DM Tales<p><strong>The Electric State RPG</strong></p><p>When I first saw Simon Stålenhag’s artwork for <em><a href="https://www.simonandschuster.com/books/The-Electric-State/Simon-Stalenhag/9781501181412" rel="nofollow noopener noreferrer" target="_blank">The Electric State</a></em> I was captivated. His pieces bear a haunting familiarity which becomes unnerving as you take in the details. So, when I saw that Free League was crowdfunding an RPG based on <em>The Electric State</em> it was a no-brainer to back it. And when I was able to read it, this game left me thinking.</p><p><strong><strong>Introduction</strong></strong></p><p><em><a href="https://freeleaguepublishing.com/shop/the-electric-state-rpg/core-rulebook/" rel="nofollow noopener noreferrer" target="_blank">The Electric State RPG</a> </em>is not about gaining treasure or saving the world. It’s about <em>journeying</em> through this world and provokes players to discover how their characters are changed by it. It’s wild.</p><p><strong><strong>Setting</strong></strong></p><p>The game takes place in an alternate reality 1990s, where many of the cultural cornerstones from our world also exist. Grunge is a thing, vehicles have a 90s aesthetic, and much of the technology is identical to our world. But there is one aspect of <em>The Electric State </em>which takes our 90s and twists it off angle enough that it becomes an alien landscape.</p><p>Neuronics broke the world.</p><p>In <em>The Electric State</em> <em>RPG </em>the human brain was not only charted, it was both mapped and <em>replicated</em>. This created the opportunity for humans to connect their minds to “neuroscapes” which allowed people to control remote drones and pilot them as though they were wearing the vehicles as skin. It opened up the door to have <em>new</em> neural networks created, giving the rise to robotics our world can only imagine.</p><p>The technological leap, combined with social and economic pressures, triggered a US Civil War which broke the county into several nations. The key nation in the game, Pacifica, consists of what used to be the State of California. It claims to be a democracy, but it’s dominated by Sentre, the corporation which created neuronics. Pacifica is in decline. While the densest population centers still feel “normal,” the further one travels from the big cities the more Pacifica’s decay is on display. It’s a society on the verge of collapse, but most folks are too tuned into their neurocasters to take note or care.</p><p>It’s a depressing setup, to say the least, but it gets worse. Ever since Sentre pushed out its latest update, Mode 6, neuro addiction has been on the rise. More and more people are being found dead, through either starvation or dehydration, wearing their neurocasters—blissfully connected to the neuroscape and ignoring reality until their very end. Even stranger, Mode 6 seems to have coincided with the growth of “Intercerebral Intelligences.” These entities have emerged from the neuroscapes, and there are rumors some of them have escaped into the physical world and created physical forms for themselves out of the drone wreckage which dots the landscape. Even more odd, cults are arising which treat these intelligences as gods.</p><p>As I read the book I tried to come up with a genre for the game. Alternate History, Science Fiction, or Post-Apocalyptic didn’t quite cover things, though there are elements of these in the game. I finally settled on describing <em>The Electric State</em> <em>RPG </em>as psychological horror.</p><p><strong><strong>Character Creation</strong></strong></p><p>Characters in <em>The Electric State</em> work off of ten archetypes which designate their key attribute, starting talent and money, as well as their basic equipment.</p><p>Characters also each have a Dream and a Flaw. These have no mechanical impact on the game but do serve as an excellent skeleton from which a character’s personality can develop.</p><p>Each traveler has four Attributes: <strong>Strength</strong>, <strong>Agility</strong>, <strong>Wits</strong>, and <strong>Empathy</strong>. Starting values range from 2-6 and are determined by rolling 4d6. Players roll the dice, and will re-roll until every die shows a value of 2 or higher. The values on the four dice are then are assigned to the Attributes as the player wishes. If players would rather use point buy for their attributes, they may. They are given 16 points to assign, but no value can be lower than 2 or greater than 6.</p><p>Two other derived attributes, <strong>Health</strong> and <strong>Hope</strong>, represent a characters physical and emotional well-being. Health is (Strength + Agility)/2 and Hope is (Wits + Empathy)/2. Both results are rounded <em>up</em>.</p><p>The last tracked value, <strong>Bliss</strong>, denotes the pull Neuronics has on the character. More on that in a bit.</p><p><strong><strong>Advancement</strong></strong></p><p>Travelers who follow their <strong>Dream</strong> or role-play their <strong>Flaw</strong> are rewarded with <em>Improvement Rolls</em><strong> </strong>after each session. For each role granted a player is able to chose one of their four attributes and roll a d6. If they roll <em>over</em> their current score, that attribute increases by 1. These roles aren’t just “succeed” or “fail,” however, if a character fails their roll they gain a new skill instead. It’s an interesting way to show how characters are changing during their journey through their collapsing world.</p><p><strong><strong>Core Mechanics</strong></strong></p><p><strong><strong>The Rolls</strong></strong></p><p><em>The Electric State</em> uses a streamlined version of Free League’s Year Zero Engine. For an attempt a player rolls a number of d6s equal to the attribute score most appropriate for the task. The number of dice rolled may be modified by a traveller’s gear, skills, or hinderances affecting them.</p><p>Any 6s mean the character has achieved a success, and multiple 6s mean the character’s success is “extra”—like succeeding while being so quiet no one hears the traveler’s actions.</p><p>If no 6s are rolled, or if a player wants to go for higher level of success, they may push their roll. To do this the player sets aside any dice showing a 1 or a 6 and re-rolls the rest. At this point 1s become active. Any 1s on a die rolled from a character’s attributes, or added through skills, reduce a character’s <em>Hope</em>—pushing them further to the brink of having a breakdown and perhaps suffering mental trauma. Any 1s on dice added through gear reduce the gear’s bonus. When a gear’s bonus hits zero it becomes busted and cannot be used. To keep gear dice separate players should roll two different color dice for attempts.</p><p>Opposed rolls in <em>The Electric State</em> are a competition for the most 6s between all opponents. Whoever rolls fewer 6s loses.</p><p>This streamlined version of the Year Zero Engine (YZE) makes setting up their dice pools, and reading results, a bit easier on the players. At the same time, it also makes pushing rolls a bit more risky because dice added through skills can trigger a loss of <em>Hope</em>. In other YZE games like <em>Forbidden Lands</em>, for example, skills <em>never</em> have a negative impact on the character when a roll is pushed. I like the added risk!</p><p><strong><strong>Combat</strong></strong></p><p>Combat in <em>The Electric State RPG</em> is designed for theater of the mind. Ranges are abstracted and are differentiated by <em>zones</em>. Zones can be differentiated by any natural separation between combatants—a hedgerow, a stream, or even a locked door or barricade can create zones in combat.</p><p>There are five ranges in the game. <em>Engaged</em> is anyone who is at “in your face” distance. <em>Short</em> is anything in the same zone. <em>Medium</em> is anything in an adjacent zone. <em>Long</em> is up to 4 zones away. <em>Extreme</em> is anything over 4 zones away.</p><p>Initiative is narrative-driven. If combat happens, and this is a game where combat should be a last resort, the character who triggers the combat will go first. They will be followed by all allied combatants, and <em>then</em> opponents. If there is a combat where the narrative says who goes first is a toss up, both sides roll a d6 and add the highest <strong>Wits</strong> value from an allied combatant. I’m a big fan of narrative-driven initiative, and making it side-based speeds things up at the table.</p><p>On a turn a combatant gets one move and one action, or two moves. Minor actions, like ducking for cover or interacting with an object, are considered free actions. How many free actions a character gets is determined by narrative. Shouting a warning, ducking for cover, and then reloading a gun makes narrative sense—though perhaps the reloading could be pushed to a subsequent turn or take up the Traveler’s move. Shouting a warning, typing in a computer password, reloading a gun, and rummaging for a sandwich in a single turn is narrative absurdity. Players and GMs need to work together to keep the in-game fiction working with some sort of logic.</p><p>Close combat attacks are made against anyone in Engaged distance and use a character’s <strong>Strength</strong> attribute as base dice. Ranged attacks are made against any target short range or greater, and use a character’s <strong>Agility</strong> attribute as base dice. Attacks will also add skill and weapon bonus dice to an attack roll.</p><p>Each weapon in the game has a set amount of damage inflicted through a hit and each 6, beyond the first, rolled in an attack inflicts an additional point of damage against the target. The desire to deliver a heavy blow is a wonderful way to entice players to push rolls!</p><p>When attacks hit <em>The Electric State RPG</em> includes a few ways to make an active defense.</p><p>When struck by a close attack a character may decide to <em>Fight Back. </em>This turns an attack attempt into an opposed roll, giving the target a chance to avoid taking damage or even hitting back. Any character who takes this reaction, however, forfeits their next turn—both movement and action. If a character had already acted in the current round they forfeit their turn in the subsequent round, instead.</p><p>Characters targeted by ranged attacks may seek cover, which reduces the number of dice rolled against them, or they be attempt to <em>Dodge</em> the incoming attack. Similar to <em>Fighting Back</em>, when a character dodges they forfeit their next turn—either in the current or subsequent round.</p><p>Armor can also be used to mitigate damage. Each armor type has an <em>Armor Level</em> which indicated how many dice should be rolled against damage. Any 6s on the armor roll reduce incoming damage by 1 point.</p><p>Damage from attacks reduces a character’s <em>Health</em>. When their <em>Health</em> score reaches zero the character is incapacitated and must make <em>Death Rolls</em>. To make this roll a player rolls four dice and notes the number of 6s rolled. Player gets <strong>three<em> </em></strong><em>Death Rolls</em> to try and get three 6s. If they do, the character stabilizes. If not, the character is dead.</p><p>An incapacitated character may be <em>Rallied</em>. Any player attempting to rally a downed traveler rolls <strong>Empathy</strong>. On a successful roll the incapacitated character rejoins the fight with <em>Health</em> equal to the number of 6s rolled, <em>but</em> they are <strong>not</strong> stabilized. Rallied characters still need to make death saves and can perish even while continuing to fight. I <em>love</em> a good rallying mechanic in games, and this sounds terrific.</p><p><strong><strong>Using Neuronics</strong></strong></p><p>The most fascinating aspect of the game is the ability to enter a neuroscape to search for information, interact with attached entities, or hack the system. In <em>The Electric State</em> neuroscapes are powered by massive towers which dominate the landscape. Many are connected to a global network, much like our internet, while some are limited to local access only.</p><p>Accessing a neuroscape requires the use of a neurocaster, and each character is equipped with one at the start of play. Not all neurocasters are created equal. The different models have gear bonuses for <strong>Processor</strong>, <strong>Network</strong>, and<strong> Grapics</strong> which are applied for different tasks inside the neuroscape. While neurocasters can connect wirelessly, they are more effective when connected via a hardwire and get +2 dice to all attempts inside the virtual world.</p><p>Finding information in, or hacking, the network are each given a difficulty rating of 1-3, commensurate with the attempt’s difficulty. This rating indicates the number of successful <strong>Wits</strong> rolls the player needs to make in order to achieve their goal—though there are certain talents which increase the number of dice for neurocasting attempts. Each attempt takes one stretch of time (about 5-10 minutes), though if <em>any</em> attempt fails subsequent rolls extend to a shift of time (about 5-10 hours).</p><p>Combat inside a neuroscape is possible, and will be flavored like whatever world is being emulated. Because the physics of a neuroscape are virtual, however, all combat is treated like <em>close</em> combat—using <strong>Wits</strong> instead of <strong>Strength</strong>. Just as in the real world, an attacked entity may <em>fight back</em> which may cause an attack to fail.</p><p>But there’s a twist.</p><p>Accessing the neuroscape, is not without risks. When connected to a neuroscape every failed roll increases a traveller’s <strong>Bliss</strong> by one. Failed attempts can be pushed, just as in the physical world, with the typical risk of losing <strong>Hope</strong> while doing so. Any traveller whose <strong>Bliss</strong> becomes greater than their current <strong>Hope</strong> is lost to <em>The Electric State</em> and cannot will themselves to disconnect from the network (though they may still take actions inside the virtual world to aid the group). Stranded players <em>can</em> be forcibly disconnected, but this will result in their <strong>Hope</strong> being reduced to zero and will trigger a mental trauma (if that rule is being used by the table).</p><p>The risk vs. reward aspect of Neuronics is one of the most fascinating aspects of play for me. Great things can be accomplished, and players may have both skills and equipment which will entice them to attempt such tasks, but in the end the Neuroscape may become a trap from which they cannot escape. It’s pretty cool.</p><p><strong><strong>Journeys</strong></strong></p><p><em>The Electric State</em> <em>RPG </em>is not designed for long term campaign play. The characters aren’t heroes, but <em>travelers</em>, and their journey has a specific destination. A typical set up is for the GM and players to gather and select both the destination and the route the group will take to get there. The GM will then create <em>Stops</em> along the way which create both tension and danger for the group as they pass through a society in the midst of collapse. This flies in the face of more “sandbox” style play, where players take their characters wherever they want and the GM sets up situations in response to their actions. At the same time, given the nature of the game, an “on rails” journey does make <em>some</em> sense.</p><p>For tables which would like a more free-form trip to reach their destination, they may decide to forego a planned route and choose their direction based on whatever they feel drives the group. In this case, a GM will either move stops to match the route, or improvise a stop to trigger the story—with or without using the excellent tools in the core rulebook.</p><p>Why are the travelers on their journey? That’s up to the players. The simplest way to tie the destination to a traveller’s goal is to link it to their <strong>Dream</strong>. Something about the destination is linked to whatever they’re holding on to for hope in <em>The Electric State RPG</em>’s dystopian world. Travelers may also share goals if the players decide their stories are intertwined.</p><p>Travelers will also each have a personal threat, which will create urgency on the journey. Each of these threats will have a <em>counter</em>. Each time they appear the danger the threat represents will increase until they reach a final confrontation with the traveller. As with goals, threats may be shared between travelers if the players decide it makes sense.</p><p>Threats in this world aren’t just tied to the travelers. Each stop on the journey <em>also</em> has its own threats and counters, compounding the dystopian feel of the world.</p><p>There are tools in chapter 5 which help GMs work with the players to set up a journey and create stops. The advice here is well-done, with ample examples to spark ideas.</p><p><strong><strong>The Product</strong></strong></p><p><strong><strong>Physical Book</strong></strong></p><p><em>The Electric State is a </em>“full-sized” book clocking in at 230 pages. The cover bears one of Simon Stålenhag’s pieces from the art book, which is <em>stunning</em>. The cover art isn’t borderless, though. Instead, there is a white bevel around the image which feels like an older style design language—like it comes from the 90s. The rear cover displays another piece of art from <em>The Electric State</em>, along with a blurb describing the game’s core concepts. The interior cover pages show a map of Pacifica, the game’s default location, and stuffed in the back is a fold out map which is <em>stunning</em>. It’s not as large as some other posters included in <em>Free League</em> products, but it’s the perfect size to be used at the table. I like it.</p><p>My only knocks on the physical book are there are no book ribbons and it’s printed on glossy paper. But the glossy paper didn’t bother me as much as it normally does because the interior layout is so high contrast.</p><p><strong><strong>Internal Layout</strong></strong></p><p>The design language for <em>The Electric State</em> is minimalist, and is a perfect fit for the game. Borders around call outs and tables are a thick black line. And these are “taped” to the page with scotch, or even duct, tape—as though the book was from the early days of desktop publishing and what we’re reading is a pre-print mock-up. The heading font is an attractive sans serif, and second level headings are preceded by the in-game “Sentre” logo which helps them stand out. Third level headings use the body’s serif font with a bold face and are indented.</p><p>Blockquotes, which I assume come from the original art book, are strewn through out <em>The Electric State RPG</em>. These are separated from the rest of the text with a large quotation mark above and a thick black line below and are presented in an italicized sans serif font. Very nice-looking.</p><p>Lists use a light-weight Sentre logo for bullet points, which is a stunning design choice. Tables utilize a lightweight sans serif font for the body cells, and a bold sans serif font for heading cells—table rows are separated by a thin line.</p><p>Chapter title pages display a full spread image from Simon Stålenhag’s artwork, with the chapter title on one of the spread’s pages in a large sans serif font, a blockquote below the title lays out the feeling for what is to come.</p><p>Everything in the layout is stark, and yet easy on the eyes. I never tired reading it.</p><p><em>The Electric State RPG</em>’s core rulebook is <em>filled</em> with Simon Stålenhag’s art, to the point where finding a spread <em>without</em> a piece of art on it feels unusual. It is a visual feast, and the artwork never looses its haunting and provocative power. It’s amazing. I now want to purchase Simon Stålenhag’s books so I can experience it <em>more</em>.</p><p><strong><strong>Conclusion</strong></strong></p><p>This game has me drooling to run it. It’s “almost normal” world, tweaked to the point where even the familiar feels alien, draws me in. It’s a game which guides players to learn something about the nature of journey and hope in the midst of a slow moving crisis. It can be used to tell amazing stories, but it can also help players experience some deep introspection—just like Simon Stålenhag’s artwork.</p><p>You can pick up <em>The Electric State RPG </em>from <a href="https://freeleaguepublishing.com/games/ny-electric-state-rpg/" rel="nofollow noopener noreferrer" target="_blank">Free League’s web site</a>. A Hardback book, which includes a PDF with purchase, costs about $51.35. The PDF alone can be purchased through <a href="https://www.drivethrurpg.com/en/product/467022/the-electric-state-roleplaying-game%20?affiliate_id=3013717" rel="nofollow noopener noreferrer" target="_blank">DriveThruRPG</a> (Affiliate Link) for $24.99.</p><p>I don’t often suggest anything beyond, “If you like this sort of thing, maybe check this out.” For <em>The Electric State RPG</em> I will say if you found any part of this review appealing <strong>get this book</strong>. 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