletop games have to this day.

Combat seems to have a lesser focus in Adventures on a Dime than in similar games. In fact, although combat is most certainly built into the system it almost seems an afterthought, as though the main aim of the game is not to fight monsters but to overcome obstacles created by your GM. One thing that does strike me as an interesting design choice is the lack of hit points. In fact, it seems that dying in a direct conflict is less likely than succumbing to an injury later on. This has the benefit of allowing new players and new characters to join the game and being instantly able to tag along with an existing group on a random adventure.

This system is simple to understand, easy to learn and encourages player creativity as one of its core virtues. This is a system that is perfect for new players or younger players looking to experience tabletop roleplaying games for the first time without having to wade through hundreds of pages of rules in order to enjoy the game.

The System

Art by Brian Tyrrell

The system is simple and elegant being both familiar to experienced tabletop gamers and a perfect gateway into the hobby for new players. The core of the system revolves around the three main abilities: cunning, vigour and willpower. How adept a character is at a certain ability is represented by a different size of dice. Meaning that a character who deviously cunning may be rolling that ability with a d12 (12 sided dice) whereas a character who is not cunning at all may only be using a d4. This system is both versatile and simple, meaning new players can easily grasp the basics and start playing immediately.

Adventures on a Dime 2e provides simple to understand rules and suggestions for both players and GMs so players can easily pick up this system and learn all there is to know. I found that the information provided specifically for the GM, such as narrating an adventure and creating consequences provides a wonderful entry into being a games master and contains some system-specific and some universally useful pieces of advice. In addition, new GMs are also given an example quest and some examples of NPCs and monsters to face.

Overall the system is well designed and manages to be robust and simple enough to entice even the most experienced players. However, like all systems, it is not without its flaws. I felt that combat within the system seems to be lacking the same excitement as other tabletop games. I feel this is because the injuries mechanic of this system, whilst being more forgiving than the typical hit points system, seems to take away the danger and as a result removes part of the suspense that combat brings.

Art by Brian Tyrrell

If you would like to get your hands on this system you can find the digital version, for FREE, over at Dungeons on a Dime.

Be sure to check out Dungeons on a Dime’s latest Kickstarter project Carved in Stone; A system-agnostic setting guide to Scotland’s Pictish peoples, for players, historians and enthusiasts of all ages!