Prak wrote: There should be a flexible weapon customization and optimization system, as well as a generic--rather than specific--cybernetic's catalog
Problem with that, is it needs to be more meaningful, and less "Gotcha! moments" than the way Shadowrun has done it. Where Street Sam had to go through granular process of caring about piddly bonuses that didn't add up to be as meaningful as other concepts. So upgrades should definitely provide abilities, and numbers second (if at all). "Gotcha" bit refers to tedious thing of having to scour the books to ensure ye have the right upgrade to make the weapons do what you want. Screwing over those who details they couldn't have known off-hand, such as needing Sealed clip + Chrome/special material in order to sneak in your gun(s) without autofailing to sniff tests, Air-bursts to make Grenade launchers work, and lesser extent comfortable handle/Smartgun-jazz.
Otherwise I do support the idea of encouraging swag to be more imaginative in its special looks, likely includes several tables to help people generate ideas to make their stuff cool and the game not discouraging that every step of the way (sorta how SR encourages you to be "generic" than "distinctive" albeit makes some sense).
Lastly, I wonder if the author has checked out the original thread to
Frank's
Fantasy Cyberpunk RPG idea? Might have some worthwhile mentions may answer some questions for ya (it does mention how mundane human face should be supported).
dogbert wrote:Also, the PCs must ALWAYS be transhumans or you end up with Linear Fighters/Quadratic Wizards (don't give players a choice, there are no "Batmen" here).
I do understand the notion here, give all PC's a powersource helps em be different, and no Capt-Hobo's. However the No-Cyber/Magic/juiced Human Face/Detective should be supportable in a Cyberpunk game. The struggle of maintaining humanity in a world of everyone losing theres is compelling and appropriate theme in Cyberpunk. Though yeah, could easily just be punked into NPC-status, but ruleset could help encourage that (which I recall
Frank's project was going to encourage above)
Lastly, I have wondered, how do you best showcase the themes of Cyberpunk about how becoming "less human" to the players and reflected in the game world?
What I find wrong w/ 4th edition: "I want to stab dragons the size of a small keep with skin like supple adamantine and command over time and space to death with my longsword in head to head combat, but I want to be totally within realistic capabilities of a real human being!" --Caedrus mocking 4rries
"the thing about being Mister Cavern [DM], you don't blame players for how they play. That's like blaming the weather. Weather just is. You adapt to it. -
Ancient History