Mechanics #1: Expectation management
- By Mikael Bergström |
- In Devlog |
- With No Comments
- On 26 Sep | '2026
Hello, freelancers!
I’ve been wanting to write something about game mechanics, since I’ve gotten a few questions. But I’m also a little wary – Luna City Blues is a different beast than the mainline Mutant Chronicles games, so I’d like to start by doing some expectation management. Pave the road; show you where I’m coming from.
The original Chronicles, 1st edition, was my first TTRPG back in ’97. It’s a pretty simple system, but it was built to facilitate a kind of action-focused, pulpy gameplay. When we ran the sort of detective-story and investigation-focused scenarios I favored, the system was either not used or it felt a little out of place. So when I got the chance to make Luna City Blues – which is a detective-noir-investigation focused spinoff game with its own take on the setting – I decided to build a system that I thought better supported that kind of scenario.
I’m not going to go into details here – I’m saving that for a future post. But I can give you some insight into my design principles and underlying ideas:
- The game favors player skill over character skill, especially when gathering clues and putting them together. You, the player, need to describe what you do to find the clue. Once found, your stats determine how much information you get from it. No “find clue” rolls. Mystery-solving and being clever is the core gameplay.
- Combat is extremely barebones. Not even detailed enough for weapons to have individual stats. And it’s *not balanced*. In OSR circles, they talk about “combat as war” vs “combat as sport”. Luna City Blues favors the latter. If you’re shooting, something has gone terribly wrong. In this game, combat is a fail state.
- Character generation is a lifepath system like the one in 1e, but tweaked for more balance between characters.
This is what I mean when I talk of Luna City Blues as a spinoff rather than a “fourth edition”. It’s bad form to talk about what your game isn’t, but at the same time it feels important that we’re on the same page. I don’t want people to be surprised when LCB isn’t as crunchy or combat-focused as 3e or even 1e. It’s not meant as a replacement.
But I hope you’ll like it anyway =)


