Blade Runner TTRPG

Mine came in. Somewhat damaged, but in hand. The seller offered a refund, but had no replacement copies. I would rather have it than wait several more months for a new one.
 
So, first impressions, these are just initial impressions without thoroughly delving into the text:

This game a has numerous positives:

In the positive: It is an official Blade Runner rpg -finally, the core rulebook is nicely assembled with maps of the city inside the cover where there normally are blank areas, a timeline of history, coverage of aerial combat and spinner chases, character development that includes levels of humanity (how humane a character is rather than how human a character is -that is called "human supremacist"), detailed case files to base investigations on, the artwork is not distracting from the theme, the inclusion of the KIA device from the 1998 game, lots of background material to cover for players -probably as a cushion for their emotions.

It also has some negatives:

Some of the conventions are odd: heavy reliance on dice(nothing really new here), character roles that maybe better suited to cyberpunk rather than Blade Runner, wasted segments dealing with the comfort level of players and while simultaneously having paragraphs filled with inappropriate expletives, no references addressing animal murder(a major theme in the 1998 computer game), overly flexible time segments where a round can be 5-10 seconds, unnecessary inclusion of a card mechanic that could easily be replaced by a die roll since dice are already emphasized, limited knowledge of injuries/damage effects, no need to count ammo, nonexistent bridging of technology and history between films(while events are mentioned, the technology leaps from 2019 to 2049 without intermediate stages) there is no obvious way to play periods not expressly outlined, no mention of the Lobster Spinner and its uses, Holden is somehow still alive after all this time (2037) and a deputy chief, no mention of square gate technology and how ships travel to distant colonies, no mention of cults like Mercerism, no mood organs, vehicles can not take cover and are somehow always exposed to attack and damage, awkward writing -unexpected changes in tone and reference, sentence fragments galore, just to name a few.

This is just preliminary though, your milage may vary.
 
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So, first impressions, these are just initial impressions without thoroughly delving into the text:

This game a has numerous positives:

In the positive: It is an official Blade Runner rpg -finally, the core rulebook is nicely assembled with maps of the city inside the cover where there normally are blank areas, a timeline of history, coverage of aerial combat and spinner chases, character development that includes levels of humanity (how humane a character is rather than how human a character is -that is called "human supremacist"), detailed case files to base investigations on, the artwork is not distracting from the theme, the inclusion of the KIA device from the 1998 game, lots of background material to cover for players -probably as a cushion for their emotions.

It also has some negatives:

Some of the conventions are odd: heavy reliance on dice(nothing really new here), character roles that maybe better suited to cyberpunk rather than Blade Runner, wasted segments dealing with the comfort level of players and while simultaneously having paragraphs filled with inappropriate expletives, no references addressing animal murder(a major theme in the 1998 computer game), overly flexible time segments where a round can be 5-10 seconds, unnecessary inclusion of a card mechanic that could easily be replaced by a die roll since dice are already emphasized, limited knowledge of injuries/damage effects, no need to count ammo, nonexistent bridging of technology and history between films(while events are mentioned, the technology leaps from 2019 to 2049 without intermediate stages) there is no obvious way to play periods not expressly outlined, no mention of the Lobster Spinner and its uses, Holden is somehow still alive after all this time (2037) and a deputy chief, no mention of square gate technology and how ships travel to distant colonies, no mention of cults like Mercerism, no mood organs, vehicles can not take cover and are somehow always exposed to attack and damage, awkward writing -unexpeted changes in tone and reference, sentence fragments galore, just to name a few.

This is just preliminary though, your milage may vary.

I expect some of that stuff to be addressed in supplementary books. FreeLeague always releases additional supplemental books for their games and I am completely expecting at least one for Blade Runner.
 
I didn't really mention the use of the handouts. The use of props in a game is fairly rare and blends larp elements to the play. Visually, aids are always helpful in awkward situations.

I have yet to see anything about using miniatures though. Miniatures minimize confusion in tactical situations.
 
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Blade Runner expansions announced.

Fiery Angels and Replicant Rebellion for the Blade Runner RPG Revealed

Time to live. Or time to die.
Hi!

We're happy to announce not just one but two major expansions to the award winning official Blade Runner The Roleplaying Game – the Fiery Angels deluxe case file module, and the Replicant Rebellion sourcebook. Fiery Angels will be available for early access and pre-order via the official website in Q3 for a planned Q4 release, while Replicant Rebellion is slated for release in 2024.

More information regarding both expansions is listed below. Regular news updates will be issued via the game’s official website during the run-up to the release.

ENNIE Award Nominations! In other news, we're thrilled that Blade Runner The Roleplaying Game has just been shortlisted for two ENNIE Awards! Voting starts July 14. Winners are announced at Gen Con on August 4. The game was previously shortlisted for Best RPG at the Origins Awards, and won both the Peoples Choice and Judges Choice for Best Adventure at the UK Games Expo Awards this year.
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CASE FILE #2: FIERY ANGELS

Following the same deluxe format and packaging as the award-winning Case File #01: Electric Dreams, included in the Blade Runner RPG Starter Set, Case File #02: Fiery Angels is a boxed set featuring a new thrilling investigative scenario and a host of in-world handouts, photos, maps and more.

This new investigation starts off with the Blade Runners assigned to question a suspect arrested while trying to infiltrate the Wallace Corporation Memory Vaults. The case leads the team down a perilous path that explores the boundaries of Replicant technology and its consequences. The player characters need to contend with an array of physical, mental, and moral challenges.

Though Fiery Angels is a stand-alone adventure, users who have played Case File 01: Electric Dreams will experience a continuation of story elements from that narrative. This new boxed Case File module will include:
  • A beautifully illustrated and detailed scenario book with locations, characters, events, and leads to follow.
  • A manila envelope containing around 20 handouts, including a variety of in-world artifacts and Esper photos.
  • Half a dozen full-color, double-sided maps.
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REPLICANT REBELLION

Replicant Rebellion
expands the scope of the core game, allowing players to join the ranks of the Replicant underground in the Los Angeles of 2037. The characters are an independent cell loosely organized under Freysa Sadeghpour’s leadership, and undertake a variety of operations – from helping fugitive Nexus-8 Replicants elude capture to sabotaging installations of the Replicant industry. This beautifully illustrated hardback sourcebook will include:
  • An overview of the history and organization of the Replicant underground, charting its presence throughout the Blade Runner timeline.
  • Detailed guidelines on how to play a Replicant underground campaign, including several new player character archetypes.
  • Half a dozen complete Operations (i.e., complete adventures) to play for a cell in the Replicant underground.
 
What about movement mechanics?! It would be nice to have this game properly framed as a LARP rather than a TTRPG. Play style is different and the expectations of players are different.

It is odd to ignore the enormous opportunity for marketing of miniatures as well.

Oh well, house rules rule!
 
What about movement mechanics?! It would be nice to have this game properly framed as a LARP rather than a TTRPG. Play style is different and the expectations of players are different.

It is odd to ignore the enormous opportunity for marketing of miniatures as well.

Oh well, house rules rule!
I know some people who have 3d printed their own miniatures or used Shadowrun miniatures.
 
If you want miniature spinners, you can try to get the Loot Crate aerodynes made by Chronicle Collectibles a few years ago. They show up occasionally on eBay.
 
Preliminary review of Case File 02: Fiery Angels

Out of the box this is yet another nicely packaged addition to the Blade Runner game.

It is a boxed set with a game book supplement, a set of mugshot cards and case file handouts. Location maps are also included in the set.

The artwork is consistent with the base game in the same watercolor style.

The positives:

•This supplemental package includes many resources that will help to flesh out the L.A. of Blade Runner.

•More history filling in the gap between the films is included.

The negatives:

• The first glaring negative is oppressive and heavyhanded play style. There are several restrictions on how players should proceed, what players are allowed to succeed at and the direction of the investigation. There are several "do not allow" kind of instructions to the Game Runner. A forced narrative is contrary to roleplay gaming.

•FA utilizes the 1998 Blade Runner assets in the form of Ray McCoy (who could have been a Replicant in that game), Runciter, a character who alternately was ruined or killed in the 1998 game as well as Runciter's shop which was gutted in the previous game. Runciter is also a creep. He was very predatory with young Lucy in the 1998 game.

This was all parallel to the 2019 investigation of the original film. Their fates would be forgotten history by 2032.

• No new equipment or vehicles are included to fill the time gap between the two films.

•Introduction of a new character that forebodes a sinister nature to the replicants. This reverses the implications of the original film.

•Still no miniatures rules nor scales to utilize markers as visual aids. It's still mainly a larp.

Conclusions thus far:

The resource is a good addendum to the game overall, but the oppressive play style will be an irritation to seasoned RPG players.
 
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I miss the old style RPG manuals that were light on the graphics but dense with rules of play and background - especially from companies like, Fantasy Games Unlimited.

e.g. FGU's Chivalry and Sorcery

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I felt like I got my money's worth.

Keep the graphics and give me a tome any day.
 
Yes, art is better these days, usually, but mechanics need to be rock solid first.

We do live in the age of books like "Dungeons and Dragons for Dummies".

I am considering submitting a set of miniatures rules to Free League.

It seems silly to ignore a whole aspect of gaming as well as the subsequent product line.
 
I miss the old style RPG manuals that were light on the graphics but dense with rules of play and background - especially from companies like, Fantasy Games Unlimited.

e.g. FGU's Chivalry and Sorcery


I felt like I got my money's worth.

Keep the graphics and give me a tome any day.


Yes, art is better these days, usually, but mechanics need to be rock solid first.

We do live in the age of books like "Dungeons and Dragons for Dummies".

I am considering submitting a set of miniatures rules to Free League.

It seems silly to ignore a whole aspect of gaming as well as the subsequent product line.
Many modern RPG and tabletop game books are 'lazily' designed. The perfectly straight layout and computer-assisted painting (even by great artists) makes them feel artificial. Look at all the "parchment type" background that is just the same pattern repeated on every page. Or the floor tiles that have the exact same cut-and-paste details.

Fantasy books should have printing plates made by photo-printing cells, with hand-taped layouts. Modern 2D artists can make fantastic images, and be super-talented, but they just feel 'wrong' in most pen-and-paper FANTASY books. The text and images should be slightly crooked, feel hand made. I'll take the original 1970s AD&D cover (with that ugly demon) over any of the modern versions made by WOTC/Hasbro. Give me covers by Elmore, Caldwell, Parkinsson... and maybe Brom. The books should add to the feel of the game, almost as if they were props from it.

(I don't mind the CG layout in scifi RPGs though.)

Note: The above is not a commentary on Free League. I know (and have worked closely with) several people there, they are great and talented. So far they seem to be killing it with everything they produce. I think they were even allowed to change and add to official canon in the Alien RPG.
 
Personally, I have to disagree with Free League's artistic choice of using watercolors. It is a funny reference at first, (tears in rain) but it really doesn't fit with the theme of artificiality and being.

Humanity loves its technology in this world and has no use for art.
 
Replicant Rebellion and all stretch goals successfully funded last night.
Stretch goals for the Asset Pack include:

New maps (total of 15), case files, props and now stand up character player markers.
Virtual Table Top modules. Heat Meter, new character archetypes: Power Broker and Doctor, Bonus Operation: Mole Hunt and finally Solo Mode. Rules for playing the game by yourself without the need of a game master.
 
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