Thursday, April 27, 2023

Blade Runner RPG and Electric Dreams - Review

 


I got both the Blade Runner Core Rules (2022, 240 pages) and the Starter Set box. Free League always have great looking books, but their rules organization and index is always a mess. As a GM, you'd say, "Oh yeah, I read that rule somewhere, now where is it?" You can never find it easily. The good news is Blade Runner is the first Free League core book where you can actually find things. Thank goodness.

The hardcover book has dark and glossy pages to showcase the moody art.

The setting is Los Angeles 2037. The first Blade Runner movie is set in 2019. The second movie was Blade Runner 2049, so the game is set between the two movies. PCs are all Blade Runners, but they can be either Human (1st movie) or Nexus-9 Replicants (2nd movie).

Blade Runners have the job of finding and "retiring" Nexus-8 Replicants and any rogue Replicant. There are 7 character templates: Analyst, Cityspeaker, Doxie, Enforcer, Fixer, Inspector, Skimmer.

The game is designed for 1 GM, 1-4 Players. For people used to having more players, this might be a problem. The PCs are also encouraged to split up, so their investigation goes faster. Their KIA (iPad communication and computing device) allows the PCs to update and communicate with each other when needed. I can see how 6 players might be too many as each pair of investigators would leave out 2/3 of the other players from the action. Too much downtime (not to be confused with Downtime Events) for the players not in the scene.

The system uses polyhedral dice. One die for the Attribute, one die for the Skill. Base die is 1d6 and can go up to 1d12. On die rolls of 6+ = 1 success, 10+ = 2 successes. Roll both dice and count successes. Most of the time only 1 success is needed. 2 successes is a Crit in combat.

Fans of Free League games are complaining because they wanted to be able to make a mashup of Blade Runner and Alien RPG. Alien RPG uses a d6 dice pool, so the systems aren't compatible.

There are two types of Hit Points: Health (physical) and Resolve (mental). When you push a die roll, you can hurt yourself mentally or physically. Humans can push once, possible damage based on what type of skill they push. Replicants can push twice, but possible damage is always mental even when they push a physical skill. When either Health or Resolve goes to 0, the PC is Broken.

Physically Broken, a PC is down and out. Mentally Broken, there's a random chart. For Humans, ennui sets in and there's lack of motivation for further investigation. For Replicants, there's some sort of emotional breakdown and if noticed, they may be subject to a Baseline test. Failure of the Baseline test leads to recalibration and on a third strike "retirement."

Combat is deadly. Two successes = a roll on the Critical Injury chart.

Chases rules are also codified. Pursuer and Prey pick their Chase Maneuver from a list of available options and reveal their choices simulataneously (made easier with the cards from the Starter Set). Then a random obstacle is picked and that segment of the chase is resolved. Rinse and repeat until the chase is over. There are obstacles for foot, ground vehicle, and aerial vehicle chases.

Free League always seem to have a good grasp of what an IP (intellectual property) is about. For Blade Runner, it's about what makes you human. So, for longer term play, Players have to decide between Promotion points and Humanity points. You gain Promotion points by retiring Replicants and doing your job (solving cases). You gain Humanity points by doing nice things such as not turning in a harmless Nexus-8 Replicant.

The core book doesn't include a sample scenario. It does have advice and 8 random tables to help you generate your own scenario.

Starter Set
 
The Starter Set has a condensed rulebook (80 pages), large map of LA, 4 pre-gens, a scenario book (56 pages) - Electric Dreams (Case File #1), 26 scenario handouts, dice, and cards with NPC portraits, inititive, and chase options.

I've played the scenario Electric Dreams and I've run it twice. It took 2 sessions to play for a total of 6 hrs to complete the scenario. The amount and quality of the handouts is outstanding. The scenario is really well written. I did find a few things that needed clarification. I'll put that in the spoiler section.

One nit is that I looked for the Downtime Events chart in the condensed rulebook, but it is instead in the Electric Dreams case file, p.11-12.

I ran into organization issues in the scenario book. Information is spread out in different sections and is hard to find. You wind up flipping through the 56 pages over and over again, looking for stuff you swore you've read or knew must be in the scenario book such as stats for NPCs.

This is an amazing product and I highly recommend it. It does set a high bar for a scenario.

This is supposed to be the first case file in a set of 3. I'm eagerly awaiting Case File #2. 

Most of my sessions are 3 hours long. Different groups take different times, but my run times are here for comparison purposes.

I hide spoiler sections with JavaScript. If you have JavaScript turned off, you can skip the spoiler sections I have marked.




1 comment:

Namoor said...

Spoiler very helpful to apprehend Electric Dreams. Thanks