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Author Topic: Future Noir: Blade Runner & The Department. Sep 26: A Doom mod!  (Read 34709 times)

Offline Cherno

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Protip: Use superglue on everything but the largest of tabs ;)

Offline The_Beast

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  • As my grandchildren see me...
...
PS Every paper/card thing I touch goes all wobbly and deformed. I'm in awe of anyone that can tame that beast.  :o

Protip: Use superglue on everything but the largest of tabs ;)

I'm talking about before I even GET TO the glue/paste/whateverItry...

Doug

Offline Cherno

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Better stick to resin then... Or try not to build your paper model out in the rain ;)

Offline Cherno

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Hello, fellow Blade Runners  8)

Last wednesday we finally got around to run our first The Department session. We managed to play five scenarios and stopped only because I didn't have the required terrain for the sixth one ready (abandoned warehouse).

Let me write a few things about the game itself and what I think about it.

The Department Homepage



Game Overview

First of all, The Department is not your typical sci-fi skirmish game. It is meant to be played as a campaign of about five to ten scenarios, trying to collect evidence to unlock the last scenarios which is typically a raid to capture or kill the prime suspect, typically a terrorist cell leader or other dangerous criminal.

The game is set in 2070s U.S.A. where humanoid robots, so-called Fabricants, have largely replaced all menial labour in huge factories, leaving jobs that require creativity or initiative to humans. With this evolution of course came new problems for law enforcement agencies. Fabricants could be stolen, reprogrammed to commit crimes, go haywire and run amok, and other things that do or don't involve human criminal masterminds. Investigating all these crimes is The Department of Fabricant Management, aka The Department.

The game is played cooperatively. Players create characters who can have different strengths and weaknesses, one may be a crack interrogator, a firearms expert, close combat specialist, and more. It's important that a certain range of skills is covered by the investigating team. I created six sample characters from which we chose three:



1. Stone, based on rutger Hauer's character Harly Stone from the  British 1992 sci-fi film Split Second, a firearms expert with a grudge against Fabricants, armed with an unpermitted Assault Rifle, a cigar and a bad temper. He's also adept at intimidating perps.

2. Lebrowski, based on Billy Zane's character Jo Dee Fostar from The Silence of the Hams. He is a rookie officer with not much experience at working with evidence or booked supsects, but he's a natural athlete who can bring down any foe in close combat.

3. Tanner, based on Crystal Steele from the 1997 Blade Runner videogame, interrogations specialist and good at combining different pieces of evidence back at the station.

We just chose the first prime suspect, a terrorist cell leader who uses Fabricants as mobile bombs and equips them with a very lifelike synthetic skin job, making them extremely hard to distinguish from humans. Before we could get to him, we had to collect enough evidence though, so we played through the first five scenarios trying to solve a murder, meeting with an informant amid crowds ready to riot, arrested a drug dealer and his bodyguard, broke into a nightclub to install wiretabs, and other things.

Each scenario is played on a 4x4 table (for 28mm), with buildings and streets layout however feels right. I just laid out a portion of the city beforehand and we played four of the five missions on the same table, turning it after the first two so we had to change starting positions. Two things that make The Department special are the A.I. routine used for all suspects, which determine how they act based on how many officers they can see, among other things, and a special kind of "terrain" which are crowds of peope that affect movement and can turn hostile or dissolve if there's a fight nearby. After each mission, the investigators return to the police station where they may interrogate arested suspects, combine evidence to get new kinds of evidence (there are five different types), ask for more budget, heal their wounds, and so on. The Budget is set before the campaign starts and each weapon that is used, each additional station action, and most scenarios costs budget points. Characters can also gain Internal Affairs Points (IAP) if they do things like gun down innocents, beat up non-hostile suspects, fire their weapons near a crowd, etc. The scenarios play pretty quick, so you can possibly make it through a full campaign on an extended evening, or split it amongst two night for more casual play.

As for the rules written by Joseph Dragovich , they are based on the GoalSystem rules by Scott Pyle some may know from Goalsystem Delves which also saw a successful kickstart fund drive. Basically, for each test, a certain number of dice are rolled depending on attribute and skill value, and all 4s, 5s and 6s are goals (6s count double). If the required Theshold number is reached, the test was successful. It's an easy to understand system that allows for good granularity and can be used for pretty much every situation that may arise. The rulebook has a few errors that slipped through playtesting, but there's a FAQ on the official website so be sure to head there to get up to date :)

What I learned from five games of The Department

  • The Department is more RPG-Lite than skirmish game (although it can just be played as a straight head-to-head combat game without the campaign framework).In five games, not one single shot was fired, and only one melee attack was made (after which the offending suspect was quickly arrested).
  • The A.I. could use improvement if you want a deadlier or more interesting experience. They mostly just seem to flee once they see an officer or stay put, only seldomly turning hostile.
  • Prepare to spent some time planning your campaign, I strongly suggest using premade characters. I will also cough up some random events on the table and while in the station to spice things up.
  • You need lots of civilian models for the crowds (one scenario has six crowds!) to achieve that nice future street look. Each crowd has a radius of 6 inches at 28mm, although you could just use a flat marker instead of actual models. I suggest having at least 20 civilians, with 30 being ideal.
  • The skills relevant to subduing and arresting suspects and combining evidence are extremly important, make sure your characters cover those sufficiently!

I liked the game a lot, it has a strong RPG flavor and is very thematic. It's really like playing a crime procedural drama such as the various CSI series. My friends had a lot of fun as well, alhough I would have liked a little bit more combat (or rather, combat at all! :D ). I'll probably change the A.I. routines a bit so that suspects become a bit more short-tempered.. I blame it on rampant drug abuse in future America!

Enough talk, let's look at some photos.

[SHAMELESS SELF-PROMOTION]
The first thing one of my gaming buddies said when he saw the table was "Ohhh, that looks good!"
[/SHAMELESS SELF-PROMOTION]



A drug dealer and his two bodyguard loiter around a street corner (dunno why they do it in front of a police spinner, but hey... as I said above, can't reason with those junkies!). Lebrowksi sneaks from behind to apprehend the suspects.





Stone and Tanner investigate a murder scene in front of the White Dragon Noodle Bar. Nobody has seen anything... of course.



Looking down main street.









Birds-eye view

You may notice some some stuff on the table next to the actual play area. I made pre-generated character sheets and also equipment reference cards. If anyone is interested, the reference cards are available for download on the Department homepage, while the sample characters will hopefully be uploaded too as well (hint hint, Joe! :P)

Comments & Questions welcome, of course.  8)

« Last Edit: November 04, 2012, 03:40:58 PM by Cherno »

Offline Jonas

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It looks really good... Lot of atmosphere in the looks.

Offline Elders

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Wow. This, in my opinion, is pure art. I would stop to look at this if it were put in a museum.
I love the brightly colored bases of the characters. Especially the bright red on the tape-outline. It might sound a bit serial-killer-y, but any b&w painting with bright red blood gets my artistic heart pumping.

Offline Cherno

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Thanks :)

Joe Dragovich told me he will upload the rest of the game aids shortly.

Offline aggro84

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Very, very cool!
Some one should hire you to make something like this for a board game! :-*

Offline LeadAsbestos

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This is just genius! :-*

The "looking down main st" shot looks like Ralph Bakshi directed Blade Runner via Sin City! Love it!

Offline Kitsune

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Getting seriously tempted by this rulebook now............

  • You need lots of civilian models for the crowds (one scenario has six crowds!) to achieve that nice future street look. Each crowd has a radius of 6 inches at 28mm, although you could just use a flat marker instead of actual models. I suggest having at least 20 civilians, with 30 being ideal.



Anyone got links for suitable 28mm civvy models?


Offline Cherno

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Why yes, Megaminiatures has 20 different 28mm civilians for a great price :)

Online The Voivod

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Just need to chime in and agree with everyone else that this looks stunning.
I'm tempted to try it myself, but who am I kidding.
Like I got time for another project, let alone one of that scope.
Kuddo's
'Mercy? I am far to brave to grant you mercy.'

Offline Cherno

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Thanks for your comment.

I agree that it may seem daunting, even more so if you plan to use metal and plastic miniatures and resin terrain! Of course, it would look much better, especially if you look at that Shadowrun project around here that uses "real" neon signs and lights... Projects like this really lend themselves well to being realized as a visually striking and stylistically unique... thing :D

Speaking of which, I am currently already half-way to the next project, a Shadowrun boardgame that recreates the corp runs from the Sega Genesis game... More to come! ;)



More info here:

http://forums.shadowrun4.com/index.php?topic=9031.0


(By the way, I'm still looking for a scan of those nice Shadowrun DMZ and GM Screen paper standees... Anyone? Anyone? Bueller? ...)

The floorplans featured in the link are still available if you own Left 4 Dead 1 or 2, check the following link:

http://leadadventureforum.com/index.php?topic=33844.0




Building the game pieces themselves, without the time it took to make the custom paper models and "noirify" all elements, was probably a week or two of intensive work sessions... But in the end, I guess it's worth it ;)

And of course, it's still not finished :D

Edit: Also check out this free to print and play game called "Zaibatsu" which has a similar art style, I only found out about it after I had finished the pieces featured above.

http://www.boardgamegeek.com/boardgame/94493/zaibatsu



« Last Edit: November 10, 2012, 11:58:12 PM by Cherno »

Offline white knight

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I love this project! It's so well done (and it does remind me somewhat of Sin City too)!  :-*

Offline Cherno

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Thanks! This friday we will continue our campaign, I have a lot of stuff to prepare for it  8)  o_o

 

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