Most role playing game rulebooks are hopelessly overwritten, but this one is light and breezy, getting to the point without bogging down the rules with unnecessary detail. The game system looks well suited to the action genre, with enough rules to make it a game but not overwhelming players with too much to remember.
TL;DR: Beautifully illustrated, cleanly laid out and typo free, Outgunned looks and feels like a fresh and fun game with simple and effective mechanics. It's giving me the GM-tingles, and that's always a good sign.
Rating is based on a read-through. The true value of a set of RPG rules is in the play, of course.
The book oozes appeal and leans into the tropes it's trying to emulate. That is, every action movie ever made!
The rules are light with alliterative names applied to many mechanics (e.g., grit, spotlight, etc.). The system is an attribute + skill, dice-pool system using d6's in a way I haven't seen before with matches driving success level (for example, a pool of six dice rolled with 3 4's and no other duplicates is worth more than a pool with only a double 6).
The system is a little too narrative for my tastes. Enemies, for example are essentially a pool of hit points (a.k.a., grit) with potential rider effects. But that grit could be one big bouncer or a bunch of goons. An enemy with ten grit could conceivably be a mob of 50 katana-wielding yakuza. How do you narrate the loss of one grit? The dispatch of 10 or so enemies? Some folks are good at this sort of gaming. I'm not.
Easy to read, great examples, small page count but chock full of useful and straight to the point rules. The flavor pictures and text are amazing without interfering with the main ideas. Ran my first one-shot with it and it ran like a dream. This will stay in my rotation for a very long time I think.
Even though this is a light rules RPG, it has too many sitiational quirks and perks rules. Otherwise, this was a much needed addendum to RPGs: one based solely on action movies, without resorting to magic, tech or even doom and gloom. A very refreshing take!
I love the subject matter, but this is definitely not my type of system.
It requires a lot of on-the-fly creativity from the GM and is, at the same time, very railroady. I know the whole rollercoaster saying, but I tend to disagree. Feels a bit half finished in ways, at times.