Frequently asked questions
Nota bene: Everything here is preliminary and subject to change. No promises! At least not until the Kickstarter.
Is this a continuation or a reboot?
We think of it as an alternate version of the same universe. A new perspective. We are not looking to replace either of the previous versions of the game; they are not going anywhere and this is not a “patch to fix the bugs”. The old versions were very good – this is something new, with a different and more narrow focus.
Will I be able to play as an X doing Y, like I could in the previous games?
Probably not unless X is “freelance investigator” and Y is “solving mysteries in Luna City”. This game is more limited in scope and more focused than previous adaptations of the IP. If what you enjoyed most about the older editions was military campaigns or epic system-spanning pulp adventures, this game might not be what you’re looking for.
Even as potential later modules introduce new environments like the Venusian jungles, the focus will remain mystery-solving rather than combat and tactics.
Will the world lore / canon remain the same as in previous games?
Just like 2nd edition changed things compared to 1st, and 3rd changed a lot of things compared to 2nd, there will be changes. We hope they will be to your liking – and if you don’t, it will be pretty easy to revert them and instead play the game in your preferred version of the game world. Again, this is like an alternate universe more than a replacement.
I don’t like that you’ve changed X, it ruins the whole thing for me
We are sorry that you feel that way, and it’s a completely valid opinion. We do change things compared to all three previously released versions, and not all of those changes will suit everyone. We accept this means some people will pass on our game and instead play either the original or Modiphius’ excellent updated version.
What rules system will be used?
The rules have not been finalised, but right now we’re looking at a simple system with a small number of ability scores to roll for, small dice pools where 4+ means success, and using “number of successes” to determine degree of success.
There’s also a larger number of “expertises” graded 0–3 that aren’t rolled for but which determine the amount of detail a player gets from a clue. Combat is not very detailed and there’s not a lot of mechanical difference between weapons, but it’s fast and furious and very deadly. One might call it discouragingly so.
These rules are designed to support the main mode of play the game is designed for: relatively combat-light investigation of mysteries with or without supernatural connections.
Will there be a lifepath system?
That’s the plan, yes. It will probably look pretty similar to the one in the original game, albeit tweaked to suit the new system.
Who will illustrate/write?
The core rulebook will primarily be written by Mikael Bergström. He will also be doing layouts and some rule illustrations. Other than that, nothing is decided yet, but we are in talks with various people. You’ll know more when more has been decided!
Will the old material be compatible?
Yes and no. Many individual ideas, concepts and designs will be very easy to port over to Luna City Blues. The game mechanics will be completely different though, and some changes will probably have to be made to accommodate the changes to the timeline, lore etc. Some things will simply not work at all, we are sorry to say, since the lore they depend on will have been completely reworked.
Is this game related to Warzone Eternal from Res Nova Games?
No, but they are both based on the Mutant Chronicles IP. They are really cool guys though, so you should definitely check them out. Especially if the old Warzone game was your jam.