A Small Mississauga Group Wants You!
2008-09-06 23:27:33
I was just wondering how many people still play CyberPunk
2020?
Our group plays it and we even have an on-line forum based
game.
So are there any other Edgerunners about?
If so:
- What type of runs do you enjoy? (Espionage, Info gathering,
Raid, etc. )
- Which Role is your favourite?
- Which Role is your least favourite?
Show me indie goodness
2008-09-07 17:13:45
I like to play gutter level Cyberpunk. Small time hoods (nomads,
solos, techies and fixers) pulling small jobs like robberies,
hijacking and kidnapping while avoiding the law, the mob, and
bigger gangsters.
I like Fixers best. All that wheeling and dealing is very much
the ethos of CP.
I don't think rockers, medias or cops work unless the campaign
is designed specially for them.
Gunslinging Grail Quester
2008-09-08 16:49:36
I haven't played in probably 10 years. I think the game is too
dated nowadays, and I haven't really looked into the new edition to
see what's been done with it. Anyway, it was a good game in it's
day. The newer cyber stuff gives too many ways to beat the system,
though. I remember having a solo with speedware and some kind of
splitter that let him aim his two guns independently. With good
targeting, he was able to make multiple head shots in a turn.
Wicked stuff.
I agree that rockers and media are fun in theory, but if the
game isn't catered to them, all they do is a lot of nothing. Heck,
even techies and wheelmen are left sitting on their thumbs much of
the time. Solos and fixers are fantastic to play, and medtechies
usually get a lot of work. Corps and nomads can usually find
something useful to do; cops really don't tend to fit in with the
rest of the group unless they are going vigilante. Netrunners are
mandatory, but in our games they were always NPCs because it takes
up too much game time doing one-on-one hacking while the rest of
the players sit around bored...
We eventually got a little burned out on the lack of varieties
for our missions: steal something, deliver something, kill someone,
protect someone, yadda yadda yadda. It takes a creative GM to mix
things up enough, and to make the inevitable double-crosses less
predictable. But I guess that's pretty much the same for any RPG:
it all hinges on what the GM brings to the game.
Show me indie goodness
2008-09-08 20:17:26
Netrunners? Yeah tell me about it! I played one under 2013
rules. But after that we just used NPCs too.
I'm burned out on betrayals too. I got to the point where I was
considering taking the advance then wasting the Mr Johnson (yeah I
know that's a Shadowrun term :) )
I think Cyberpunk worked best when it wasn't just about the
mission. With some soap opera elements, or even just conflicting
goals within the group, you get characters who don't just sit
around waiting for missions.
Gunslinging Grail Quester
2008-09-10 17:37:37
Actually, one of my favorite CyberPunk campaigns was in an open
format where the GM didn't always have missions set up. The
characters were completely bloodthirsty and mercenary, and they
were willing to do ANYthing to make a eurobuck. For example, they
formed a temporary "organization" called Corpse Corps that
delivered fresh bodies to ripper docs. In a particularly ambitious
move, our netrunner diverted cyanide from the San Angeles county
prison system (intended for death row executions), which then was
used in the ventilation system of an entire arcology. With a few
rented trucks and linear frame exoskeletons, we cleared all of the
bodies from the entire place within a few hours in the early
morning. Of course, our ripper doc customer wasn't prepared for so
much "inventory" at once, and we ended up being paid with a bunch
of counterfeit eb, but that's another story...
This is the kind of thing that can make for great games, just
based on the plotting of the characters. Then it's up to the GM to
roll with some improvisation and keep things moving, and to work in
some snags to overcome. Of course, it also takes some motivated
players who want to actually make up the story on their own, and
sometimes it's hard to come up with that great combination.
A Small Mississauga Group Wants You!
2008-09-15 00:06:25
Ya, we've also relegated the corps, netrunners, media and
rockers to NPCs as well.
I find that the nomads/gangbangers, cops(P.I.s, corp cops that
want to make a difference, etc), fixers, solos and techs (either
type) can all function as a good team.
True to the original spirit of the game, we play it as "style
over substance" and often they talk their way out of problems... in
my game, when guns get pulled lots of people, and PCs, die.
We have augmented the game and tried to keep the tech bleeding
edge, so that they play in the near future, we've added a lot of
anime and sci-fi elements to the game as well... we've added occult
stuff, but not magic, and we had a few games where quasi-time
travel happened (the team got cryo-ed and were thawed decades
later)
We have a great deal of fun with it and for when we can't get
together we have the on-line forum based game!
I've looked over v3 and I'm not so impressed, it has the feel of
a video game and not an RPG.
Gunslinging Grail Quester
2008-09-15 23:36:48
I'm surprised R. Talsorian hasn't done up a CyberPunk 2040 yet
-- just clean up the 2020 system and refresh the timeline to meet
up with modern day. All they need to do is compile all of the tech
& cyberware, edit it for some friggin' game balance for once,
and release it in a few thick sourcebooks. It wouldn't take much to
revamp the game and make it appear fresh again. I've flipped
through the v3 book, and thought it looked ridiculously lame with
all of those photos of ACTION FIGURES instead of artwork. How on
earth am I to take the game seriously? It's supposed to be about a
dark future where technology replaces morality, where life is cheap
and money only comes to the ruthless. And they have me looking at
ACTION FIGURES on every other page?!?
The old system is great! It just needs a minor rewrite and some
new artwork. Repackage the old material and clean it up a bit. Fix
some of the classes we mentioned (especially the netrunner) to make
them more playable. Make the prices work (I love the old cell phone
costs particularly...) And voila! It would be beautiful and there
would instantly be loads of people interested. Too bad they want to
reinvent the wheel each time they re-release the game. Anyone
remember the Fuzion with the Hero system? Or that Cyber Generations
B.S.? Why can't they just stick to what works - just pull the old
material together (like Paranoia did), and make it appealing to
today's gamers?
Feng Shui RPG.
2008-10-05 21:07:15
I played Cyberpunk 2020 back in the day. Had a nomad tricked out
with class stuff so he was basically a solo. Didn't have a lot of
cyber either, but I leveled the playing field with a belt of EMP
grenades and a Monokatana. When I can turn off your arms, legs,
eyes and whatnot, then hit you with a blade that THIRDS, not
halves, your armor, you're dead.
I never got to play cybergenerations, but I wanted to. I played
a solo type briefly in v.3. I get a kick out of the old gamers that
bitch about how they changed Cyberpunk. C'mon, it was the 80's view
of the future. To update that with a nanopunk vision of the future
as seen from now only makes sense. Cybernetics are an old idea
compared to nano and bioengineering. Can you imagine a sci fi fan
bitching because Star Wars and Star Trek had ships without fins,
and rayguns without rings?
As for the action figure pics in the v.3 book, I too would've
preferred actual art. However, I'm an action fig collector, and I
appreciated what they did on a level that only a collector could.
My biggest bitch about that book was all the typos and missing
stats for guns that were listed. Even the errata on the official
page didn't cover it all. I guess we should be glad Mike got the
book out at all, considering how late it was.
I would love to play Cyberpunk Generations or v.3 if anybody is
running anything around Sioux Falls, SD.