I'm going to be updating this post with my session reports for Electric Dreams. Comments are of course welcome ! I am posting this to share my thoughts and to see if others have experienced similar things.
So, I finally got around to starting the BR starter set and Electric Dreams. I had wanted to get this going more than half a year ago (viewtopic.php?t=11449), but I could not get the people I wanted together, but finally I just bit the bullet. We've started a 1 player game (my wife, playing 2 characters ; me as GM playing one of the pre-made PC as a stand-in character). This is a format we've used very often in many other games we've played in the last years and it works fine but probably isn't ideal for a mystery / detective noir game.
I've GMed for almost 35 years of rpgs and my wife and I have played many games ranging from system heavy to narrative and rules-light. The main system we play is now blades in the dark-type systems, harnmaster, and a custom Warhammer Fantasy house rules that I made which combines blades in the dark, wfrp 2nd edition and (ironically) maps it to a blade-runner-type dice pool system with push mechanics - so we were familiar with a system like this.
I am familiar with and own other free league games (Forbidden Lands, Twilight 2000, Alien and Vaesen) but my wife wasn't used to it, but she is familiar with similar systems with step-dice dice pools and she picked it up in minutes. We also watched the original blade runner movie just before we started to set the scene, background and mood.
She played with Fenna and Novak, I was controlling Percival. We only got through a couple of hours once we set the scene, did character intros, did some pretty heavy lifting and detective-work. We're basically at the end of the first shift having checked out the mainframe (Percival) and spent considerable time at the snakepit (Fenna and Novak).
So far I would say that we have not enjoyed it anywhere near as much as we expected to, but I think that will improve slightly as we keep playing. Our initial thoughts is that the scenario is not bad but the system and the scenario does suffer from some issues. We love cyberpunk and detective noir settings and games, but this one wasn't gelling for us. Here are my initial thoughts.
What we did like:
- The production values of the print outs, maps, mugshots are great. The books split too easily and drop their pages, but I've fixed that with glue ...
- We love polyhedral step-die systems with dice pools - so we liked having the different die types
- The random obstacles in the chases were great
- The push mechanic differentiation for replicants felt nice and helped differentiate vs humans
The system in general:
- A main issue for the system is that it's not very granular (d6, d8, d10, d12 doesn't leave much room for differentiation). While it's not really an issue for the one-shot for xp advancement it didn't feel right to us in terms of play. In my mind, the idea of using attribute + skill isn't as well implemented as even other free league games because everyone starts with all skills in d6. We almost felt you could do away with attribute + skill and just have skills (or approaches or whatever you'd want instead)
- I was worried about the opposed rolls and it turned out to be an issue in play. We had a chase after Styles and some opposed rolls for manipulation and almost all of the rolls were tied with 2 or 3 successes. This was a problem because you don't really want to push because the odds are stacked that you would lose. I don't like opposed rolls that count successes in general because this problem is common amongst them, but we found it particularly bad here because of the narrow range of dice pools and the fact that there are more ways of getting double successes with a 10+ roll
- In the end we have agreed to replace the system with the opposed dice mechanic we use for our Warhammer house-rules because the ties were leading to such a sense of anticlimax
- We also dropped the opposed rolls for manipulation tests because it was creating a barrier to getting the info needed (we still used normal manipulation rolls)
- While the chase obstacles were fun, the chase mechanics did not work. In the end she gave up the chase not because Styles got away, but rather because of the ties and lack of chase resolution even after 4 or 5 turns
- We didn't like the push mechanics, but that could just be personal preference. We have become used to using push mechanics to get successes or failures with consequences and this is not how they work in BR (instead it's just a health/resolve cost). We found this took out a lot of the tension in the rolls because so much of the fun is discussing the potential consequences of getting a 1 on a push - but here it's just a point of damage
- The system is REALLY deadly in combat. We did 2 trial combats before we started just to see what to expect. Both example fights were resolved in one roll with 2 success with a sub-compact shot being instant death on the critical roll. That you can't do anything to resist the critical didn't feel great - but at least you know that getting into combat is serious!
The characters and relationships:
- The ideas of the key relationship, memory and signature item are good in theory but in practice I think there are too many of them - why do we need 3 different mechanics that don't really do much more than most of the specialties?
- The relationships don't come into the game enough and we were expecting this to be the case
- It felt like the game was about finding clues and specific lines of questions - because it is. We were expecting a more character relationship driven interrogation and clue system (which we have seen in other games) - I will tweak this to change how the detective work is framed in future sessions by borrowing from these other games
The system as a detective genre:
- At its heart, the YZengine is actually a fairly standard non-narrative system wrapped up with some small tweaks. We didn't feel that the tweaks addressed the key issues with these types of detective games about clue dead-ends, failed manipulation rolls leaving players knowing they have failed etc. In many ways the way pushing is implemented makes it worse as it would have been more interesting to link pushing to forcing clue discovery with some form of consequence
- The idea that the game events are progressing regardless of the player's input is a design choice I don't think works overly well because the players don't know and can't see their goal and how it's changing and so they risk not being full engaged because they feel like extras in the GM's story. I know I will get around this with foreshadowing and a lot of timeline massaging, but inexperienced GMs could derail a game very easily here
So, these are my initial thoughts after playing a single session. I can tell that my wife doesn't really want to get back to the table on this game but I know I can turn it around by merging two sets of house rules into the system that address much of the above issues. It's a shame I need to do this though as I think the system is simple, has potential, but just doesn't do anything (or perhaps enough) to enable the detective noir genre as e.g. something like Technoir does (https://thealexandrian.net/wordpress/10 ... -clue-rule).