In September, the news of the launch by the Swedish publisher Free League Publishing (Fria Ligan, in his homeland), in 2022, of Blade Runner RPG, the official pen-and-paper role-playing game of the iconic Blade Runner sci-fi saga has caused a lot of hype among RPG fans and insiders.
We at Cultura Pop have therefore asked Tomas Härenstam, co-founder and CEO of Free League Publishing and successful game designer thanks to his Year Zero Engine, the game system at the base of most Free League’s RPGs, the possibility of ask him a few questions about Blade Runner RPG. Tomas was therefore kind enough to offer us an interview via Skype, in which we received more information and some rumors about this very interesting new project and about Free League Publishing in general.
So we leave you to this very interesting interview!
Blade Runner RPG, interview with Tomas Härenstam
Hi Tomas and thank you very much for your friendliness! It’s a pleasure to chat with you again, after the interview you gave me on the launch of ALIEN RPG. For those of our readers who may have missed it, could you kindly say a few words about yourself and Free League Publishing?
The news of the upcoming release of Blade Runner RPG has been received with great enthusiasm by Italian players, can you give us a brief introduction to the game and tell us what Blade Runner RPG is?
It uses a similar rule set as the ALIEN RPG and most of our other games, something we call the Year Zero Engine internally, but it's adapted. It's not that one system, it's very much adapted to the setting of the game as such. And we're now kickstarting the game. We're in the middle of the Kickstarter and it runs out about a week from now when we're recording this interview.
Blade Runner RPG was the most anticipated RPG of the year and in fact the Kickstarter campaign is doing very well, with more than a million euros raised, and with just a few days left to go, only a handful of stretch goals remain to be unlocked. Did you expect such an amazing success?
After ALIEN RPG, Free League Publishing produces another tabletop roleplaying game based on another very important and iconic IP. How is it working on such iconic projects? Is the pressure greater than in developing an RPG unrelated to third-party IP?
You just told us that Blade Runner RPG will be based on the two films released so far and the comics and other material released, so the RPG will be canon, like ALIEN RPG?
So, there will be a figure delegated to adhere to the canon such as Andrew E.C. Gaska (whom we had the privilege of interviewing some time ago) for ALIEN RPG?
Will Blade Runner RPG be linked exclusively to the Blade Runner movie franchise or will it also contain elements from Do Androids Dream of Electric Sheep?, the Philip K. Dick novel from which the film saga draws inspiration?
Dick's novel is considered by many to be a sort of forerunner of the cyberpunk genre, and the movie Blade Runner itself has contributed greatly to the definition of the cyberpunk imagery, at least from a visual and setting point of view. Will Blade Runner RPG somehow dive also in classic cyberpunk themes, such as those typical of William Gibson's Neuromancer?
Blade Runner RPG, setting and characters
Talking about the setting, will the characters move only in Los Angeles, or will they be able to explore other places, such as those shown in Blade Runner 2049 or the much-mentioned off-world colonies?
The themes of Blade Runner are extremely complex. Empathy, morals, the uncertainty of not knowing who you are, are just some of the themes covered by the works of the franchise. How will these and other themes be addressed in Blade Runner RPG?
So, they're in a variety of different ways. On the mechanical side or character side, you have something. Every player character has a key memory and a key relationship; and those memories and relationships will kind of form game play and be used in different ways. That's just one example of how to bring in this kind of existential theme and personal introspection almost into the game.
But it will be a quite demanding game to play, I think, to get it. You know, it's not really a what do you call them “beer and pretzel game”, it's not really that. It takes a bit of effort. I think you need to kind of focus on the game experience, to get the full result from it. So, it's a demanding game to design and also can probably be a demanding game to play. But also, a lot of fun and very rewarding.
The films of the Blade Runner saga tell purely personal experiences, in which the single protagonist tackles the issues we have just talked about and is practically overwhelmed by them. Was it difficult to transform such an intimate and personal experience into something that could be experienced by an entire group of players?
And to manage that like a small team of Blade Runners. There's a couple of different ways we do that, and one is how the case files are structured. You will be encouraged to actually split up the party, from time to time, to actually cover more ground and faster. So, you will probably split up and run scenes like cut between scenes, where one character goes to one place, and another go somewhere else. You kind of cut between like in the film and then each scene can be a bit more personal and smaller in scale.
You also have something called “down time” which is what the characters do in between shifts, when they're out resolving cases and doing the investigation. So, during down time you also get the chance to play individual scenes for each character, and that's when the key relationship and things like that come into play. So, you can kind of focus on your own individual character, and at the same time you want to keep these individual scenes fairly short, so that you don't keep other players just waiting around. But this game does focus a bit more than most games, and most of our other games, also on the individual characters. You will have more individual scenes maybe, than you have in most role-playing games.
Now let's talk about the characters: what kind of characters will it be possible to play? Will they all be agents of the LAPD's Blade Runner unit, or will it be possible to play outside the police?
They can be human Blade Runners or replicant runners, as seen in Blade Runner 2049, but all characters will be blade runners, that's the idea. But then, Blade Runners themselves can come in many different shapes and sizes. You know, you have Deckard and Gaff in the first film; they're quite different, they're not very similar at all, so we have a number of what we call “archetypes” and we have added some more now, as stretch goals in the Kickstarter. So, now we have, I think, seven different archetypes that you can choose from.
We have one called Inspector, which is more of a typical K or Deckard style investigator, we have an Analyst, who is more of a technical crime scene investigator person, we have a City Speaker, who is a bit of a Gaff type city street person. There is a Doxie, who's more of a social infiltrator, the Enforcer, who is more of a special forces type person, and we have a Skimmer, someone who's a bit of almost like corrupt cop type of person, and a few more. So, basically within the concept of Blade Runners they can be quite different, they don't all have to look like Deckard or K, they can be quite different from that.
Thus, it will be possible to choose whether to play a human or a Replicant. How will the latter be defined? Is it intended that a player may later discover that their character is actually a Replicant?
As for the other question on whether you can't kind of discover yourself to be a replicant in the game, yes that is possible. We do have such an option. When you create a character, you can choose to be replicant or choose to be human. If you choose to be replicant then you are, and that's like K basically in Blade Runner 2049. If you choose to be human, there is a choice. The way we set it up it's not a mandatory, it's more of an option for players, because some players enjoy being surprised about who their character is, but other players hate that. They don't want that kind of surprise in their game. So, basically, we have a choice where a player can say: “Yeah, I want it to be possible that I might be a secret replicant”.
And then, there is a dice roll that is done hidden, and if that turns out in a specific way, that character is actually a replicant and then the game master can introduce this fact, reveal it sometime during the game in some way that makes sense and kind of creates an interesting situation in the game. But we set it up, at least in the rules, is this is an option, not a mandatory thing.
Blade Runner RPG, system and mechanics
Blade Runner RPG will therefore be an investigative game. How will this aspect of the game be structured? Will there be similarities with other investigative RPGs such as Call of Cthulhu or Trail of Cthulhu?
That's not a roleplay game but what we're doing is a bit similar to that is you'll have this large map of LA, you'll have handouts, you'll have locations, you'll have NPC, mugshot photos and all kinds of things. And you'll kind of use all of those handouts and evidence that you'll collect during the game, to build your case or kind of reveal what's behind it. Handouts are really important.
We're also dividing the day into four shifts, so basically in each shift you will go to one or another location, you can split up to go to different locations at the same time, if you're more than one player. So, in each shift you will go to some location and find evidence, speak to NPCS, try to solve the case, basically. And at the same time, there is a countdown, and this is really important.
Because it kind of creates pacing, because investigative role-playing games can get bogged down into detail or even drown completely, if the players go someplace where there's nothing to find, or they get stuck in detail and that's kind of the drawback of investigations and role-playing that they can kind of just bog down into, and the game doesn't progress. But what we do here is we have something we call “Countdown Events”, so there will be a series of events that will escalate the situation. And they will keep happening, no matter where the player characters go. So, this means there will be like a timer, like a time pressure to solve the case before something happens. So, you will always be in under a bit of time pressure, and that's also a key component in how we structured the investigations.
We know that Blade Runner RPG will use the Year Zero Engine, which has proven to be an extremely flexible game engine and easily adaptable to many different settings: the mechanics of Stress in ALIEN RPG and that of physical and mental injuries and their consequences in Vaesen are a clear example. Will there be anything like these mechanics in Blade Runner RPG?
And that can trigger certain effects that you in for a minute or for a moment to lose control of your character and you will do something unplanned, unwanted, and it can trigger certain actions. So, this is in a way similar to ALIEN, but it does not use exact same rules and it's not as dramatic as in ALIEN. It's a bit more subtle, because this is not a horror game, so we don't want those total panic attacks happening. That's not really Blade Runner, so it's a bit more subtle, but it's similar in a sense.
Looking at the Blade Runner RPG Kickstarter page, I noticed that the game will not use large pools of six-sided dice, but the growing dice system already used in Twilight: 2000. We should expect that future games made with the Year Zero Engine will use this different system or will there still be products featuring the previous dice system?
It kind of appeared and we used them, tried them out it worked for Twilight: 2000. And the reason was that you added something called Ammo Dice and adding Ammo Dice into already large dice pools would just have created insanely large dice pools and it would not really work. So, we tried to find a way to reduce the size of the dice pool for Twilight: 2000 and that's why we used it there.
For Blade Runner RPG, you don't have Ammo Dice, so that's not the reason there, but we felt instead that on the gaming table you had lots of handouts and evidence and maps and things, and also, you'll have a lot of things going on, you know. You're gonna be focusing on your characters when you play, there's character development going on, so we felt having like a large dice pool on top of that, like throwing eight or ten dice on top of all these handouts it's just it will be too much. It would take too much attention from the players and on the table, so we felt we needed a slimmer smaller system where the dice rolls take up a little less space both on the table and in the minds of players.
So, we needed a more slimmed down system, and that's where we tried out this one. It's different, of course, as you roll two dice instead of a dice pool, but the math, the probabilities, behind it are not that vastly different. The rules work largely in the same way, so if you're familiar with the other Year Zero Engine games you won't be totally lost in this one. You'll recognize a lot of things so, but that was the reason that we wanted something smaller something slimmer.
But maybe when we do a new game, whatever that would be the next one, we might use the D6 again, if that works better for that particular game. So, it will most likely well really be using both versions of the system going forward.
The artistic side
We know that the illustrations will be the works of the very talented Martin Grip ...
I think his work is perfect for role-playing because it leaves just the right amount to the imagination of the player to fill in; just the kind of the way he works with shadow, and I think it just captures the mood of Blade Runner perfectly. So, I'm really happy that he was able to basically do the entire game. We do have other artists, who do some smaller pieces, we have a great artist called Gustaf Ekelund, who does like mug shots and smaller pieces of art also, but all of the main art, the big pieces, are by Martin.
About Free League Publishing and upcoming releases
We have learned that art, graphics and illustrations are a distinctive and fundamental aspect of every Free League Publishing product, what can you tell us about this?
And I do think that also there is a tradition, I mean Sweden has a long traditional role playing, I think overall that, that the standards of illustrations and graphic design have always been fairly high for RPGS here. So, I think that also factors in that it's part of a bigger tradition, really, so not just us. And then Martin Grip was part of another publisher called Team Jarnringen, and who did another game where we joined forces with them about four years ago now. And they also did beautiful games, so it's we also kind of joined up with a group, and then another publisher who also had this strong focus on the visuals. So, it's always been part of our DNA, really.
Speaking about Free League Publishing more generally, in recent years your products have racked up prizes in all the most important events in the sector and Free League has also won the ENNIE Award as Fan Favorite Publisher. How proud are you of this achievement? And what do you think is the reason for this well-deserved success?
I think we have always had a very strong focus on quality. I'm not saying others don't, but I think for us it's always been super important to maintain a very high quality, and that not only in game design, which is obviously super important, but also on, like we mentioned, the art, the graphic design. All of those things have to come together.
For us that's always been you cannot just focus on one of those factors, it has to be the whole package for an RPG to really work. And that's really the way we've been approaching it from the start, and it's just, you know, so much fun and it's just amazing to experience that. That has resonated and been received very well like all over the world, really.
Given the current worrying international situation, the uchronic setting of Twilight: 2000 RPG has become dangerously current. Do you think it will be appropriate to postpone the release of the next expected expansion of the game? Or could publishing such material when expected still be an effective way to raise awareness?
I think for some players it's definitely not a problem per se. It can be a way to raise awareness, it can be a way to actually process these things. It doesn't have to be a negative, it can be a good way to role play Twilight: 2000. It can work as, you know, almost therapeutic to kind of work through these fears that are so all over now. But for some other players they might feel this is not what they want to be thinking about right now, they rather play something that is completely different. So that's why we chose to kind of lay a little bit low, at the moment, where it comes to communicating about the game.
But we'll definitely continue working on expansions. We expect to have the next expansion ready for pre-order pretty soon, I think in a couple of weeks and at that time we'll be releasing also a full PDF of it and so on. So, we're absolutely continuing working and publishing things for Twilight: 2000, we're just keeping a bit of a lower profile for the moment.
Can you tell us what are the upcoming releases of Free League Publishing products?
The next one we have is Ruins of Symbaroum, which is the 5e version of Symbaroum, so that's our next upcoming release. Symbaroum is a big fantasy game with a lot of lore and it has a massive campaign. And what we're doing now is releasing it in a 5e version, so that also, hopefully, 5e players can get a chance to experience this world as well.
Then we have some things coming up a bit later in the summer, which is the expansion for Vaesen that we kickstarted early last year. It's called Mythic Britain & Ireland. We don't have a specific date yet, but it will most likely be released in August, I think.
We have a new version… That's not our own game, we’re the publishers of it. It's Into the Odd, which is an indie game that's been very popular, by Chris McDowall. This Into the Odd Remastered is a new edition of it, we haven't designed this game, we're only publishers of it so. That's also coming around in some most likely august.
We also have the first expansion for The One Ring, called Ruins of the Lost Realm, that is first going out to Kickstarter backers, because it was an add-on in the Kickstarter for The One Ring, so they will get it first. But then as soon as they have it, we'll also have a general release for that.
After that or around the same time, we also have a release of the next ALIEN cinematic scenario called Heart of Darkness, that's on pre-order right now. So, people who pre-order it get the full pdf already, but the physical release of the printed product will be sometime in the early fall, we hope.
So, that's that, then you have another external game called CY_BORG which you might be familiar with. That's also not designed by us, but by our good friends at the Stockholm Kartell there. It's a very much a cyberpunk; if Blade Runner is not cyberpunk, then CY_BORG is very much cyberpunk. So, that's coming out later this year also.
And as I mentioned, the Urban Operations module for Twilight: 2000 is on its way. And then, of course, Blade Runner. And we have the Book of Beasts and the Bloodmarch, two expansions for Forbidden Lands, which are also planned for release in the fall. So, it's a busy, busy year…
Yeah, it's good for us players! We also saw the announcement of a new edition of the classic Swedish RPG Drakar och Demoner. Will there also be an English language edition?
In our opinion, Free League Workshop was an interesting editorial move, what can you tell us about it?
You can actually sell them on that platform and that has been great to see, because there's so much creativity among role players. There's so much cool stuff being done for our games, and we simply don't have time to create as many modules as we want to, so it's fantastic that the community basically does that itself and the quality of most of the things there is just amazing. That's great to see so, I think, everyone should check that out and even produce something and sell it there. And that's the Free League Workshop number one, or the main part of it.
Then we also used the same label for these externally developed games that we actually release in print ourselves. MÖRK BORG, CY_BORG, Into the Odd and Death in Space are the four ones so far that we are doing. That's actually a bit of a different thing, because that's not really community content in the same way, but we still figured it's part of the kind of Free League family, but it's not content created internally, so that in that sense there is something in common with it. Those are the two legs of the Free League Workshop, so to speak.
Thanks again Tomas for your time and your friendliness!