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.

Heart: The City Beneath

Spire

Ok, look, you do not need to have played Spire: The City Must Fall, before delving into Heart: The City Beneath, but it sure doesn’t hurt.
As it happens we finished a year long campaign of Spire earlier this year. We had a great time with it. It was a refreshing change of pace for us. As a group we had played a lot of D&D, a couple of Free League games and a bunch of Call of Cthulhu so this was quite a departure. The ruleset of the Resistance system was something we had to get to grips with throughout the course of that campaign but, once we embraced it, the speed, flexibility and the power of the fallout system, in particular, began to really work for us. Fallout is the consequences you have to endure when things go wrong. Like Powered by the Apocalypse and Forged in the Dark games, it works with a dice pool system, but in this case you roll a number of d10s dependant on your skills and domains in a given situation. The top roll is the only one that matters and it can give you a complete failure, a mixed result (a success with consequences) or a total success. There were a couple of niggling issues that we had with the system, mainly involving how you determined if you took fallout or just stress. These generally revolved around the stress/resistance protection mechanic.

I will not lie to you, dear reader, I was worried going into it. Spire does not encourage the GM to prepare much. I used a published campaign frame, so that helped, but much of the plot is supposed to be generated by the PCs. This was tough for the players too, at least for a while. The campaign frame and I put a stew of NPCs, locations and events in their bowls in the first session, asked them to separate out the individual elements and come up with a recipe for their own, different dish, using the same ingredients. It took a while and a lot of discussion to determine their preferred approach and that changed multiple times. But by the end of the campaign we all felt much more comfortable with this style of play and that stood to us going into Heart, which uses broadly the same system.

Still, I don’t know if we would have decided on a Heart campaign as the very next thing to replace Spire if it had not been for the setting. Rowan, Rook and Decard’s Grant Howitt and Chris Taylor brought to life a beautiful and terrible city-state in Spire. The high-elves, or Aelfir, came to the mile high city of Spire two centuries ago and took it from the dark elves, or Drow. The PCs in Spire are members of the Ministry of Our Hidden Mistress, the outlawed para-military wing of an outlawed Drow religion. They fight a losing battle to regain control of the city for the Drow while dealing with cannibal cults, dangerous human retro-technologists, demonologists and, of course, the Aelfir themselves and their loyal Drow.

The setting and the classes of this game are what drew us all back to the same world.

The Heart knows what you want

And Heart, as implied by the title, is in the same world. It is the fucked up and enigmatic city beneath Spire. The Heart itself, (the true Heart, the one at the centre of the City Beneath, the thing that imbues it with bizarre intelligence and a wish to fulfil the desires of those brave mortals who dare to tread it’s veins and arteries) much like Spire, could be whatever you and your table decide it is. Maybe it’s an alien intelligence stranded below Spire, maybe it’s a portal to an other dimensional world, maybe it’s the echo of a technological marvel from the future. In practice, I feel like answering that question is a trap you should avoid, even if it is the goal of the PCs.

The most important thing about the Heart as a setting is that it is, in some way, sentient, aware, alive. As well as that, as alluded to above, it would grant the desires of other sentients. It is clear, though, that the Heart has a different idea about what you want than you do. It will take your desires far too literally or take them too far or misunderstand them to comic/tragic effect. So what the PCs want overall and from session to session is especially important to the game and how it turns out.

Delvers

As for the PCs, unsurprisingly, they play characters with classes that are matched only by the Spire ones for sheer inventiveness and bonkersness. Unlike Spire, they are not rebels, they are not fighting the aelfir for control of the Heart, they are adventurers, or Delvers. They are drawn or forced to explore the Heart for their own reasons.

The Players get to choose a few important elements for their characters before they start, their Ancestry (human, drow, aelfir and gnoll,) their Calling and their Class.

Ancestry and Class are fairly self explanatory but Callings will be unfamiliar to most. A PC’s Calling is their motivation and their route to advancement and eventual death. You might have been Forced to travel the Heart by a master you dare not refuse. Or maybe you are a Penitent who feels the need to make amends by finding those in need in the City Beneath and aiding them. Perhaps you are simply in search of adventure or enlightenment or the echo of the Heartsong itself. Each of these Callings bestows on the PC a core ability but more importantly, it provides a long list of beats. A beat might be something you want your character to achieve or something they need to endure or have inflicted on them. They come in minor, major and zenith flavours. A PC has two active beats at any given time and together, the GM and the player are trying to make at least one of those happen every session. When you hit a beat, you get an ability of the corresponding type, minor, major and zenith. When you hit your zenith beat, you get your final ability, and when you use that ability, it’s curtains for that character.

In our game we have three PCs:

  • A human Junk Mage with the Adventure calling – There is an element of junk to the junk mage, they can fix stuff with magic, but there is also an element of the junkie to the Junk Mage, so magic is their fix. Get it? They are on a mission to reach greater and greater heights of magic in the Heart and it draws them into some interesting situations.
  • A human Deadwalker with the Heartsong calling – The Deadwalker has his Death, an aspect of a loved one, (?) which follows him around and, which only he can see. He can fold himself into another dimension called the Grey. This has led to some very entertaining moments and solutions. The Heart knows him and wants something for him. But what?
  • An aelfir Vermissian Knight with the Enlightenment calling – The knight has a suit of armour that he personally constructed out of trains. He is obsessed with resurrecting the long defunct Vermissian subway network to serve The City Above. This is mainly because he is partly responsible for the disaster that rendered it, not only useless, but actively dangerous.

From Haven to Terminus

I started the party off in the City Between, Derelictus, making liberal use of the Heart sourcebook, Burned and Broken, for descriptions and ways to use this, lowest of Spire’s districts as a delve. From there they were sent into the Heart to retrieve a robot duplicate of a guy based in Haven Station. They have to check all the Vermissian stations on the way down to find him. So I called the campaign, “From Haven to Terminus.”
We soon moved into the events of the beginners’ scenario, Drowned, which is featured in the Heart Quickstart. We’ve been delving for six sessions and expect three or four more.

Mechanically, Heart has improved on some of the rules that Spire introduced. The stress/resistance protection mechanic has been simplified and is much easier to understand and apply now. Determining whether or not your character takes fallout is more straight-forward. Healing is a lot easier and more accessible in general and even combat feels like it flows a bit better.

In play it feels like a procedurally generated mega-dungeon with pockets of hardy civilisation, or havens, eking out a living until the pathways and caverns of the Heart warp and change enough to wipe it out again. The PCs go on delves for one reason or another but a common side-effect of delves is that they establish connections between havens, making it much easier for the PCs and others to travel between them in the future. This is a cool way to have them make a significant impact on the world and, dare I say, have them feel some sense of responsibility for it.

My overall impression so far is that I love this game. I love the weirdness of it and the horror of it, I love the dungeon delve theme that does not require a new monster or puzzle in every numbered room, I love how it has made us think on our feet and tell a story that we could not have foreseen at the start of each session. I love the beats that give me and the players something to aim for every time we play and I love the looming rewards/threats that are the zenith beats and abilities. And I do almost no prep at all. I might write a couple of notes of the kinds of things they might encounter on a delve but the rest is improv. The me that was shaking in my boots about running my first Spire session would not recognise the me that is improvising entire dungeons on the fly in Heart.

What I’m playing, July 2024

Lists

The internet loves a list. A top ten, preferably. I don’t have a top ten today. Sorry to disappoint you, dear reader.
Instead, here I have gathered an unranked list of the six RPGs I am currently involved in. I’m running half of these and I’m a player in the other half, so it’s organised that way only.

This list does not represent the full catalogue of games I have been involved with so far this year. That will come in a separate post or series of posts in the near future. I guess this might seem like a lot of ongoing games to some. On the other hand, I’m quite sure it doesn’t seem like all that many to others. I usually fit in the odd one-shot into the schedule too, but other than that, this works well for me, especially as they are all fortnightly, pretty much.

I play two of these games in my house with my wife and friends, I play one with some members of our fledgling local RPG community, Tables and Tales. We play that in another friend’s house. Two more are online with friends and the last is played online with members of the international RPG community, The Open Hearth.

There’s no doubt that the ability to play online has opened a world of possibilities that, up until the start of the pandemic, I had not really even considered. It’s not the same as meeting around a table with snacks and drinks and banter. You can’t have cross-talk on Zoom. The chaos that is allowed to reign over the table in home games at times is to be treasured, in my opinion, and you really can’t recreate that on a video call. But when your mate you want to play with lives hundreds of miles away or when the only people you can get to play the little-known, esoteric story game you want to experience are located all across the world it’s definitely a boon.

Anyway, for now, I’m going to write a post on each of the games I’m running since I have more to write about each of those. I’ll do a single post for the games in which I am a player.