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‘Blade Runner: The Role Playing Game’ Gives You the Tools to Live Out Your Own ‘Blade Runner’ Movie [Review]

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Even though I ended up really positive on Alien, I often find tabletop RPGs based on existing properties to be under satisfying. My preference is to play in new worlds, allowing works of art I like to influence me as I tell fresh stories rather than trying to rehash ones I’ve seen before. That being said, a film like Blade Runner did significantly define the cyberpunk genre, one that’s extremely popular in the medium of tabletop RPGs, so Free League Publishing’s Blade Runner: The Roleplaying Game makes sense as their next big adaptation.

It’s very clear that the team behind the book are passionate about the films. A large portion of the book is dedicated to painting the setting, which takes place between the two films in the year 2037, in painstaking detail. This section functions as a more robust version of the text that precedes each film, going in depth on the rise of the Wallace Corporation and the current structure of the world. While the world of Blade Runner is interesting, it does feel like it hasn’t evolved with the rest of the cyberpunk genre. Sure there’s evil megacorporations and wealth inequality, but the setting doesn’t seem as vibrant or exciting as new games in the genre, like Free League’s other recent release Cy_Borg.

For Blade Runner fans, there’s a lot of backstory to dive into, but since it’s a world we’ve seen before there are a lot less surprises.

Since all players are Replicant-hunting Blade Runners, character creation feels a little flat to me. Aside from choosing between human and replicant, which has slight mechanical differences, there are different archetypes that you can play as, such as cityspeaker and enforcer, but these end up feeling slightly generic. The classes affect your stats, which are broken down into attributes and skills, like all other games that share the Year Zero engine that Blade Runner is based on. Instead of being standard number scores, these stats all have letter grades that correspond to the die you will roll when doing a check.

For example, if you’re in a fist fight, you may have a D8 in the hand-to-hand skill and a D10 in the strength attribute. Roll a six or higher on either die, that counts as a success. Roll a 10 or higher, that’s two successes. Rolling multiple successes across your two dice gives you a critical success, which can have extra effects to your action. You can push yourself to reroll dice, but at the risk of hurting yourself. It’s a smart system that incentivizes you to use the skills you’re good at while still giving you a chance of success even when you’re using your worst stats.

Your character also has some built in elements to help you figure out who they are aside from their stats. As part of set up, you will define a key relationship and memory to help sketch out your character’s past and present. These can be used by the GM to help build events in the game, tying the ongoing action to your character in more personal ways. You also have a signature item, which can be used during a scene to help you recover.

Combat has some interesting wrinkles to it, but can feel a bit fiddly. There’s lots of rules for different things like falling, drowning and fire damage, which can sometimes slow things down at the table while you’re trying to remember all the specific rules. The main core of the game relies not only on damage, but a crit die for each weapon. Any time you roll a critical success with your attack, you get to roll the crit die of your weapon, which causes an injury to the target in addition to the standard damage. These have both narrative and mechanical effects, making for satisfyingly cinematic fights. For example, that punch you do may knock out their teeth, causing them to have disadvantage on manipulation rolls, while the gunshot may give them a bleeding gut, causing any mobility roll to re-open the wound. It’s a lot of different dice values to keep track of, but once you do it feels a bit more dynamic than a standard D&D fight.

Since Replicants often run from their pursuers, the game outlines some clever rules for both on-foot and car chases. Each round, both the pursuer and the prey secretly select from a series of maneuvers in an attempt to catch up to or lose the other person. Once those are chosen, a random obstacle is rolled, adding both flavor and consequence to that moment in the chase. The prey may have their hide maneuver canceled by running into a dead end, while a crowd of people with umbrellas may give that same hide maneuver advantage. It’s a smart system that allows for another way to resolve action aside from a straight up fight.

The biggest hook for this game to me is the investigation structure. Each day of the investigation is timed out to have four shifts, forcing players to use their time wisely. Story beats will happen that cause the case to progress to its climax as more shifts go by, ensuring that there’s always forward momentum carrying things towards a dramatic conclusion. This encourages players to split the party, covering the maximum amount of ground as the clock ticks down. If you get the Blade Runner Starter Set, which is sold separately from the core rulebook, it comes with a premade case file called Electric Dreams that contains crime scene photos, newspaper articles and all sorts of other ephemera to help set the scene for the mystery at hand. The rulebook does outline tools to create your own case files, but the production value that goes into the Electric Dreams is what makes it really shine.

I’m interested to see how I would feel after a long campaign of this, as it seems like continually playing as a Blade Runner would not be sustainable. Through the films we learn of the injustice built into the systems that Blade Runners defend, making it a moral area I’m not sure I’d want to continue treading in without shifting into fighting against those systems. The game does some work to allow for this push and pull, rewarding you with promotion points when you follow orders and humanity points when you ‘do the right thing,’ so there’s definitely space to explore how to rebel against authority while still working within it, asking important questions about personhood and justice. All of Free League’s upcoming case files will eventually be connected, so time will tell if they are able to walk that narrative tightrope.

There are many other smaller tabletop games that do parts of what Blade Runner does in a more streamlined fashion. Cy_Borg offers a more flavorful cyberpunk dystopia, with a strong visual identity and aggressive style. Bindlewood Bay has a more freeform mystery system that is less about moving characters towards a predetermined solution and more about letting the players be the author of the solution. Blade Runner is one of the most narrowly focused RPGs I’ve seen in a long time, but that focus gives you the tools to live out your own Blade Runner movie.

Especially while using the case file, you’re in for a highly polished experience that’s fraught with decisions that question your conceptions of identity and memory.

Game Designer, Tabletop RPG GM, and comic book aficionado.

Reviews

“AHS: Delicate” Review – “Little Gold Man” Mixes Oscar Fever & Baby Fever into the Perfect Product

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American Horror Story Season 12 Episode 8 Mia Farrow

‘AHS: Delicate’ enters early labor with a fun, frenzied episode that finds the perfect tone and goes for broke as its water breaks.

“I’ll figure it out. Women always do.”

American Horror Story is no stranger to remixing real-life history with ludicrous, heightened Murphy-isms, whether it’s AHS: 1984’s incorporation of Richard Ramirez, AHS: Cult’s use of Valerie Solanas, or AHS: Coven’s prominent role for the Axeman of New Orleans. Accordingly, it’s very much par for the course for AHS: Delicate to riff on other pop culture touchstones and infinitely warp them to its wicked whims. That being said, it takes real guts to do a postmodern feminist version of Rosemary’s Baby and then actually put Mia Farrow – while she’s filming Rosemary’s Baby, no less – into the narrative. This is the type of gonzo bullshit that I want out of American Horror Story! Sharon Tate even shows up for a minute because why the hell not? Make no mistake, this is completely absurd, but the right kind of campy absurdity that’s consistently been in American Horror Story’s wheelhouse since its inception. It’s a wild introduction that sets up an Oscar-centric AHS: Delicate episode for success. “Little Gold Man” is a chaotic episode that’s worth its weight in gold and starts to bring this contentious season home. 

It’d be one thing if “Little Gold Man” just featured a brief detour to 1967 so that this season of pregnancy horror could cross off Rosemary’s Baby from its checklist. AHS: Delicate gets more ambitious with its revisionist history and goes so far as to say that Mia Farrow and Anna Victoria Alcott are similarly plagued. “Little Gold Man” intentionally gives Frank Sinatra dialogue that’s basically verbatim from Dex Harding Sr., which indicates that this demonic curse has been ruffling Hollywood’s feathers for the better part of a century. Anna Victoria Alcott’s Oscar-nominated feature film, The Auteur, is evidently no different than Rosemary’s Baby. It’s merely Satanic forces’ latest attempt to cultivate the “perfect product.” “Little Gold Man” even implies that the only reason that Mia Farrow didn’t go on to make waves at the 1969 Academy Awards and ends up with her twisted lot in life is because she couldn’t properly commit to Siobhan’s scheme, unlike Anna.

This is easily one of American Horror Story’s more ridiculous cold opens, but there’s a lot of love for the horror genre and Hollywood that pumps through its veins. If Hollywood needs to be a part of AHS: Delicate’s story then this is actually the perfect connective tissue. On that note, Claire DeJean plays Sharon Tate in “Little Gold Man” and does fine work with the brief scene. However, it would have been a nice, subtle nod of continuity if AHS: Delicate brought back Rachel Roberts who previously portrayed Tate in AHS: Cult. “Little Gold Man” still makes its point and to echo a famous line from Jennifer Lynch’s father’s television masterpiece: “It is happening again.”

“Little Gold Man” is rich in sequences where Anna just rides the waves of success and enjoys her blossoming fame. She feels empowered and begins to finally take control of her life, rather than let it push her around and get under her skin like a gestating fetus. Anna’s success coincides with a colossal exposition dump from Tavi Gevinson’s Cora, a character who’s been absent for so long that we were all seemingly meant to forget that she was ever someone who was supposed to be significant. Cora has apparently been the one pulling many of Anna’s strings all along as she goes Single White Female, rather than Anna having a case of Repulsion. It’s an explanation that oddly works and feeds into the episode’s more general message of dreams becoming nightmares. Cora continuing to stay aligned with Dr. Hill because she has student loans is also somehow, tragically the perfect explanation for her abhorrent behavior. It’s not the most outlandish series of events in an episode that also briefly gives Anna alligator legs and makes Emma Roberts and Kim Kardashian kiss.

American Horror Story Season 12 Episode 8 Cora In Cloak

“Little Gold Man” often feels like it hits the fast-forward button as it delivers more answers, much in the same vein as last week’s “Ava Hestia.” These episodes are two sides of the same coin and it’s surely no coincidence that they’re both directed by Jennifer Lynch. This season has benefitted from being entirely written by Halley Feiffer – a first for the series – but it’s unfortunate that Lynch couldn’t direct every episode of AHS: Delicate instead of just four out of nine entries. That’s not to say that a version of this season that was unilaterally directed by Lynch would have been without its issues. However, it’s likely that there’d be a better sense of synergy across the season with fewer redundancies. She’s responsible for the best episodes of AHS: Delicate and it’s a disappointment that she won’t be the one who closes the season out in next week’s finale.

To this point, “Little Gold Man” utilizes immaculate pacing that helps this episode breeze by. Anna’s Oscar nomination and the awards ceremony are in the same episode, whereas it feels like “Part 1” of the season would have spaced these events out over four or five episodes. This frenzied tempo works in “Little Gold Man’s” favor as AHS: Delicate speed-runs to its finish instead of getting lost in laborious plotting and unnecessary storytelling. This is how the entire season should have been. Although it’s also worth pointing out that this is by far the shortest episode of American Horror Story to date at only 34 minutes. It’s a shame that the season’s strongest entries have also been the ones with the least amount of content. There could have been a whole other act to “Little Gold Man,” or at the least, a substantially longer cold open that got more out of its Mia Farrow mayhem. 

“Little Gold Man” is an American Horror Story episode that does everything right, but is still forced to contend with three-quarters of a subpar season. “Part 2” of AHS: Delicate actually helps the season’s first five episodes shine brighter in retrospect and this will definitely be a season that benefits from one long binge that doesn’t have a six-month break in the middle. Unfortunately, anyone who’s already watched it once will likely not feel compelled to experience these labor pains a second time over. With one episode to go and Anna’s potential demon offspring ready to greet the world, AHS: Delicate is poised to deliver one hell of a finale.

Although, to paraphrase Frank Sinatra, “How do you expect to be a good conclusion if this is what you’re chasing?” 

4 out of 5 skulls

American Horror Story Season 12 Episode 9 Anna Siobhan Kiss

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