Hello there,
I have just received a notification that EARLY ACCESS materials for BLADERUNNER Core Rulebook and Starter Set were updated in my library at DriveThruRPG. According to the notifications the changes were:
(Core Rulebook):
"The changes are mostly cosmetic, except a few minor tweaks in the timeline on page 14-15."
The file:
Blade_Runner_Core_Rules_220803.pdf
(Starter Set):
"The changes are mostly cosmetic, except a few clarifications and typo fixes in Electric Dreams (all included in the final print file as well). Also, a booklet with condensed rules has been added."
The impressive list of files in the Starter Set:
Blade_Runner_RPG_Case_File_Report_220801.pdf
Blade_Runner_RPG_Case_File_Time_Tracker_2.pdf
Blade_Runner_RPG_LA_Map_220801.pdf
Blade_Runner_RPG_Playing_Cards_220801.pdf
Blade_Runner_RPG_Starter_Electric_Dreams_.pdf
Blade_Runner_RPG_Starter_Handout_Maps_220801.pdf
Blade_Runner_RPG_Starter_Handouts_220801.pdf
Blade_Runner_RPG_Starter_Pregenerated_Cha.pdf
Blade_Runner_RPG_Starter_Rules_220801.pdf
That said, here a few observations:
1. The retro SF look is ingenious, immaculate and incredible. I fell in love with the Coriolis graphics, Alien bleakness, Tales of the Loop alienation, and here is yet another unbelievably well done mix of style in the service of substance: washed out backgrounds, brutally thick characters built to last, neon colors that hide bleakness beyond them, everpresent light pollution.
2. Everything is graphics-heavy. My in-game advice is to use plain Google Docs for character sheets and copy'n'paste handouts. Google Docs scale well to mobile devices, so it is unlikely that the people at your table are going to have issues with using them.
3. The system changed since Aliens and Vaesen. It appears to be more polished, however as I haven't playtested, that's just an educated guess.
The original year zero engine (http://frank-mitchell.com/rpg/year-zero-engine-ogl/; Year Zero Engine OGL) works like this:
a) assemble your dice pool: d6 * (ATTRIBUTE_VALUE + SKILL_VALUE).
b) modify the quantity of dice for difficulty, tools, advantage, health, advantage.
c) roll and count 6s (a single 6 is a success, however in some cases you need to get more successes, or the more you get the better, or you need to get more than your opponent).
d) if you fail, you may declare a push, which is a full reroll at a cost (where the cost depends on a particular system).
The Blade Runner version:
a) your pool is two dice, ATTRIBUTE_DIE and SKILL_DIE, you may also get a third die, an ADVANTAGE_DIE. A Disadvantage means you lose a die from the pool.
b) a DIE can be d6, d8, d10, d12.
c) roll and count successes, each 6+ is a success, each 10+ counts as two successes.
d) if you fail, you may declare a push, a full reroll of the dice. The cost happens only and for every "1" you roll during the push.
4. Character creation is improved.
Despite the simplicity of the system, the character creation usually took quite long due to the length of list of options - you had to engage the players, explain stuff, and then wait for them to make the choice. This time, we have a detailed check list (14 steps) with an option to roll in case you don't want to take the long way.
Oh, and Strength still appears to be the least attractive of attributes.
I have just received a notification that EARLY ACCESS materials for BLADERUNNER Core Rulebook and Starter Set were updated in my library at DriveThruRPG. According to the notifications the changes were:
(Core Rulebook):
"The changes are mostly cosmetic, except a few minor tweaks in the timeline on page 14-15."
The file:
Blade_Runner_Core_Rules_220803.pdf
(Starter Set):
"The changes are mostly cosmetic, except a few clarifications and typo fixes in Electric Dreams (all included in the final print file as well). Also, a booklet with condensed rules has been added."
The impressive list of files in the Starter Set:
Blade_Runner_RPG_Case_File_Report_220801.pdf
Blade_Runner_RPG_Case_File_Time_Tracker_2.pdf
Blade_Runner_RPG_LA_Map_220801.pdf
Blade_Runner_RPG_Playing_Cards_220801.pdf
Blade_Runner_RPG_Starter_Electric_Dreams_.pdf
Blade_Runner_RPG_Starter_Handout_Maps_220801.pdf
Blade_Runner_RPG_Starter_Handouts_220801.pdf
Blade_Runner_RPG_Starter_Pregenerated_Cha.pdf
Blade_Runner_RPG_Starter_Rules_220801.pdf
That said, here a few observations:
1. The retro SF look is ingenious, immaculate and incredible. I fell in love with the Coriolis graphics, Alien bleakness, Tales of the Loop alienation, and here is yet another unbelievably well done mix of style in the service of substance: washed out backgrounds, brutally thick characters built to last, neon colors that hide bleakness beyond them, everpresent light pollution.
2. Everything is graphics-heavy. My in-game advice is to use plain Google Docs for character sheets and copy'n'paste handouts. Google Docs scale well to mobile devices, so it is unlikely that the people at your table are going to have issues with using them.
3. The system changed since Aliens and Vaesen. It appears to be more polished, however as I haven't playtested, that's just an educated guess.
The original year zero engine (http://frank-mitchell.com/rpg/year-zero-engine-ogl/; Year Zero Engine OGL) works like this:
a) assemble your dice pool: d6 * (ATTRIBUTE_VALUE + SKILL_VALUE).
b) modify the quantity of dice for difficulty, tools, advantage, health, advantage.
c) roll and count 6s (a single 6 is a success, however in some cases you need to get more successes, or the more you get the better, or you need to get more than your opponent).
d) if you fail, you may declare a push, which is a full reroll at a cost (where the cost depends on a particular system).
The Blade Runner version:
a) your pool is two dice, ATTRIBUTE_DIE and SKILL_DIE, you may also get a third die, an ADVANTAGE_DIE. A Disadvantage means you lose a die from the pool.
b) a DIE can be d6, d8, d10, d12.
c) roll and count successes, each 6+ is a success, each 10+ counts as two successes.
d) if you fail, you may declare a push, a full reroll of the dice. The cost happens only and for every "1" you roll during the push.
4. Character creation is improved.
Despite the simplicity of the system, the character creation usually took quite long due to the length of list of options - you had to engage the players, explain stuff, and then wait for them to make the choice. This time, we have a detailed check list (14 steps) with an option to roll in case you don't want to take the long way.
Oh, and Strength still appears to be the least attractive of attributes.