The Blade Runner – The Roleplaying Game Starter Set takes
roleplayers into a world of despair and uncertainty, when what it is to be
Human is lost, when empathy is all that separates mankind from that which is
not only faster and stronger than it us, but also threatens to replace us.
Under the darkness of a world soiled by war, pollution, and ecological
degradation, in the shadows spun by neon, simulacra skulk, hiding amongst those
they want to be like, and they will do anything to survive and become more like
the masters they once served. The year is 2037. The Wallace Corporation is the
wealthiest company in the system and using advances made on Tyrell Corporation
technology and patents, has introduced the Nexus-9, a replicant design
incapable of lying or harming humans of its own accord. The United Nations
classifies the Nexus-9 as ‘safe’ Replicants and grants them the status of second-class
citizens with limited rights. Rep-Detect Units of the world’s various police
forces are still responsible for investigating crimes related to replicants and
some even begin to employ Nexus-9 units as investigators. The Blade Runner –
The Roleplaying Game Starter Set presents a complete investigation—or Case
File—as it is known for four players and the Game Runner. This includes a
summarised version of the full rules from the Blade Runner – The RoleplayingGame,
four pre-generated Investigators, two sets of dice, and the complete Case File
supported by innumerable handouts.
The Blade Runner – The Roleplaying Game Starter Set is published by Free League Publishing and comes very well appointed. It includes the thirty-two-page Rules book, the
fifty-six-page Case File 01: Electric Dreams, four pre-generated Investigator
sheets, a Time Tracker Sheet, a large foldout full-colour map of 2037 Los
Angeles, twenty-six full colour-handouts—both clues and maps, seventy cards,
and a set of eight dice. The dice consist of two six-sided, two eight-sided,
two ten-sided, and two twelve-sided dice. The dice are marked with numbers and
symbols. Successes are also marked with eye symbols, two for the maximum number
on each die, whilst ones are marked with an Origami Unicorn. The cards include
Initiative cards as well Mugshot cards for the Case File, plus Aerial Chase
Obstacle cards, Ground Chase Obstacle cards, Foot Chase Obstacle cards, and
Chase Manoeuvre cards for use in the different types of chases the
Investigators have to engage in. The four pre-generated Investigators consist
of two Humans and two Replicants. The Humans consist of a veteran Inspector and
an Enforcer with a military background, whilst the Replicants consist of a
Forensics Specialist and an Interrogation and Negotiation Specialist.
The Rules book wastes very little is getting on with the
explaining the mechanics of the roleplaying game. There is a little colour
fiction and a timeline of events from the eighties through the events of Blade
Runner and its fallout, the Blackout which destroyed the digital world, its
partial restoration via the Wallace Datalink Network, and the introduction of
the Nexus-9 by the Wallace Corporation. It then explains some of the concepts
of game play. This includes playing in shifts—four six-hour shifts per day—with
one of them devoted to Downtime, when an Investigator can rest, relax, clear
his head and reset his system. The players are advised to split the party and
conduct multiple, separate investigative paths. An Investigator can suffer
Stress—by Pushing skill rolls and rolling Origami Unicorn symbols on the die,
working too many Shifts without Downtime, and from stressful situations. An
Investigator who suffers too much Stress can be Broken, and in the case of a
Replicant, result in his needing to return to the Rep-Detect Unit Headquarters
for a Baseline Test, which will reset his stress levels, but will lose him
Humanity Points if he has gained any. The Rules book also notes the roleplaying
game’s capacity for Player Character versus Player Character conflict,
typically triggered by different interpretations of a case or the moral choices
stemming from such interpretations.
An Investigator in Blade Runner – The Roleplaying Game is simply detailed. He
has four Attributes— Strength, Agility, Intelligence, and Empathy, and thirteen
Skills, three per Attribute. The thirteenth Skill is Driving, which is derived
from the manoeuvrability of the vehicle being driven. Both Attributes and
Skills are assigned a letter, A, B, C, or D. Each letter corresponds to a die
type. Thus, A to a twelve-sided die, B to a ten-sided die, C to an eight-sided
die, and D to a six-sided die. To undertake an action, a player rolls one die
for the Attribute and one die for the Skill. Rolls of six or more count as a
success. Rolls of ten or more grant two successes. In general, unless rolls are
opposed, only one success is required to succeed at an action. An extra success
enables an Investigator to get more information, perform a task faster, or help
an Investigator with a task. Only in combat do more than the one extra success
count, indicating that more damage has been inflicted or a critical injury.
An easy task gives an Investigator an Advantage. In which case, his player
rolls another die, equal to the lowest die in the pool. Conversely, a difficult
task removes the lower die in the pool altogether. If any roll is unsuccessful,
a player can choose to Push the dice roll and roll again. However, if a one—or
the Origami Unicorn—is rolled on the first roll or the Pushed roll, the
Investigator will suffer Stress. A Human can Push a Skill rolls once, but a Replicant
can Push a Skill roll twice.
In addition, an Investigator can have Specialities associated with
Skills—Humans tend to have them more Replicants. Both Human and Replicant will
however, have a Key Memory and a Key Relationship. The Key Memory can be used
once per game session to improve an Investigator’s chance to succeed and will earn him a Humanity Point at the end
of the session, as will interacting with his Key Relationship. Throughout an
investigation, an Investigator can earn and lose Promotion Points, depending
upon his actions and progress in the case. Replicants who lose all of their Promotion
Points must take a Baseline Test. Promotion Points can be spent to learn
Specialities, to request specialised equipment, and to even apply for a pay
increase. Humanity Points are earned for committing acts of compassion or
humanity and can be used to increase Skills.
Mechanically, the Blade Runner – The Roleplaying Game Starter Set—and thus the Blade Runner – The Roleplaying Game—at this stage does not quite resemble the Year
Zero used in Free League Publishing, such as Alien: The
Roleplaying Game or Tales from the Loop – Roleplaying in the ’80s That Never Was.
It is more like the rules to be found in Twilight 2000: Roleplaying in theWorld War III That Never Was,
but ultimately, the major difference lies in the fact that in most Year Zero
roleplaying games, a player will be rolling a handful of six-sided dice,
whereas here, polyhedral dice and used, and typically just the two per roll.
Combat is designed to be straightforward, an Investigator typically having one
move and one action per round, initiative being handled by cards, with options
including grappling, taking aim, manipulating or influencing someone, and so
on. A roll of two or more Successes on an attack roll counts as a critical
success, necessitating a roll on a Critical Injuries table with the ‘Crit Die’
for the weapon used. Blade Runner – The Roleplaying Game is not a forgiving
game in terms of combat and all firearms have a high ‘Crit Die’, so the
Investigators should not engage in combat lightly. The rules also cover
vehicles in combat—some vehicles can be armed, but for the most part, one
vehicle will be ramming another. The rules for chases cover chases on foot, and
then by ground or in the air.
Further background details Los Angeles Police Department Precinct 995 or ‘the
Tower’, which is where the Investigators are based as part of the Rep-Detect
Unit. It lists some of the resources available to an Investigator via ‘the
Tower’ and looks at leveraging assets, conducting investigations, and
protecting your sources. It also discusses working the system in order to
progress with a Case File, noting that making the wrong choices or not updating
an Investigator’s Reporting Officer will result in a loss of Promotion Points,
but may reward Humanity Points. The equipment covered in ‘Tools of the Trade’
includes the Voight-Kampff Machine, the Post-Traumatic Baseline Test used on
Nexus-9 Investigators, various weapons including the PK-D 5223 Blaster and the
PK-D FKM890 Blaster, and the LAPD Spinner – Detective Special Model 294-02.
The investigation included in the Blade Runner – The
Roleplaying Game Starter Set is Case File 01: Electric Dreams. It is actually
the first part of a campaign arc called ‘The Immortal Game’, which Free League
Publishing intends to support with further releases. Case File 01: Electric
Dreams opens with a classic scene almost exactly like that of Deckard’s
introduction in Blade Runner. It is a nice touch, but it also introduces one of
the many handouts in the scenario—a newspaper. The investigation involves a
missing Replicant, working for the Rep-Detect Unit. The Investigators are
assigned to find it. The investigation is supported with an array of
high-quality handouts for the players and their Investigators, a countdown of
events for the Game Runner to trigger, Downtime events to make the Investigator
lives more interesting, and descriptions of the clues, locations, and NPCs for
the Game Runner. There is advice on running the Case File with one, two, or
three Investigators and on substituting Investigators of the players’ own
creation using the rules in Blade Runner – The Roleplaying Game. It is a fairly
complex scenario, which will probably take a group several sessions to roleplay
through as the Investigators are divided physically in following multiple
trails of clues—they can keep in touch via the KIA or ‘Knowledge Integration
Assistant that each of them is assigned—and potentially morally as more and
more of the mystery is revealed and the Investigators have to choose between
what is the correct course of action in terms of procedure and what the best
course of action in terms of empathy. Of course, they will be under pressure
from both their boss—Deputy Chief Dave Holden—and the Wallace Corporation for a
quick resolution, the Game Runner recording the Investigators’ actions and time
spent on the Time Tracker. Fans of Blade Runner will definitely enjoy it as it
visits several familiar locations and NPCs.
Physically, the Blade Runner – The Roleplaying Game Starter Set is very well
produced. The two booklets could be a little sturdier and as with Alien: The
Roleplaying Game, not everyone is going to appreciate its open layout and text boxes
on dark backgrounds. The handouts and the maps and the cards though, are all of
really high quality. The artwork is excellent, really capturing Bladerunner’s
look, feel, and tone.
If there is a downside to the Blade Runner – The Roleplaying Game Starter Set,
it is this. At the time of its publication and right now, it contains the only
Case File available for the roleplaying game. However, once there are more Case
Files, the Rules book becomes an easy reference for the basic rules that the
players can consult, many of the cards can be used in play, and there are
locations in Case File 01: Electric Dreams which the Investigators may revisit
in future cases. Of course, the extra dice are useful too.
The Blade Runner – The Roleplaying Game Starter Set will appeal most obviously to
the Blade Runner fan, as well as the Science Fiction fan, the neo-noir fan, and
the fan of mysteries of any kind. This is a great introduction to Blade Runner
– The Roleplaying Game, one which the Game Runner will definitely want as it
provides the roleplaying game with its first full Case File, a superbly supported,
well written mystery that captures the world of Blade Runner seen on onscreen.