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Sunday, 14 January 2024

Diesel Dystopia

The Great War is over. Tomorrow City stands as a great beacon of hope and progress over the cracked remains of California that shattered in the earthquake of 1906. Atop its spinning top-like structure, great skyscrapers soar into the air, adorned by chrome and panes of blue and green glass, gleaming in California’s seemingly endless sunshine. Diesel trams speed across the city and men and women scurry everywhere, at all times of the day as one shift ends and another begins. Above them telescreens advertise the latest fashions and products or announce news and public announcements from the Ministry of Truth. Above the city airships circle and aircraft roar as they come into land at the multi-stacked airports. Yet the skyscrapers cast long shadows and some parts of the city only snatch a sliver of natural light or never seem to catch any light at all. Ministry of Truth airships stab down between the towering buildings with great searchlights in search of criminals and troublemakers. Space is at a premium and places and spaces are used for more than the one role—sky bridges and rooftops are gardens, farms, or sports fields; balconies are meeting places or shopfronts; and the tram tunnels the last refuge of the destitute. Out on the edges of the city, men and women toil alongside robots in factories, plants, and slaughterhouses. Below the city hangs a latticework of scaffolding, ladders, and walkways that form a fringe-like shanty town that clusters around and spreads out from the lifts that run from the ground below up to the city above, delivering goods in bulks and allowing vehicle access. Underneath the city and beyond labour farms to produce the feedstuffs it demands amidst the swamps of cracked California, and beyond that lies a broken America, its landscape marked by the Grave Lands of former battlefields and craters from the radium missiles and the kaleidoscopic colours of torn reality from the Pattern bombs dropped during the Great War, home only to air pirates, isolated Herd Farms, and the unknown.

Above it all, standing tallest at the centre of Tomorrow City, is The Spindle. The one hundred storey high tower shines gold and chrome, home to the city council and the Ministries of Peace, Truth, and Science, and of course, Mother, the great thinking machine who directs the future of Tomorrow City and monitors it citizens and their well-being with the automata that carry a spark of her intellect and her will. Men and women come to Tomorrow City looking for a better future, but do not always find it, for whilst its utopia may shine under the blazing sky, the long shadows of its skyscrapers hide a dystopian hell. The Ministry of Peace, with its slogan of ‘Peace Through Force’ can be brutal in pursuit of the city’s justice, whilst ordinary men and women, unable to obtain redress from the law due to the ineffectiveness and corruption of the Badges—as the cops are known, turn to private eyes or turn vigilante, like the Green Gargoyle. The Belafonte crime family runs crime across the city, its gang untouched, whilst the ‘Pillbox Mafia’, a gang of female bank robbers, extortionists, and murders known for their distinctive hats, seems to run rampant, the Badges unable to stop them, even they exist. Revolutionaries ferment change, the Prussian Band undermines the city on behalf of foreign powers, and the Temperance League advocates for the return of Prohibition and the banning of both alcohol and serum use—the latter the alchemical drugs developed during the Great War to enhance soldiers and since adopted everywhere in the city. The Temperance League is highly militant in its aims! Worse though is the Pattern. This strange energy seeps into Tomorrow City through rips in the fabric of reality, warping and distorting people, places, and buildings. During the Great war, the metaphysicists, Oppenheimer and Einstein, developed the Pattern bombs that helped bring the war to an end, but tore the reality of the bomb sites where they were dropped apart. The Pattern corrupts some of its victims into monstrous aberrations, but others learn how to manipulate its energy and become Pattern Weavers. The year is 1984. The Great War is over. Welcome to the bright future of Tomorrow City.

Tomorrow City is a dystopian Dieselpunk roleplaying game set in an alternate past. It is published by Osprey Games, best known for roleplaying games such as Gran Meccanismo: Clockpunk Roleplaying in da Vinci’s Florence and Jackals – Bronze Age Fantasy Roleplaying, and board games such as Undaunted: Normandy. It is designed by the author of Hard City: Noir Roleplaying and shares its rules and some of its tone. Inspired by films such as Brazil and Dark City, games like Bioshock and Crimson Skies, and books including 1984 and Brave New World, its genre lies somewhere between the optimism of Steampunk and the cynicism of Cyberpunk. In Tomorrow City, the Player Characters are ‘Revs’ or revolutionaries who want change in the city. They might be Trouble-shooters for a Ministry or the City Council, vigilantes and guardians, secret agents of Mother, agitators for a faction like the Ant-Robot League or the Followers of Moloch, simple mercenaries, or scavengers, traders, or explorers searching for lost artefacts and technology in the ruins left behind by the Great War.

A Player Character in Tomorrow City is defined by his Trademarks, Edges, Flaws, Advantages, Drives, Ties, and Belongings. Trademarks are broad, thematic Tags which are the most obvious interesting thing about a Player Character; Edges are specialisations or advantages; Flaws are difficulties, passions, or disadvantages; Advantages a bonus drawn from a specialisation or a piece of equipment; and Drives are a Player Character’s motivations. A Player Character has three Trademarks, one from his Background, his Descriptor, and his Occupation, three Edges, two Flaws, a single Drive, and two Ties. The Edges are listed under the Trademarks, which also provide options for Flaws. Past Trademarks include Riffraff, Skyriser, Wastelander, and Windborn; Descriptor Trademarks include Bold, Broken, Huge, and Tainted; and Occupation Trademarks include Apothecary, Crook, Gadgeteer, Muckraker, and Sky Ranger. Drives are aims such as ‘Nora Shanklin robbed my father and I got the blame. I need to prove myself innocent’ or ‘The Badges beat my brother to death. I will have my revenge on the one responsible’, and Ties can be with people and places, positive, and problematic, and ideally, they should be with other Player Characters. Lastly, a Player Character has Moxie and Grit, the former a Player Character’s luck and willpower, the latter his toughness and capacity to survive.

The creation process is a matter of making several choices, picking three Trademarks, three Edges, three Advantages, two Flaws, a Drive, and two Ties. The choices lend themselves to creating a wide range of Player Character, a lot of them drawing on the classic archetypes of Film Noir and Pulp Noir combined with elements of the Cyberpunk and Steampunk genres. Combine Skyriser, Perceptive, and Gargoyle and you have a vigilante a la Batman; Windborn, Sneaky, and Aviator and you have an Air Pirate; Riffraff, Broken, and Veteran, and you have a survivor of the Great War put back together as best the technicians and surgeons can; Drone, Charming, and Muckraker and you have a journalist wanting to break stories about life in the shadows; and Wastelander, Tainted, and Scrapper and the character is a monstrous prize fighter wanting a better life. What is missing here in terms of the Cyberpunk and Steampunk genres is anything akin to the hacker archetype, breaking into the system to extract or plant information. The Broken Trademark allows for cyborg-type characters, but this is more due to injury than choice. All of the various Trademarks provide a player with Edges, Advantages, Flaws, and some equipment to choose from.

Noah Lincoln
Trademarks
Background: Windborn (Edges: Pilot Advantage: Head for Heights)
Descriptor: Bold (Edges: Brave Advantage: Inspiring)
Occupation: Sky Ranger (Edges: Shock & Awe Advantage: Dynamic Entry)
Flaw: Risk-Taker, Show-off
Drive: Prove the air pirate, Nancy Air-Tide, is a real criminal and not a media darling
Gear: Warm Rugged Jacket, Goggles, Rope, Satchel, Flight Suit, Sky Ranger Helmet, Trench Dagger
Ties: I would stand by Cordell Yoshiro anytime, but I am sure his gambling is going to get us into trouble; Fredonia Manjulit is the love of my life and anyone who says she is a smuggler will answer to me
Cred: 3
Moxie: 3
Grit: 3

Mechanically, Tomorrow City uses a dice pool of six-sided dice, consisting of two sets of dice, Action Dice and Danger Dice, each in a different colour. To undertake an action, a player assembles the pool using Action Dice, starting with a single die, whilst the Game Master adds Danger Dice. Action Dice are drawn from a Player Character’s Trademark and an appropriate Edge, plus from any Tags from the Threat or Scene, Position, Belongings, and Help the Player Character might be receiving. Danger Dice come from Injuries and Conditions the Player Character is suffering, plus from any Tags from the Threat or Scene, Position, Belongings, and the Scale of the obstacle. Once the dice pool is assembled, the dice are rolled. Matches between the Action Dice and the Danger Dice are cancelled and the highest remaining Action Dice is counted. A six is a success, four or five a partial success, and three or less a failure. Extra results of six count as Boons and can have an Increased Effect of the success, Set Up an Ally with an extra success, can speed Extended Checks, and Add a Tag to a Scene or Threat. Botches occur when only results of one remain and can lead to Increased Danger, Inflict Serious Harm, and Extra Strikes in an Extended Check.

A Player Character may have an Advantage which allows his player to roll with Mastery. For example, ‘Head for Heights’ lets Noah Lincoln’s player roll with Mastery when Noah is working at great heights. This enables the player to reroll a single die and keep the result. A Player Character also has Moxie. This can be spent to Demonstrate Expertise and add a second Trademark to a roll, gain A Little Luck to change a single die up or down by one result on both Action Dice or Danger Dice, Take a Breath to remove a Condition, or even details to a scene with a Voice-over. Moxie is refreshed when one of a Player Character’s Flaws comes into play and makes life complicated for everyone.

The outcome of a roll is to inflict Consequences which mean that a Player Character or NPC can suffer a cost or complication, a Tag can be added or removed, whether from the Player Character, Scene, or Threat, a Threat can be added or increased to a Scene, or Harm can be inflicted. Harm can be a Condition such as Angry, Dazed, or Dishevelled, or it can be an Injury of varying severity. All of these can be used to add Action Dice and Danger Dice to the dice pool, depending on the situation. When it comes to what a Player Character might be doing, Tomorrow City does not so much provide extra rules for how investigations, chases, interrogations, dogfights, arguments, and fights work, as suggest how the rules apply and what the possible Consequences might be, whether to the Player Characters or the NPCs.

Another possible outcome is Pressure. This increases by one at any time there remains an uncancelled result of six on a Danger Die at the end of a check. Once Pressure equals a total of six, something bad happens. For example, a bunch of bad guys stumble upon the Player Characters, an alarm sounds, the villain accelerates the next stage of his plan, and so on. This can easily be tracked using a large six-sided die on the table and measures the ebb and flow of tension throughout an adventure. It can even be used to indicate that something bad has happened offscreen.
Noah Lincoln’s attempt to track the sky pirate, Nancy Air-Tide, has come to nought when he caught up in a dog fight with a flight of Stormwind Fighters. Now he is returning to Tomorrow City, his Sunbright 8, the Flirty Freda, ablaze, and trying to land at Sky Ranger Field. Already, he has had the rest of his squad bail out, and as his player says that he is about to set the controls to head away from the city, the Game Master tags Noah’s ‘Risk-Taker’ and says, “Noah knows he can bring Flirty Freda into land safely.” Noah will receive a point of Moxie since the Flaw is going to put him in danger—and he is probably going to need it! Noah’s player assembles his Action Dice. Starting with a single die, Noah’s player adds extra for the Trademark of Bold and its Edge of Brave, plus another for being at the controls of the Flirty Freda, an aircraft he knows well. This gives Noah’s player four Action Dice. Now the Game Master adds two Danger Dice because the aeroplane is on fire and another because the controls are not responding as well as they should be. Noah’s player rolls four Action Dice and three Danger Dice. The result is two, two, five, and five on the Action Dice and two, five, and five on the Danger Dice. The pairs of two and one of the fives cancel each other out on the Action Dice and the Danger Dice. This leaves a five on the Action Dice, which is a Partial Success. Since Noah has the Flaw of ‘Show-off’, his player decides to spend that Moxie awarded by the Game Master and changes the five up to a six and gives him a Success. Noah’s player narrates how he brings the Flirty Freedonia with a light touch and avoiding setting anything else on fire.
Amongst an extensive list of gear and other items, Tomorrow City also lists Serums and robots. Serums are administered via Spikers, revolver-like injectors which the user can rotate the cylinder and inject the desired Serum. Serums all give an advantage, but also cause side effects. For example, Celerity grants the Quick Reflexes tag for several minutes, but once it wears off, the user suffers the Clumsy tag for the same length of time. Others harm the user, like Nerve Block, which makes the user immune to damage for several minutes, but inflicts several points of damage. Robots are rated by their size, Grit (or toughness), and Intellect. A useful list of useful types is included alongside the quick and simple rules for their creation and there is a list of more detailed robots and automata given in the section on threats in Tomorrow City.

The Pattern in Tomorrow City is both a danger and something that Pattern Weavers can work with for various effects. The Pattern Weaver Occupations include Aberration Tracer, a bounty hunter who tracks down aberrations and dangerous Pattern users; Metaphysical Geometrist, who understands the flow of the Pattern through the city and can interact with its flow to move around in impossible ways; Symbolist, who manipulates the Pattern through symbols and signs to benefit or harm others; and Weird, who can read the Pattern as it flows around people and gives insight into their actions and status. In addition, the Pattern Weaver Trademark enables a Player Character to attempt actions such as detecting or manifesting the Pattern, summoning an Aberration, or even warping reality. In addition to the table that lists what Action and Danger Dice to add to a check, there is a list of possible consequences if the check goes wrong and a table of bystander reactions. The Great War has not long since ended and many still fear the effects of Pattern bombs, they heard the rumours about…

For both the players and the Game Master, there is an introduction to the genre with a decent bibliography as well as playing safe, whilst for the Game Master there is advice on running the various aspects of the roleplaying game. This covers the creation of missions, mysteries, and jobs, plus the handling and mastering the various aspects of the game. Fundamentally, this is to be a fan of the players and their characters, do what the fiction demands, and think cinematically. It is backed up with a solid selection of threats, from Ministry Agents and Citizens to Troublemakers and dangerous Environments, but also Automata & Robots, Experiments Gone Wrong, and Pattern Aberrations. Both Experiments Gone Wrong and Pattern Aberrations add an element of horror to the game as they are quite creepy. For example, the ‘Pain Pane’ is a flat image of a knight or biblical figure in stained glass which can hide with ease and if light is cast through it, anyone caught in the pattern of the glass is stained in colour and wracked with pain. There is also the scenario, ‘Job: Escape Plan’. This is a prison rescue mission, one Douglas Baker having been arrested for falsifying records at the Ministry of Agriculture. The thing is, he definitely is guilty, but the Game Master can tailor the faction he was working for and who hires them to get him out, to the Player Characters and their backgrounds. Several options are suggested. The scenario suggests that Player Characters can attempt to break him out of the detention centre where he is being held or from the dirigible when he is being transported to court. Either way, the scenario ends with a chase to get to the handoff point before the Badges catch up with the Player Characters. ‘Job: Escape Plan’ is short and should provide a single session’s worth of play, perhaps two, but no more. It does however, give a chance for the players to learn the rules and show off their character’s abilities.

Physically, Tomorrow City is very nicely presented and the book is tidily laid out and quite easy to read. Biagio D’Alessandro’s illustrations are excellent, really capturing the feel and tone of the genre with a wide cast of characters and varying situations. If there is anything missing from the book it is a handy rules reference at the end of the book.

Tomorrow City draws upon familiar genres—Cyberpunk, Steampunk, and Film Noir—to pull us into and want us to roleplay in a less familiar genre, Dieselpunk. It enables the players to create interesting characters and provides the Game Master with enough information to present and evoke a fascinatingly familiar yet different dystopia, but still leave her and the reader wanting more information about Tomorrow City and the wider world. (In other words, an anthology of scenarios and more source material would be very welcome.) In the meantime, Tomorrow City provides easy access to a little explored genre in roleplaying and brings its world of another future past to life.

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