Alien RPG(s)

World’s first Alien RPG

Imagine you’re twelve years old and you have an obsession with something. I would imagine this is a relatively trivial task for most of the nerds reading this blog post. Anyway, You have an obsession and you generally want to express your love for your obsessions through the medium of role playing games. Once again, I’m sure you’re all still on board. I had several of these, Lord of the Rings x MERP, check, Star Wars x West End Games Star Wars the RPG, check, Robotech x Palladium’s Robotech RPG, check. You get the idea. But there was one missing. It was an important one. It related to a sci-fi movie series that I was far too young to watch legally (sorry Mum!) It was Alien(s.) The first I even heard about this franchise was from a friend on the playground. He and his brother had managed to stay up way past their bedtime and watch it with the sound turned way down so as not to wake up their parents, on a satellite TV channel (which I did not have.) Anyway, he told me literally the entire plot of Aliens from start to finish during break time one morning, leaving pretty much nothing out. And I knew I had to see it. It was some time later that I managed to get someone to rent me a VHS copy to watch myself. And thus was the obsession kindled. The hardware, the badasses, the gunfire, the nuclear explosion, the Xenomorph itself. It was all perfectly concocted to appeal to the mind of a twelve year old boy. It was frankly cruel to prevent me from seeing it! It wasn’t until quite some time later that I even got to watch Alien. And seeing it, that first John Hurt chestburster scene, the slow whittling of the crew, the hiss and the creep of the monster, the silence and the horror of it. Still gives me goosebumps to watch that film.

By that point, I was well into RPGs, had been playing D&D for a couple of years, had played Gamma World, Twilight 2000, Shadowrun, all the games I mentioned above and more. But there was one missing, an Alien(s) game. Why? Because it did not exist at that point. It was still a couple of years before the Aliens Adventure Game would be published by Leading Edge Games. Even with how badly that game was received, I would have taken it. But it didn’t exist, so I made my own…

I actually remember writing a full rule-book for it. I did some drawings and cut and pasted some movie stills from magazines for the more complicated stuff. I remember being quite proud of my work, which was contained in a three ring binder and held together otherwise by sellotape and glue. I can’t find that binder now. It’s been more than thirty-five years, so I was particularly pleased to be able to discover even a small piece of evidence of this first Alien RPG. I found a hardback science notebook that contained the first (and, I think, only) adventure for my Alien RPG. Here are some pages from it.

Unsurprisingly, it was a sort of dungeon crawl set in a “titanium steel” mine (the irony that I wrote this in a science notebook, of all things, is not lost on me), with a point crawl in a town called Lewisville attached to it. I used a sort of cursed chimera of D&D and Palladium rulesets to run it. As I remember, this worked well for my friends and me. We had played so much of both, they were second nature to us. The PCs were all colonial marines on a bug hunt. It didn’t lean into the themes of the movies or evoke much of an atmosphere BUT, the marines got to shoot a LOT of Xenomorphs. And that, for us, at that age, was all that mattered.

World’s latest Alien RPG

Alien Evolved Edition is Free League’s latest incarnation of their 2019 Alien RPG. It had a really successful kickstarter, which I backed at the last minute. I wasn’t going to. I mean, I still had the first edition on my shelf, it’s only a few years old, and I hadn’t even played it yet. Not only that, they were at pains to point out that this is not a big overhaul of the game, more like some rules-clarification, the addition of solo rules, and a glow-up. But then, they showed me the special edition of the core book… and I caved.

I don’t regret it though. Free League is almost guaranteed to produce a true piece of art every time. And this book has art and design by Johann Nohr of Mörk Borg and Into the Odd fame. I received the Beta versions of the PDFs today and I am not disappointed.

Anyway, I thought it was probably about time I pulled the first edition off my bookcase and dusted it off. I have been reading it for a few days, prompted, I think by the fact that it was Alien Day on April 26th.

Much of this RPG will be very familiar to anyone who has played any of Free League’s Year Zero Engine games over the last few years. When you try to do something, you make a dice pool from your ability score and your skill score with additions from items or circumstances. Alien uses exclusively D6s so all you’re looking for is a single 6 for a success. But there are a couple of differences with Blade Runner and Tales from the Loop, with which I’m more familiar.

Firstly, you also add to your pool, Stress Dice equal to your current Stress score (which you can gain mainly from pushing rolls.) This gives you a better chance at success but also introduces the potential for your character to Panic, if you roll a 1 on one of those dice. This is usually not good for you. The effects can range from a mere tremble in the extremities, to a berserker rage or full catatonia. Sounds fun, right?

Secondly, you get to add stunt effects when you score more than one 6 on your roll. This feels like it was yoinked directly from Green Ronin’s Fantasy AGE game system, which Dragon Age uses. However, it utilises specific stunts for each skill. I imagine this necessitates a lot of book-checking when stunts come up, but its still a nice feature, which I appreciate.

There is another attractive element to the game as well. I like the very clear delineation between Campaign and “Cinematic” play. Campaign play is exactly what it sounds like. You create your character as you would in any other RPG and you and your friends hope they survive through a multi-session story as things probably spiral slowly out of control. The book includes some useful resources for creating planets and start systems, as well as thematic NPCs to help with this style of game. Cinematic play is designed for one-shots, or, at least a short series of sessions. The events of it are probably a little less flexible and fit into an appropriate three-act structure. The PCs are chosen from a few pregenerated characters. And let’s face it, if you’re talking about Cinematic and Alien, you are not expecting them to survive, or, at least, not very many of them.

Alien Day delayed

I was so annoyed that I had missed an opportunity to play an RPG on a non-standard holiday that relates to it, that I felt like I had to play it anyway, in penance. So, I announced a one-shot of the first edition of the Alien RPG today on our Tables and Tales Discord, and I have a couple of sign-ups already. I have a few published Cinematic options and a few days to decide which one to play. I am leaning towards the one from the core book, which relates directly to the events of the movies, as an introduction for the players. But there are also the scenarios in the Starter Set and the Destroyer of Worlds boxed set that could be contenders.

I’ll be back probably next week with a report on how it went! I might just do a round up of that and our Star Wars themed Vaults of Vaarn one-shot from May the fourth. See you then, dear reader.

Tales from the Loop​ – Mascots and Murder

Indie mascot horror

Maybe I’m giving away a bit too much with the title of this scenario. What do you think? I mean, look, here’s the thing; when we set up Tables and Tales a few months ago, I was curious about the kinds of things new members were into. One of them said they liked Indie Mascot Horror. Now, let me tell you, dear reader, I did not know what that was. Since then, I have learned that it refers to video games like Five Nights at Freddie’s and Poppy’s Playtime. I had obviously not played these games but I looked into them a bit and got the vibe. I thought about the types of RPGs that would be good for those themes and tropes. It did not take me long to decide on Tales from the Loop.

Tales from the Loop

If you have never seen the artworks of Simon Stålenhag, do yourself a favour and go check them out. I have taken some photos of his work from his art book, Tales from the Loop and embedded them here but they don’t do the work justice. When I first encountered his work several years ago, it filed me with wonder. He created such a realistic depiction of a past that was largely recognisable to me from my own childhood, interspersed with or shockingly dominated by futuristic architectures and sci-fi wonders. His work excited my imagination like only RPGs had in the past. So when I discovered that Free League were producing a Tales From the Loop game, it didn’t take me long to pick it up. It took a little longer to get it to the table but when I did I discovered that the players loved it.

## Indie mascot horror
Maybe I’m giving away a bit too much with the title of this scenario. What do you think? I mean, look, here’s the thing; when we set up Tables and Tales a few months ago, I was curious about the kinds of things new members were into. One of them said they liked Indie Mascot Horror. Now, let me tell you, dear reader, I did not know what that was. Since then, I have learned that it refers to video games like Five Nights at Freddie’s and Poppy’s Playtime. I had obviously not played these games but I looked into them a bit and got the vibe. I thought about the types of RPGs that would be good for those themes and tropes. It did not take me long to decide on Tales from the Loop.

## Tales from the Loop
If you have never seen the artworks of [Simon Stålenhag](https://www.simonstalenhag.se/), do yourself a favour and go check them out. When I first encountered his work several years ago, it filed me with wonder. He created such a realistic depiction of a past that was largely recognisable to me from my own childhood, interspersed with or shockingly dominated by futuristic architectures and sci-fi wonders. His work excited my imagination like only RPGs had in the past. So when I discovered that Free League were producing a [Tales From the Loop game](https://freeleaguepublishing.com/games/tales-from-the-loop-rpg/), it didn’t take me long to pick it up. It took a little longer to get it to the table but when I did I discovered that the players loved it. 

Tales from the Loop is a game about the 1980s that never was. It posits a world in which some astounding scientific breakthroughs occurred in the ‘50s and ‘60s so that, by the time in which the game is set, they are not considered so strange. You have your robots and your hovercraft and your infinitely renewable energy. But most of that stuff is considered mundane in Stålenhag’s world. Not only that, they exist alongside the ‘80s mainstay technologies like Walkmans, cassette tapes, VCRs and Soda Stream. In Stålenhag’s artwork this created some beautifully uncanny images. Most were set in the region of Sweden known as Mälaröarna, where the Loop project was based. This is where the world’s largest particle accelerator was built. Though it is not necessarily directly responsible for the many strange occurrences in the region, the people who populate such a scientifically rarified place usually are. Scientists and administrators and students flocked to the region and started families there. So many of Stålenhag’s paintings involved kids; a toe-headed child threatening an old Volkswagen van marked “Polis” with a giant robot under his control; a pair of woolly-hatted kids digging in the Swedish snow and gazing back at their homes, dwarfed by the cyclopean, other-worldly cooling towers used to release heat from the core of the Loop itself, the Gravitron; a little kid in cold weather coveralls leading his grandfather through the snow to a mysterious sphere, left abandoned in the countryside, its purpose and provenance forgotten. These were the inspirations for the RPG.

The game came out at the height of the popularity of Stranger Things, which helped it gain a lot of traction I think, and then it even had its own, unfortunately not so popular, spinoff [TV series](https://en.wikipedia.org/wiki/Tales_from_the_Loop), which I, at least, loved.

In the RPG you play kids between 10 and 15 years old. You get to choose a Type from such classics as the Computer Geek, the Hick and the Weirdo. You also have to choose some really fun things like your Iconic Item, your key relationships and your favourite 1980s song.

Once you have your Kid, you and your friends can go out and investigate weird shit on your bikes. Stuff like, where are all the birds gone? What are all the adults doing gathered around that weird machine in the field? What’s that dinosaur looking claw print in the snow? You know, normal kid shit.

## Roll mechanics
Tales from the Loop uses a version of the Year Zero engine, and, in fact, it was the first game I played using that system. It’s really straight-forward and intuitive, easy to learn and resolves situations quickly. “Situations” are generally and collectively referred to in the text as “Trouble” with a capital “T,” appropriately enough. For many, the Trouble you got into and out of when they were kids are some of the most enduring and treasured memories. In the game, you combine your ability dice and your skill dice into one dice pool and roll them all to try and get at least one 6. Since you only use d6s in this game, that’s the highest you can roll. The more 6s you roll the better, generally.

The only issue my players and I had with the rules is the Extended Trouble mechanic. The way this works is that, during the final showdown, encounter or whatever, every kid says what they are going to do and the GM tells them how many successes they will need to succeed fully. Then one player rolls all the dice in one enormous pool. Generally, if they don’t succeed fully but they still have a few successes, they might achieve what they were trying to but one or more kids will earn conditions or even become Broken. But, in play, we found this approach to be unsatisfying. Each player wanted their own cool moment to roll for and the all-or-nothing approach meant that they couldn’t attempt to take any rectifying actions if and when they saw things going wrong. Anyway, suffice it to say, we won’t be using the Extended Trouble rule next time.

## Mascots and Murder
Here are the very basics of the scenario I have planned:
Although the first Loop was in Sweden and much of the book is written as though it is the default setting, they do actually provide a second potential setting in it. That’s Boulder City, Nevada, the “Best city by a dam site,” which is a reference to its proximity to the Hoover Dam. There is another Loop in this region and all of the scenarios presented in the core book can be transposed very easily to the desert, believe it or not. This is where the kids in this scenario will be from. It is summer in Boulder City so it’s going to be so sizzling hot that you can fry an egg on the sidewalk. This will be a nice change as all the other Tales from the Loop games I have played were set in Sweden in autumn and winter.

Some teens have gone missing from Boulder City. Although their parents don’t seem too worried about it, our intrepid Kids are going to solve this mystery as they track down the source of the eerie, carnival-like music out in the Nevada desert and figure out what the connection is.

I have had fun writing this scenario, even though I have gone over it and over it to get it right. So, it’ll be ready to play in a few weeks.

The Tales from the Loop core book has some very useful advice for writing and structuring a scenario for it yourself. As long as you stick to that, you’re unlikely to go wrong. This is not actually the first one I have written myself, using these guidelines and, I can tell you, it works really well.

Have you played Tales from the Loop? What did you think of it? If you had to run a particular game for Indie Mascot Horror vibes, what would it be?

Tales from the Loop is a game about the 1980s that never was. It posits a world in which some astounding scientific breakthroughs occurred in the ‘50s and ‘60s so that, by the time in which the game is set, they are not considered so strange. You have your robots and your hovercraft and your infinitely renewable energy. But most of that stuff is considered mundane in Stålenhag’s world. Not only that, they exist alongside the ‘80s mainstay technologies like Walkmans, cassette tapes, VCRs and Soda Stream. In Stålenhag’s artwork this created some beautifully uncanny images. Most were set in the region of Sweden known as Mälaröarna, where the Loop project was based. This is where the world’s largest particle accelerator was built. Though it is not necessarily directly responsible for the many strange occurrences in the region, the people who populate such a scientifically rarified place usually are. Scientists and administrators and students flocked to the region and started families there. So many of Stålenhag’s paintings involved kids; a toe-headed child threatening an old Volkswagen van marked “Polis” with a giant robot under his control; a pair of woolly-hatted kids digging in the Swedish snow and gazing back at their homes, dwarfed by the cyclopean, other-worldly cooling towers used to release heat from the core of the Loop itself, the Gravitron; a little kid in cold weather coveralls leading his grandfather through the snow to a mysterious sphere, left abandoned in the countryside, its purpose and provenance forgotten. These were the inspirations for the RPG.

## Indie mascot horror
Maybe I’m giving away a bit too much with the title of this scenario. What do you think? I mean, look, here’s the thing; when we set up Tables and Tales a few months ago, I was curious about the kinds of things new members were into. One of them said they liked Indie Mascot Horror. Now, let me tell you, dear reader, I did not know what that was. Since then, I have learned that it refers to video games like Five Nights at Freddie’s and Poppy’s Playtime. I had obviously not played these games but I looked into them a bit and got the vibe. I thought about the types of RPGs that would be good for those themes and tropes. It did not take me long to decide on Tales from the Loop.

## Tales from the Loop
If you have never seen the artworks of [Simon Stålenhag](https://www.simonstalenhag.se/), do yourself a favour and go check them out. When I first encountered his work several years ago, it filed me with wonder. He created such a realistic depiction of a past that was largely recognisable to me from my own childhood, interspersed with or shockingly dominated by futuristic architectures and sci-fi wonders. His work excited my imagination like only RPGs had in the past. So when I discovered that Free League were producing a [Tales From the Loop game](https://freeleaguepublishing.com/games/tales-from-the-loop-rpg/), it didn’t take me long to pick it up. It took a little longer to get it to the table but when I did I discovered that the players loved it. 

Tales from the Loop is a game about the 1980s that never was. It posits a world in which some astounding scientific breakthroughs occurred in the ‘50s and ‘60s so that, by the time in which the game is set, they are not considered so strange. You have your robots and your hovercraft and your infinitely renewable energy. But most of that stuff is considered mundane in Stålenhag’s world. Not only that, they exist alongside the ‘80s mainstay technologies like Walkmans, cassette tapes, VCRs and Soda Stream. In Stålenhag’s artwork this created some beautifully uncanny images. Most were set in the region of Sweden known as Mälaröarna, where the Loop project was based. This is where the world’s largest particle accelerator was built. Though it is not necessarily directly responsible for the many strange occurrences in the region, the people who populate such a scientifically rarified place usually are. Scientists and administrators and students flocked to the region and started families there. So many of Stålenhag’s paintings involved kids; a toe-headed child threatening an old Volkswagen van marked “Polis” with a giant robot under his control; a pair of woolly-hatted kids digging in the Swedish snow and gazing back at their homes, dwarfed by the cyclopean, other-worldly cooling towers used to release heat from the core of the Loop itself, the Gravitron; a little kid in cold weather coveralls leading his grandfather through the snow to a mysterious sphere, left abandoned in the countryside, its purpose and provenance forgotten. These were the inspirations for the RPG.

The game came out at the height of the popularity of Stranger Things, which helped it gain a lot of traction I think, and then it even had its own, unfortunately not so popular, spinoff [TV series](https://en.wikipedia.org/wiki/Tales_from_the_Loop), which I, at least, loved.

In the RPG you play kids between 10 and 15 years old. You get to choose a Type from such classics as the Computer Geek, the Hick and the Weirdo. You also have to choose some really fun things like your Iconic Item, your key relationships and your favourite 1980s song.

Once you have your Kid, you and your friends can go out and investigate weird shit on your bikes. Stuff like, where are all the birds gone? What are all the adults doing gathered around that weird machine in the field? What’s that dinosaur looking claw print in the snow? You know, normal kid shit.

## Roll mechanics
Tales from the Loop uses a version of the Year Zero engine, and, in fact, it was the first game I played using that system. It’s really straight-forward and intuitive, easy to learn and resolves situations quickly. “Situations” are generally and collectively referred to in the text as “Trouble” with a capital “T,” appropriately enough. For many, the Trouble you got into and out of when they were kids are some of the most enduring and treasured memories. In the game, you combine your ability dice and your skill dice into one dice pool and roll them all to try and get at least one 6. Since you only use d6s in this game, that’s the highest you can roll. The more 6s you roll the better, generally.

The only issue my players and I had with the rules is the Extended Trouble mechanic. The way this works is that, during the final showdown, encounter or whatever, every kid says what they are going to do and the GM tells them how many successes they will need to succeed fully. Then one player rolls all the dice in one enormous pool. Generally, if they don’t succeed fully but they still have a few successes, they might achieve what they were trying to but one or more kids will earn conditions or even become Broken. But, in play, we found this approach to be unsatisfying. Each player wanted their own cool moment to roll for and the all-or-nothing approach meant that they couldn’t attempt to take any rectifying actions if and when they saw things going wrong. Anyway, suffice it to say, we won’t be using the Extended Trouble rule next time.

## Mascots and Murder
Here are the very basics of the scenario I have planned:
Although the first Loop was in Sweden and much of the book is written as though it is the default setting, they do actually provide a second potential setting in it. That’s Boulder City, Nevada, the “Best city by a dam site,” which is a reference to its proximity to the Hoover Dam. There is another Loop in this region and all of the scenarios presented in the core book can be transposed very easily to the desert, believe it or not. This is where the kids in this scenario will be from. It is summer in Boulder City so it’s going to be so sizzling hot that you can fry an egg on the sidewalk. This will be a nice change as all the other Tales from the Loop games I have played were set in Sweden in autumn and winter.

Some teens have gone missing from Boulder City. Although their parents don’t seem too worried about it, our intrepid Kids are going to solve this mystery as they track down the source of the eerie, carnival-like music out in the Nevada desert and figure out what the connection is.

I have had fun writing this scenario, even though I have gone over it and over it to get it right. So, it’ll be ready to play in a few weeks.

The Tales from the Loop core book has some very useful advice for writing and structuring a scenario for it yourself. As long as you stick to that, you’re unlikely to go wrong. This is not actually the first one I have written myself, using these guidelines and, I can tell you, it works really well.

Have you played Tales from the Loop? What did you think of it? If you had to run a particular game for Indie Mascot Horror vibes, what would it be?

The game came out at the height of the popularity of Stranger Things, which helped it gain a lot of traction I think, and then it even had its own, unfortunately not so popular, spinoff TV series, which I, at least, loved.

In the RPG you play kids between 10 and 15 years old. You get to choose a Type from such classics as the Computer Geek, the Hick and the Weirdo. You also have to choose some really fun things like your Iconic Item, your key relationships and your favourite 1980s song.

Once you have your Kid, you and your friends can go out and investigate weird shit on your bikes. Stuff like, where are all the birds gone? What are all the adults doing gathered around that weird machine in the field? What’s that dinosaur looking claw print in the snow? You know, normal kid shit.

Roll mechanics

Tales from the Loop uses a version of the Year Zero engine, and, in fact, it was the first game I played using that system. It’s really straight-forward and intuitive, easy to learn and resolves situations quickly. “Situations” are generally and collectively referred to in the text as “Trouble” with a capital “T,” appropriately enough. For many, the Trouble you got into and out of when they were kids are some of the most enduring and treasured memories. In the game, you combine your ability dice and your skill dice into one dice pool and roll them all to try and get at least one 6. Since you only use d6s in this game, that’s the highest you can roll. The more 6s you roll the better, generally.

The only issue my players and I had with the rules is the Extended Trouble mechanic. The way this works is that, during the final showdown, encounter or whatever, every kid says what they are going to do and the GM tells them how many successes they will need to succeed fully. Then one player rolls all the dice in one enormous pool. Generally, if they don’t succeed fully but they still have a few successes, they might achieve what they were trying to but one or more kids will earn conditions or even become Broken. But, in play, we found this approach to be unsatisfying. Each player wanted their own cool moment to roll for and the all-or-nothing approach meant that they couldn’t attempt to take any rectifying actions if and when they saw things going wrong. Anyway, suffice it to say, we won’t be using the Extended Trouble rule next time.

Mascots and Murder

Here are the very basics of the scenario I have planned:
Although the first Loop was in Sweden and much of the book is written as though it is the default setting, they do actually provide a second potential setting in it. That’s Boulder City, Nevada, the “Best city by a dam site,” which is a reference to its proximity to the Hoover Dam. There is another Loop in this region and all of the scenarios presented in the core book can be transposed very easily to the desert, believe it or not. This is where the kids in this scenario will be from. It is summer in Boulder City so it’s going to be so sizzling hot that you can fry an egg on the sidewalk. This will be a nice change as all the other Tales from the Loop games I have played were set in Sweden in autumn and winter.

Photo from the book, Tales from the Loop by Simon Stålenhag.

Some teens have gone missing from Boulder City. Although their parents don’t seem too worried about it, our intrepid Kids are going to solve this mystery as they track down the source of the eerie, carnival-like music out in the Nevada desert and figure out what the connection is.

I have had fun writing this scenario, even though I have gone over it and over it to get it right. So, it’ll be ready to play in a few weeks.

The Tales from the Loop core book has some very useful advice for writing and structuring a scenario for it yourself. As long as you stick to that, you’re unlikely to go wrong. This is not actually the first one I have written myself, using these guidelines and, I can tell you, it works really well.

Have you played Tales from the Loop? What did you think of it? If you had to run a particular game for Indie Mascot Horror vibes, what would it be?

Blade Runner

IP

These days I don’t play a lot of games based on an IP. At least not ones as big as Blade Runner. That wasn’t always the case, of course. When I was kid I played Palladium’s TMNT and Robotech quite a bit. To be fair, I don’t think Robotech really counts as a “big IP.” I also played a bit of Middle Earth Role Playing (MERP).

Speaking of Lord of the Rings, maybe the only major IP based game I played in the last few years was the One Ring from Free League. Now, as a player who had been liberally punished by the unforgiving and gruesome crit tables in MERP, I had my reservations going into another Middle Earth game, but I shouldn’t have worried. We played the introductory One Ring adventure as a bunch of Hobbits wandering around the Shire getting into relatively innocent shenanigans. It wasn’t brutal and it wasn’t unforgiving, it was fun!

This wasn’t the first Free League game I had played. I had also run a few sessions of Tales from the Loop, which is a game based on the art books of Simon Stålenhag, where you play kids solving mysteries in the sci-fi 80s that never was. It was almost universally loved by my players and was fun and engaging for all of us.
So, when I saw that Free League were Kickstarting a Blade Runner RPG I smashed that “Back this Project” button. Unsurprisingly, it ended up 16,153% funded…

You know what? They put that money to good use. The core book looks gorgeous with the sort of noirish artwork that draws you into the future megalopolis of LA, its rainy streets, its crumbling facades, its neon drenched midnights. It lays out a version of Free League’s by now familiar Year Zero Engine rules that is specific to this iconic setting. The focus is very much on the dramatic juxtaposition of human and replicant, the mega-corps and the working stiffs, the thriving off-world colonies and the decaying Earth, the LAPD and everyone else. The focus is on those things and the investigation.

Electric Dreams

And that’s where Case File 001: Electric Dreams comes in. This is the scenario you get in the Blade Runner Starter Set and it’s fair to say that this box is all about the investigation. Oh, and you can see all those sweet, sweet Kickstarter krona in it too. It is full to the brim with beautifully rendered handouts, mugshot cards, initiative and chase manoeuvre cards, detailed and evocative character sheets for the pre-generated characters and maps maps maps. chef’s kiss

This case file is meant as a starter scenario, easing players and Game Runner into the style of play in Blade Runner as well as the rules and unique aspects of the game. I really think it does a great job of that. Everything is laid out efficiently and yet beautifully, with the same type of high quality artwork from the core book throughout. It introduces the ideas of Shifts, 6 to 10 hour periods of time that your days are split into, and Downtime, which you generally have to take after 3 Shifts on the job. It does an excellent job of guiding you through the LAPD, the hierarchy, the resources and the characters there and the ways the Blade Runners can use their abilities and skills to investigate their case. It takes you to a nice selection of areas in the city, too, without overwhelming.

And it does all this while hitting some major touchstones from both Blade Runner movies. My players and I were all delighted by the cameos and the familiar locations, the flying cars and the replicant cats. But none of it feels forced or wedged into the scenario. It feels natural and serves to bring a familiar world even further to life.

Mechanically, it uses the Year Zero system, where you build a dice pool and count up the number of successes. Unlike in Tales from the Loop where the system relied entirely on d6s, and only 6s counted as successes, Blade Runner uses every dice from d6 to d12. 6 or above is still a success but if you roll 10 or over, it counts double. The introduction of the different types of dice in this is quite satisfying and makes for more interesting mathematical permutations when players are trying to figure out who should do what actions, we have found.

Working the case

This game was always going to be a bit different. For one thing, it’s only me as the Game Runner and two friends as the players. For another, they decided to use two of the pre-generated characters, which is unusual in my experience but got us playing as soon as we could. We are spread pretty far and wide around the country so we are using Zoom and Roll20 to play it. It’s not ideal because it means I get to use my beautiful boxed set props only sparingly. However, I have to say, having purcased the Roll20 version of the module, it works really well. I would recommend it. The character sheets are top notch and all the hand outs are there at the tip of my fingers. An added bonus is that I recently figured out how to use the juke box feature so it’s nice to have the Blade Runner soundtrack in the background too.

Our player characters are:
– Willem Novak, a human Inspector. He is an old timer whose back-story says he doesn’t trust replicants, though that is not currently the way the player has decided to go with him, which I love.
– FN9-2.39 “Fenna,” a replicant Doxie (I am really not sure about this particular archetype name, to be honest. I think it might be a case of sticking a little too closely to the source material.) Fenna is a Nexus 9 Blade Runner who has only been alive for about a year. It’s a weird situation and the player is making the most of that.

We are only two sessions in and most of the first session was an intro to the game, the system and the characters. I would expect anywhere from two to four more sessions, depending on how quickly they figure things out.
It’s going well, so far they have been to the morgue, the Esper wall, the LAPD mainframe, Wallace Corp HQ and the crime scene. There have been precisely zero fights and no action scenes of any kind but I feel like the investigation and the NPCs involved in it have a hold of the players already. They are making connections and coming up with theories and it is all very cool.

As for me, I am loving going ham as the Deputy Chief with the synthetic lungs, the traumatised replicant dancer and the inconvenienced club owner and I genuinely can’t wait for session number 3 next week.