and while in theory it's cool as hell, in play it has so much weird added complexity on top of Blades in the Dark, which is already a fairly complex game. Examples include:
- you get moves via fictional triggers instead of getting to choose what to spend xp on
- a large portion of moves and the third dot in any action are only accessible via cyberware
- you can only help someone if you have a (non-symmetrical) bond with them, which you only start out with one of even if your characters have all known each other since they were kids, as is one of the suggested options for how the PCs know each other
- you can weirdly only get new bonds when you level up instead of when you make a connection with them, despite the move to fictional triggers as the way to gain special abilities
- you start out with only one of your playbook items instead of all of them and have to steal the rest from your workplace during downtime
there are just so many added elements to the system, many of which sound cool on their own, but put together are a lot to keep track of when actually playing.
