Das Interview von Matt Kay muss ich mir morgen in Ruhe antun.
Der lässt seine Interviewpartner in der Regeln nicht zu lange ausweichen.
https://youtu.be/eKiR9u9vg0s
Ich übersetzte es mal nicht, sollte verständlich sein:
» Sweat spot at 3 players + GR
» Splitting the party is intended
» No solo mode now, but MAYBE in the future
» archetypes: inspector, city speaker, doxie, skimmer, enforcer, fixer
» You play as Blade Runner, no other concepts. More possible later.
» the game is still developing
» Replicants: other stress effects, stronger, tougher, socially suppressed
» Blade Runners are not necessarily "hunter/killers" like in the films
» key memory and key relation tie PC in the world around them
» "promotion" and "humanity" are needed to progress evenly
» fewer dice for less focus / mind space
» sometimes more or less than two dice
» less crunchy than TW2K / not dice stepping
» many handouts
» nearly no VK machines anymore / Baseline test instead
» base structure like TftL / Vaesen, but more finding clue based.
» structured in Shifts / one location per shift
» larger group = less time
» one downtime shift per day / character
» more player skill than rolling dice
» no "fail the roll » fail the case"
» rolling dice is more a fall-back option
» information could always be found in several places
» time tracker sheet (like overland journey in FL?)
» cases works (systematically) without handouts
» getting gear with dice roll
» not gear-focussed / no vast of gear
» some city sectors in detail
» Case file generator / lots of random tables
» Workshop Support very unlikely