What is it?:
Reality’s Edge is a
Cyberpunk skirmish game set in the grimy, dark, depressing world of
the Sprawl.
The setting:
It’s 30 minutes into
the future and the Space Jerk/Tech Bros/Super Rich just run the world
now. Crypto Currency is actually being used (even if that makes the
least amount of sense in the whole thing) and we have cybernetics.
It’s everything that science fiction authors have been trying to
warn us about for decades.
I’ll be honest, I
didn’t read too much about the setting, as it’s kind of mishmash
of cyberpunk settings, with a dash of current trends (gig economy,
crypto currency, social media, etc). I’m not saying it’s bad, not
at all, it’s just that I have my own idea for the setting and I’ll
get into that if/when I get around to playing some games.
The system:
The system for
Reality’s Edge is very similar to the one from This is Not a Test,
with a few changes and adaptation for the gritty cyberpunk setting.
For the most part, models roll a d10, add a stat, and beat the TN
(Target Number, usually 10). There’s stats for shooting, fighting,
hacking, your firewall so you don’t get hacked, and even some
digital hit points, which is really about your connection.
When you make your
group, you’ll start with making a Showrunner, who is a promoted
version of the various model types (I’ll get to them shortly), who
also gets a background and a few other things. Then, you’re
supposed to make your Backer, but I’m going to skip them for now.
Instead, let’s talk about the rest of model types.
When making a crew or
team, you can recruit up to five other models from a pretty good list
of classic cyberpunk archetypes. We’ve got hackers (who are called
Console Cowboys, in a nice nod to classic cyberpunk), Sprawl Ronin
(which is a very interesting flip on the classic Street Samurai
title), gang members, enforcers, social media influencers, ninja
types, and drone handlers (which I find to be a very interesting
inclusion), just to name a few. You might think that this low number
of types might lead to a feeling of sameness in crews, but each time
you pick one, you get to pick what sort of variation they get in
stats, as well as pick a random table to roll on for their starting
skills. These members of your crew start out as freelancers, who you
can later recruit into permanent member of the crew, who then gain
experience.
The last part of your
crew is going to be the avatar of the mysterious backer of your
Showrunner and your crew. This avatar is going to be a hologram or
only exist in cyberspace, as that’s something else that’s also on
the game board, too. Anyway. If you’re just playing one off games,
your backer isn’t really a big deal. When you start a campaign, you
get to pick (or randomly roll) what kind of backer you have and give
them a special ability. Backers vary from media corporations,
military/government sponsors, organized crime, corporations, and
unshackled AI, which is my personal favorite. Each sponsor gives you
a pair of advantages and gives their avatar a special skill.
The last part of
building a crew is buying gear, which is going to add up quickly. You
have melee weapons, pistols, long guns, support weapons (except not
rocket launchers for some reason), cybernetics (with a
cyber-psychosis mechanic to keep things interesting), and Apps for
the hackers, that act a lot like spells. Now, most things cost 5, 10,
15 points, but it’ll add up quick. Plus, there’s only one healing
item, but only one combat medic character type, so things are going
to get deadly fast.
Once you get around to
the missions, or JOBOPS as the game calls them, where you get to do
your hacking and killing. Most jobs are about what you might expect
in a dystopian cyberpunk future: kidnapping people who want to change
employers (or because another employer wants them), protecting a
location, or stealing data. My favorite one is protecting a Ramen
cart as your crews transport it through the ghetto. There’s a fair
amount of jobs, each with their own complications, as well as a
master complication table. I feel like this can add in some
repeatability, but it would be nice to get some expansions with extra
jobs. Maybe that was part of the plan and it just hasn’t come to
pass yet. Anyway.
Once the jobs are done,
you get to roll for rewards, and traces if you fumbled while hacking
and stuff, as well as recruit your freelancers. That’s right, most
of your team isn’t going to gain experience during games. It’s
the gig economy, but with more bullets and less heath care. Which is
saying something. I still don’t know how I feel about this
mechanic, but I can see why it works like this, with the setting we
were given. I just worry about how this comes down to a roll, with
bonuses from bribes, as I tend to roll poorly.
The last part of this
book is the “rogue’s gallery” of NPCs you might encounter in
the game. This list varies from the corporate security you might
expect, to the drunk salaryman and VR griefer you’re probably not
expecting. As much as I like the types collected here, I’m slightly
unhappy with the amount of corporate goons that could have been
condensed and replaced with more interesting NPCs.
Is it worth it?:
Reality’s Edge is
most expensive Osprey Wargame that I’ve run across at $45, so that
makes it a much harder call to make. For me, I found a cheaper copy
online, which made it easier to swallow, but it’s a hard sell if
you’re not sure if you’re going to like it or not. So, I have to
leave this in the “maybe” category as that price makes it harder
to figure out.