I played Danger Patrol at GPNW. It was heaps of fun. John has himself a real contender here for most awesome game ever.
If you like pulp sci fi action adventure with radio-controlled red apes from Jupiter, daring heroes, rocket cars careening out of control, rayguns, bubble helmets, and all things generally atomic, this is a game for you. It's definitely a game for me. Bonus points that it strategically leaves out some of the uglier pulp elements best left in the 1930s and 40s.
I found it fast, engaging, collaborative, packed with color, just fiddly enough, and did I mention fast?
Here's what it's like when you play.
Everyone plays a character, like in roleplaying games. Your character is a member of Danger Patrol, founded to protect Rocket City. Rocket City, by the way, is where everyone went when Earth was lost to the nefarious atomic Wars. It's on Mars. Mars, like Venus and Jupiter and the other planets, can support life just fine.
Your character, as I was saying, is made up of two character cards, not unlike the click and lock from Capes. Each card is half a sheet of paper (like a page of Primetime Adventures!). One card is your character's Style, and the other is his or her Role.
Choose one from six styles: Atomic, Mystic, Psychic, Alien, Two-Fisted and Robot. Style is not unlike race in D&D. It gives you a couple cool powers. For example, my guy's style was Atomic! I had a force field I could use to negate damage.
Role is like character class. Choose one from Agent, Commando, Daredevil, Detective, Explorer, Flyboy, Professor and Warrior. Your role determines which stat is your best, and it gives you a couple special abilities. My guy's role was Professor, so my professor trait was d12, and I could do more damage to technological threats. I could also do this crazy thing where I could support another character by coming up with a "that's it! cross the streams!" kind of solution.
Every role card has all the other role types listed on it. Like I mentioned, the role you choose gets a d12. Then you assign dice to the others, deciding what other things your character is good at. My professor was pretty good at Flyboy, Commando and Warrior. Not a real stay-in-the-lab kind of guy.
In play, you roll the appropriate ability (GM says which) when you want to do stuff. Getting a 4 or better delivers a hit to the threat you're facing. Maybe I say, "Professor Bradbury shuts off the electronet autopilot and corkscrews the rocket car past the stopped traffic, racing toward the out-of-control citizen." And John would say, "that's flyboy."
If you want to deliver more hits at once (and sometimes you really do), you can opt for Danger Dice. You describe the danger in what you're doing (other players can chip in) and take extra dice to roll. Maybe I say, "Bradbury's desperate to reach that plummeting car, so he cuts really close to some of the buildings." Maybe Lukas says, "Watch that you don't push the engine too far, Bradbury. It's due for a tune up."
When your dice don't come up 4+, you take danger, and there are consequences to face. Everyone has a danger meter, and you track danger on it left to right. When you accumulate it, sometimes you get extra moves and power-ups and stuff. But it also makes you vulnerable to greater harm.
So we all make our guys. I'll let the others tell you about theirs. I was Clive Bradbury, Atomic Professor.
We started out the game with John framing the crew soaring over Rocket City in Bradbury's rocket car. Then out of nowhere, red apes from Jupiter! They hurl down from the sky, landing on the cars of Rocket city's helpless citizens and wreaking havoc! Oh no!
Then we immediately do a "last week on," which is kind of like "next week on" in that other game. Everyone describes a moment that gives the GM story fuel. Like someone says, "Surely you realize that if we take this sacred idol from its pedestal the apes will seek revenge," and someone else describes their character in a fight with a rival from Jupiter (that's where the commies are).
After that? Well, we do our best to save Rocket City and protect the people from harm.
Crazy fun. Crazy I tell you. Make sure you hound John to finish it.