[OSSR] Cyberpunk 2020

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GnomeWorks
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Post by GnomeWorks »

pragma wrote:I’m hyped to make a newsroom where no one has any combat ability; the idea of making a game that’s not explicitly about heists kind of appeals here.
I knew a guy who ran a Traveller game with that conceit: they were a traveling newsteam who went from world to world chasing after the news.

From my understanding, though, it didn't go very well.
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Post by pragma »

Never Fade Away

Every RPG I’ve read other than D&D has some in-universe fiction tucked away somewhere. This is CP2020’s little dose of the stuff. It attempts to also be a starter adventure by providing maps and NPC statlines for major locations and players in the story. It’s an awkward combination: are you supposed to play as these stat blocks, or just alongside them? Are you allowed to do things that aren’t in the short story? And why do so few of the mechanics they outline follow the rules in the book?

The events of the story are, I think, the final published adventure of CP2013. The shakeup of the Arasaka Security Corporation that happened in this fiction eventually led to the 4th corporate war between Arasaka and Militech that marked the end of the CP2020 edition. If your characters were involved instead of random NPCs, this would be heavy stuff that made you feel like part of the world. Shadowrun did this kind of metaplot much better through a combination of Shadowtalk and better published adventures.

To summarize the plot: Famous rocker Johnny Silverhand is mugged, nearly fatally, but a nearby reporter saves him. The reporter, who has a longstanding grudge against Arasaka, explains to Johnny that the muggers were an Arasaka hit team sent to abduct his girlfriend because she is a talented programmer who has secretly built a murderous program that is in high demand. Johnny rounds up some muscle -- a Solo who happens to be his ex and her Nomad partner -- but the group gets ambushed by Arasaka goons in the bar where they meet up. After a brief planning montage, Johnny puts on a rock concert outside of the Arasaka office and incites the crowd to riot and storm the corporate stronghold. He, the media and the muscle storm the compound using daring misdirection to avoid guards. Unbeknownst to the raiders, Johnny’s girlfriend has subverted the program she created and is able to hijack the security system in the tower and subdue her captors. However, Johnny’s explosive entrance into the penthouse where she’s being kept results in her tragically being stuck in the Net forever.

As I mentioned above, this is accompanied by NPC stat blocks, which aren’t built to standard CP2020 rules, and by maps that are almost useful enough to help you run a game. See below for example maps. The NPC blocks don’t have all 10 attributes, and they tend to have values near 10 in everything. Getting Cyberpunk said an average stat was 5 or 6, so this seems like a bit of PC insertion dick waving by the authors. It also doesn’t serve as a useful guide for people trying to create characters. For instance, bafflingly, the solo in the story has a REF of 12, which doesn’t match with her cyberware; they're built in the fine tradition of example characters everywhere in the industry.
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Not clear to me how one becomes an ex-Central-American-vet. Like you retroactively didn't do the war?

Evaluated as a story, the thing is fine. The prose is a bit over the top, and the tragedy of Johnny’s intervention dooming Alt relies on a bit of contrived timing, but illustrating how a personal doomed romance is sublimated into an anti-corporate rebellion is good cyberpunk fare. Here are a few choice pull quotes so you can get a sense of the sohpomoric, but on-the-nose, film noir meets terminator nonsense:
CP2020 wrote:Thompson reaches down to his feet; draws up a long black nylon bag. “FN-FAL assault,” he says, standing up. “I was in the War. I like lead. Lots of lead.”
CP2020 wrote:Silverhand raises the big black gun. A red pinpoint centers on Toshiro’s forehad. “Bang.” Say Johnny. The Hand convulses. “Bang” says the gun.
Evaluated as an adventure, this is super lame. You get in a fight in a bar, then you get in a fight in a building while an NPC provides a mob for cover. You could rework it to give the PCs much more autonomy, but there’s no guidance on the subject. Also, the crucial plot points – the mob raiding the building, some of the tactical positioning on the elevators and Alt’s hacking shenanigans – don’t use the Cyberpunk 2020 rules! You couldn’t play the short story if you wanted to! A full adventure writeup would have been a better decision here.
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Post by pragma »

Megacorps 2020

What’s a cyberpunk universe without the iconic baddies? This chapter details the world’s megacorporations. It opens with shadowtalk from the perspective of two corporates, a classic 80’s yuppie and a surprisingly sympathetic staff biologist. It helps to humanize the other side.

The introduction suggests that corporations have some degree of extraterritoriality, “they have their own laws, cities, factories and armies,” which is a really important setting point that you think they would have covered in the history chapter (Shadowrun certainly makes a big deal of it). It also explains they can be publicly traded or privately held, are usually multinational and usually are manufacturers with diverse production operations in different parts of the globe. This isn’t reflective of manufacturing companies I’ve worked with, which tend to leverage expertise that they already have. It’s also not reflective of the writeups they have for the megas, which usually look like vertical monopolies on some service.

Aside: They use Howard Hughes as an example of someone privately holding a corporation I only know him from the medical institute, so I wonder if there’s some early 90’s dirt on him that I’m missing.

Discussion follows of two special types of corporations: mediacorps and agricorps. Mediacorps are news/entertainment networks. The best futurism is “Political candidates have realized that the right connection to the right mediacorp exec can win elections – only a short step to where the media corporations actually select, package and sell their own candidates.” Agricorps own 65% of the farmland in the United States and family farms no longer exist. Also, petroleum ran out, so agribusiness and energy business are the same because of the production of plant-based fuels.

Corporate organization is discussed, which is useful but dull. Corporations are revealed to have relationships with organized crime to carry out dirty work. Employment contracts are often lifelong and enforced with cranial bombs, so headhunting is a business that frequently employs black operations teams.

The relationship between corporations and government is described as an uneasy détente, where corporations have significant capture of local government and small dictatorships but also pay lip service to large national governments. The Soviet Union is an exception because it has opted to remain a technological backwater to keep corporations out. Corporate offices are roughly equivalent to national embassies, and corporations play shell games with criminal employees to protect them from extradition to hostile courts. Teenage pragma misread this as “corporations control everything” and was more impressed by the idea in Shadowrun that nations still existed and mattered. Adult pragma is pleasantly surprised by the nuance here, but still bored.

There’s a brief primer on trading and owning stock, and it’s pointed out that there’s a world stock exchange which, through the magic of the net, allows fast transactions to anyone, anywhere. More prescience:
never before has the market been balanced on such a razor’s edge between incredible wealth and worldwide economic disaster.
Corporations have covert ops teams that grew out of the organized crime links mentioned above. Apparently American businesses embraced covert operations wings by following Japanese managerial trends, which is hilariously plausible. That’s the in-universe etymology for solos occasionally being called street ronin. Corporate scuffles have gone hot a few times leading to covert corporate wars through proxy terrorist groups. These wars are great reasons for governments to crack down on corporations, so they’re kept particularly quiet, bloody and short in developed countries. The third was so quiet that it happened entirely on the internet!

CP2020 Corporations moved out to suburbs in the 60’s then gentrified the urban core in the 90’s (also prescient). The donut of underdevelopment between inner cities and suburbs was a haven for crime, so corporations started hiring police forces which eventually displaced city law enforcement. They then built trains between their suburban enclaves and the city center so the haves never had to deal with the have-nots. Corporations built housing for their employees and were blessed by the surpreme court to preferentially sell housing to their employees without risk of discrimination suits. One historical exaggeration/slip-up is the suggestion that in 1990 “a two bedroom house cost a median $200,000,” which is the median price today.

There are a lot of sophisticated economic and legal arguments in this section (and in FUTURE SHOCK, now that I think of it), which almost certainly didn’t land with teenage me. I’m rather impressed by both FUTURE SHOCK and this section now, but I still find this corporate section a bit bland after Shadowrun’s punchier treatment. However, this all sets the stage for a great cyberpunk universe. The background writing for this has been quite good.

The rest of the chapter is given over to corporate profiles. Each proposal includes some welcome details, like what military assets are available to a company, how many shares are available, and how many employees, troops and covert operatives they have, predictions which actually line up pretty well with cursory research about the size of real world 2020 corporations. There is a brief discussion of corporate military airlift capability and space station defense apropos of nothing. Then we’re down to business:
  • Eurobusiness Machines Corporation – This IBM knockoff is attempting to monopolize high-tech manufacturing and is led by a troika of European corporate raider dudes. They have a large but bland military / special facilities capacity.
  • Zetatech – Is a smaller technology company that is only located in the Bay Area. They have a small military, no airlift capability, and only 12 covert operatives. They’re set up as an underdog / up-and-comer. Has a one-man majority shareholder.
  • Network News 54 – media conglomerate that has also monopolized TV channel 54 across the US (reminding us of the books mistaken assumption that broadcasts would matter at all once the internet hit). Network News owns lots of combat hovercraft to get news teams to breaking stories, but it’s rumored that these are all still combat capable. No airlift capability.
  • Orbital Air – Feels like a Airbus knockoff to me: a European aerospace manufacturer that monopolizes all orbital launch capability. Owns multiple orbital stations and seeks to undermine competitors to keep its lucrative space launch monopoly.
  • Microtech – Sounds like a Microsoft knockoff, but this company is obsessed with trade secrets and focused on building “full-size computers,” which are later explained to be mainframes, so it most closely resembles Intel today. Currently beefing up security because they’re nervous about acquisition. Medium military and surgery capacity and no orbital presence. Has a one-family majority shareholder.
  • Biotechnica – Invented synthetic fuels and grew rich by licensing them to other producers. Still focused on biochemical research and, because they don’t do their own manufacturing, relatively small. Small military, but favorable relationships with most governments and one orbital research station.
  • Infocomp – A data warehouse with information on everyone and everything. The only thing more dystopian would be if they got people to hand over their data with free social networking or search services. Instead, their schtick is mining the net and hiring very good detectives: more Axios than Facebook. Small corporation with only 34 covert employees, but armed with enough dirt that other corps tread lightly.
  • Merrill, Asukaga & Finch – Investment bankers who mostly do wealth management for the ultra-rich. Lots of combat hovercraft apropos of nothing. Can pull military favors for their clients by explaining that their wealth is being threatened. Overall, a massive underestimate of how big and predatory banks would become.
  • World News Service – Second of the three largest mediacorps, and something of an associated press knockoff. They gather stories from everywhere and resell them. They indulges in investigative reporting and black ops to turn up news. Lots and lots of aircraft of all types, and medical capability widely dispersed throughout the world. However, limited mostly to light arms since its offices are so widely distributed: there’s no central military to maintain bigger arms.
  • Petrochem – Worlds largest producer of synthetic fuel and food. Also controls most of the world’s remaining oil fields (CP2020 seems to have assumed peak oil would happen when it has not). The huge farming and oil extraction operations demand a big standing army to protect their large threat surface. They are militarily fearsome, with the most aircraft we’ve seen yet and their own semi-militarized orbital research facility.
  • Trauma Team International – The world’s paramedics and armed extraction teams. They have 1300 combat hovercraft, an order of magnitude higher than anyone we’ve seen before.
  • Worldsat Communications Network – A satellite company that holds a soft monopoly on satellite communications services. Capable of monitoring all communications that pass through their satellites because the authors didn’t understand encryption (you can’t blame them, the whole PGP scandal was mid-90s). Boring military, but they can put pressure on most nation states to support them because of their crucial communications infrastructure. Also, unsurprisingly, a big orbital base for servicing their satellite network.
  • Arasaka – They hire out security forces and are the de facto villains of the setting (two rapey executives are featured in this book alone!). The largest corporation with the best trained army, but not the biggest guns. Secret training facility in Hokkaido and, appropriate to their business, an unusually large and well-equipped military.
  • Militech – Arms manufacturer and the leading supplier of the US. Maintains a big in-house mercenary force as well. Most powerful corporate military in the world, but fewer total resources than Arasaka. The fourth corporate war that ends this edition features Militech and Arasaka squaring off against each other in open warfare. Secret training camps in Texas, which has ended well for cults all over the world.
    Not listed here, but mentioned with reverence in the netrunner chapter is the Internet Technology Corporation, which maintains the net and is so fearsome that even other corps pay their phone bills. It’s not super clear why.
This rogue's gallery doesn't pop off the page for me. The only two I really remember from being a 13 year old are Arasaka and Militech, who were the well armed black and white hats of the setting. I'd need some good conspiracies or personalities to really hang a story off of any of them. The book continues to fall short of delivering the details to make a world pop. Though the big picture is elegant, the details are missing.
Last edited by pragma on Thu Apr 02, 2020 7:47 am, edited 4 times in total.
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Post by Username17 »

I think the reason the corps don't pop is that for the most part they are widget based rather than personality based.

Like, for a proper memorable evil megacorporation like Wyland-Yutani or Aztechnology what they actually make isn't really the point. They make "lots of stuff." The Cyberpunk 20XX seem really focused on having a product or two, which makes them feel very small and not very much like world-spanning megacorporations with evil world domination plans.
pragma wrote:Aside: They use Howard Hughes as an example of someone privately holding a corporation I only know him from the medical institute, so I wonder if there’s some early 90’s dirt on him that I’m missing.
Howard Hughes was the inspiration for the movie Citizen Kane. He was a megalomaniac who at one time had a grip on the American news comparable to like Rupert Murdock in 2003. Also he built himself a castle on California's Central Coast and is personally responsible for California's wild boar problem.

True story: Howard Hughes was staying in a hotel and being a nuisance to other lodgers being he was crazy. They asked him to leave, so he bought the hotel and made everyone else leave. Then he was annoyed by a neon sign for a casino that he could see from the window, so he bought the casino and had the casino torn down. Dude was nuts. And also literally richer than he knew what to do with.

-Username17
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Post by pragma »

FrankTrollman wrote:I think the reason the corps don't pop is that for the most part they are widget based rather than personality based.

Like, for a proper memorable evil megacorporation like Wyland-Yutani or Aztechnology what they actually make isn't really the point. They make "lots of stuff." The Cyberpunk 20XX seem really focused on having a product or two, which makes them feel very small and not very much like world-spanning megacorporations with evil world domination plans.
I don't think the problem is widgets, but rather that CP2020 corporations lack strong plot hooks. Most memorable megacorps have some kind of widget, and can therefore be summarized as by their core competency and their evil "schtick".
  • Weyland-Yutani ~ mining and xenomorphs/treacherous androids.
  • Aztechnology ~ fast food products and blood magic / creepy board.
  • Saeder-Krupp ~ construction equipment / heavy industry and run by a dragon.
  • Ares ~ guns and infested by insect spirits
Most CP2020 corps don't have plot hooks. Where they exist -- see Orbital Air sabotaging all other commercial space flight -- they aren't given the word count to seem unusual or grand.
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Post by pragma »

Night City

The default setting for Cyberpunk 2020 is Night City, a generic stand-in for San Francisco located somewhere near Monterey or Stockton. (It took me a minute to decide it was SF, I initially thought it was LA based on the full-page art that opens the chapter up: an Instagram model on a motorbike.) 13 year old pragma was pretty fuzzy on whether his 3000 person hometown was south or north of the next town over, so the fact that he somehow assumed that this was in Nevada and a stand-in for the Las Vegas (without casinos for some reason) is in character.

Like “All Things Dark and Cyberpunk” this has three sections: an introduction; resources, which include places of interest, descriptions of locals, and an encounter table of all things; and The Face of the City, an example of an in-universe newspaper.

Introduction

Night City’s history is mercifully brief and to the point, but the many assassinations over municipal government strain credibility. Even so, the juxtaposition of these quotes tickled me as a former East Bay resident:
The city itself lies on a large bay, surrounded by several small subcities and suburban communities (Heywood, Pacifica, South Night City). Years of pollution, neglect and one of the most corrupt governments in the world have …
A bold vision for the future of the region that eventually yielded a state senator running guns for an Islamist group called MILF and homeless people’s acidic urine causing street lights to collapse.

A man named Richard Night bought a ton of real estate during the 1994 economic collapse and tried to make a planned city that would be paradise for corporate interests. It worked for a bit, and the initial settlers in Night City were corporate citizens. Gang bosses had Night assassinated because he had snubbed the unions they controlled. The gangsters then took over the municipal government resulting in a crime wave. Facing economic collapse, corporations made a wave of counter assassinations in 2009, put corporate stooges in government positions, and deputized corporate military as the chief police force. Economic growth has drawn corporate money and citizens to the Night City region, which is growing, but there are still large depressed regions that make good homes for Cyberpunks.

The government is used to being bribed and the police forces are as disorganized as you’d imagine a industrial consortium would be, so bribery is rampant. The only incorruptibles are the CyberPsycho squad, who are a more than a bit unhinged themselves. There’s a bus service, regional light rail and an airport. Space access is available by commuter flight to LA, then a light rail ride to the Mojave SpacePort.

Resources

Formatting aside, these resources each get a new chapter heading in the corner of the page, but they’re not separated by a new chapter page. Are they chapters or subsections? Who knows or cares! Certainly not the authors.

The points of interest and city map come first. They are almost universally dull and make the place feel small. There are a bunch of business buildings, a handful of violent boostergang bars, a Central American vet bar, a solo bar, a techie/netrunner bar and a rocker bar. Blah.
The lack of detail, the made up city and the fact Night City is specifically billed as “generic Cyberpunk” make the place feel vacant and unoccupied. New Seattle did it better (though in many more pages) by having a few highlighted neighborhoods in each adjacent city.

(Aside: I don’t think I’ve defined boostergangs yet. They’re the small potatoes villains you’re expected to fight early in the story: gangs with fetishes for cyberware and random violence.)

This is followed by an encounter table, which is an excuse to talk about a thread of old school D&Dism that runs through this game. I don’t think the idea of making an RPG significantly different than D&D had ever really crossed any of the author’s minds. Sure the RNG is shorter and you roll for shock sometimes, but the fact that the netrunning system is literally exploring dungeons and that there is a wandering monster table really illustrates the mental cage the authors were working inside of. I’m glad things are a bit more out of the box now, though I think there’s room for technological improvements in stapling more game mechanics to narrative.

The entries in the table are uninspired, you run into a group of each Archetype of one of a few local gangs, but they make decent launching off points for Cyberpunk adventures. It’s good in spite of dull writing. The inclusion of separate day, night and after-hours tables is inspired too.

After this we’re given two pages of Night City residents. They aren’t introduced with any in character voice, and text is dense while art is sparse. So they mostly feel like bland caricatures. Rereading them I remain bored and unmoved. I wouldn’t use any of them, but there are a few ideas I’d cannibalize: solos who won’t talk to each other after a run gone bad, or a (still active) biowarfare specialist who runs an illicit cyber clinic.

The Face of the City

This is an in-universe magazine/newspaper that tries to inject a bit of human interest into the world. It doesn’t’ really get there, at least in part because half of the articles are interviews with rockstars coupled glowing reviews of their albums. (One album that’s currently touring is “Clone Wars,” which has different meaning in a world with Star Wars prequels.) Like much of the text, the broad strokes are fun, but the specifics of the bands different personalities are missing. For instance, we’re supposed to sympathize with one band because they’re really into politics and not love songs, but we definitely don’t get enough personality to overwhelm the buried lede: “on more than one occasion there have been young women claiming to have been attacked by band members.” The was pre #metoo, so the in-universe author suggesting this is a smear campaign by a corporation was probably less troubling at the time. Finally, the whole thing feels a bit like the authors jerking themselves off for having good taste in music, but Pitchfork reviews still sound like this, so they may have just been emulating the genre well.

There are two human interest pieces about Nomads. The Crazy Quilts had trouble reintegrating into society after the Central American wars, so they formed a mercernary company that foremost values honor. I’m not sure they understand how being a mercernary works, and they also have a very dumb name (more on dumb names later). The McCains are former farmers displaced by agricorps who formed an antiterrorist group called The Huskers (ugh). This is the same story told in FUTURE SHOCK and they corporation chapter, with little additional personal pathos. Maybe have someone in the family die doing terrorism? Anything to make me feel something?

This is followed by four pieces on gang violence. One depicts a booster gang initiation (The Blood Razors lead by Hack Man). It does emphasize the madness of booster gangs – every gang member inflicted a ritual knife wound on inductee, then got in a fight with him -- but that’s been harped on a lot in this book, and I think the villains need to be less cartoony, not more. Another is a cryptic threat from The Inquisitors, who are a anti-cyberware cult that may have ties to city government. It’s a joy to find a plot hook anywhere in this chapter, so I’ll take it even though I don’t understand how they plan to win many fights against their cybered targets. The next is a (hacked?) corporate report on making contact with a booster gang they are funding, and I like that it illustrates how corporations interact with street level agents. Finally there’s an introduction to gangs in Night City, which include “The Bradi Bunch,” “The Gilligans” and “The Kennedys,” the latter of whom receive cosmetic surgery to look like members of the Kennedy family. I can think of nothing less cyber or less punk than dressing like a politician from fifty years ago to do crimes: this isn’t Point Break the RPG. These names and MOs trash the setting for me. The author did a good job of suggesting that gangs might form for different reasons, but it feels like there’s one gang of each type, and half of their names were clearly invented by a moron who had never heard a real gang name.

Finally, the best “slice of life” is at the end: a one-page incident report apparently typed up by a trauma team leader and doctor named, *sigh*, Rich “Meatball” Cramer MD. Unfortunately, it depicts a world that seems deeply hostile to any humans living in it, where even the nice parts are an active war zone. The ambulance John Belushi’s its way through a gonzo evening: stealing cyberarms from deceased patients; shooting someone angry about the cost of a the Heimlich maneuver to, and then charging him more for the ambulance ride to the hospital; getting in a firefight on corporate turf (totally normal Cyberpunk fare, this one is fine); dropping napalm on another ambulance service picking up their patients, killing the patients; and getting in a dogfight with three hovercraft from a rival ambulance company downtown. This is 180 degrees from the moody economic meditations in FUTURE SHOCK, and instead depicts something that looks like Robocop: a dark parody of capitalism in an obvious hellhole. I like it because it has any detail at all, and it does help place myself in the big city of the future. However, it also makes worldbuilding harder because this place is about one missed fuel delivery away from Road Warrior.
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Post by pragma »

Screamsheets

These are ten one-page introductory cyberpunk adventures that may have been pulled from some CP2013 supplement (they have a separate author in the fore-material). These have a different chapter heading page from any of the others in the book, but we’re calling them a chapter because they’re listed as such in the table of contents.

They are the best part of the book as far as 13-year-old pragma is concerned: they were exactly enough material to get him started on game-mastering and provided a great spread of cyberpunk adventures. My first big roleplaying binge was a canoeing trip where we I ran through half of these in a tent at night with three friends and a RNG made by pulling numbers out of a hat. Obviously, that caused something to stick, since I not only kept the hobby up, but also eventually wrote this stupid OSSR.

Each Screamsheet is two sided. The front is one page of newspaper containing ~1.5 relevant news stories, some useful art for the adventure and a red herring story or advertisement. The back is a one page adventure that is little more than a player hook, a behind the scenes plot, and sometimes a map or a sketchy list of equipment that the opposition has. Notably absent are stat blocks for the opposing forces and the glue necessary to keep the plot on the rails if the characters get inventive. Even so, they are a good cross section of different types of Cyberpunk adventures. I review each below.
  • Open Highway
    Scenario: The characters are hired to drive a semi full of valuable corporate research samples from La Jolla to Nashville in 36 hours. (I once did Dallas to SF in 72 with a detour through Austin, and that was hauling ass. 36 is “never lift the foot off the accelerator” territory.) Unbeknownst to the characters, their semi is a decoy with a tracking transponder in it. The adventure gives lots of details of the semi the characters will be guarding and suggests that the characters be intercepted by corporate troops (helpfully suggesting they use “cars, helicopters, roadblocks, etc.”) a few times and that blowing up the boost oxidant in the truck would make an explosive finale.
    Assessment: This one was the first I ran, and it was fun. Reactive missions are easy for players to latch onto, so this is a great start.
  • Back from the Penalty Box
    Scenario: A serial killer with a cyberware fetish is released from prison. The players are hired by a small time fixer with a box full of incriminating evidence that will put him back. The players watch her haggle with a pair of mediacorps, but the loser tips the killer to the players location and you have a spooky haunted house / crazy robot shootout while you wait for payment to come through. This one’s a bit contrived: what if the players take reasonable precautions like moving the fixer after meeting the mediacorp? Or not meeting in a public place? The employer has to be pretty crazy or domineering to make this work. Also, no guidance is given for the final showdown other than “he has lots of cyberware,” “he’ll cut the power and the phones,” and “he likes scaring people before killing them.”
    Assessment: Even with these glaring flaws requiring a lot of on-the-spot GMing, this specific adventure is the part of the book I remember best. I loved it: who doesn’t love a chance to inject a bit of horror into PCs life?
  • Pirate Radio
    Scenario: The PCs are hired to help defend a pirate radio station on a barge in the middle of an illegal raft city off the coast of Los Angeles. The instructions are for players to talk to DJs and rock stars, get stoned, and then have a shootout. 13 year old pragma didn’t really understand this adventure (and it hasn’t aged super well).
    Assessment: If you strip away a bunch of nonsense RP stuff, this adventure consists of one fight. The RP stuff seems a bit more fun to grown-up pragma, because a bunch of stoner conspiracy theorists on the radio are not ideal clients, but I was not and am not impressed. The adventure just needs more meat on its bones. I chose not to run it.
  • Armed and Dangerous
    Scenario: A reward has been publically posted (by police cooperating with Boostergangs?) for finding the source of Judas Cyberware that is being sold to local gangs. When the Judas Cyberware goes rogue, it causes the owner to commit violent incidents. The adventure explains the cyberware is being imported by The Inquisitors, who use a booster gang called “The Barons” (always in quotes for some reason) to do street retail. The whole adventure structure is “I don’t know, roll some stealth, shadowing and human perception, then have a gunfight with two gangs when they meet.” No statistics or guidance for set piece combat either.
    Assessment: This is a fine little mystery setup with charming hypocrisy at its core (Inquisitors working with boostergangs! *clutches pearls*), but there’s essentially no adventure written here: the instructions are “improv” then “fight.” I didn’t use it.
  • Giving the Public What They Want
    Scenario: The players are hired to disconnect people’s pirated cable lines, but door-to-door work is hazardous in CP2020. They are paid per disconnected line. A list of ways players can find lines is provided. It is suggested that you might run into some pirates who you need to talk down, and some who will shoot you.
    Assessment: Though the idea of working a legit job for a corp is funny, this is dumb: the adventure amounts to “go to apartments and have encounters.” It could have been saved if the cable tracking methods were more interesting RP hooks than “trace cable llines.” Very little to work with, I didn’t use it.
  • Camping Out
    Scenario:The characters are hired by nomad to provide security for their camp, which is being hassled by corporate goons. This is because the camp is on top of a Petrochem illegal toxic waste dump and, worse the nomads have acquired well drilling equipment. A few days after the PCs arrive the nomads “strike gold,” everyone in the camp gets a headache, and Petrochem scrambles some helicopters and cars full of goons.
    Assessment: This doesn’t have any more meat than Pirate Radio, but I was charmed by the idea of roleplaying friendly nomads (a PC was trying to romance a farmers daughter) and the scene where the drill bit hits the toxic waste was described vividly enough in the writeup to make me want to portray it. I used it, we had a blast. This, by the way, was the adventure where my solo infamously killed 10 men in one turn. He opted for fully automatic fire at ten heavily augmented agents I had foolishly described (as “guys in suits with guns”) and called shots for their heads. He had a -16 modifier (-6 called shot, -10 for full auto at medium range using his full, 10-shot rate of fire), but rolled a 40 and went down in history.
  • Stalking Horses
    Scenario: An experienced character with a successful technical or tactical track record finds an envelope with 1500eb (Eurobucks, don’t think I’ve pointed that out yet) in his car / mailbox. A week later cops descend on the character with the kind of holy fury reserved for enemies of the state. You need to escape and figure out what’s going on. Terrorists bombed the Hibernia oilfield and then paid off fixers to spread word among criminal informants that you were involved. The terrorists are hoping to throw the police off their trail by throwing you onto it.
    Assessment: Great hook, but reading the adventure makes me wish I’d been tapped to bomb the oil field instead. That seems like fun corporate espionage. The book suggests an alternate version where you are hired by the terrorists and then thrown under the bus later, which lets you get the best of both worlds. Fun, but the prep seemed onerous for the oil field hit and just running from cops and shooting terrorists makes a weak adventure without more visceral hooks. This one really suffered from the one page format.
  • Things Done Proper
    Scenario: You’ve been recruited a mob boss to help rob a bank vault when it’s holding particularly valuable palladium. The action is in NYC. You have lots of maps and security diagrams available, a few of the less valuable passwords, and a 200,000eb loan for equipment to get this going. A blizzard is forecast to pass through the city during the window where you can rob the bank. One suggested climax sees the PCs dragging sledges of palladium through city streets using snowmobiles while police cars fishtail helplessly behind.
    Assessment: This sounds like it would be a cool adventure that’s explicitly called out as being a “crime thriller / bank heist.” But you’re given a lot of information on the blizzard woefully little information on the bank (20 men inside, some police response times.) Just like the heist, you can’t pull this off without a map. Gave it a pass, though looked back longingly a few times.
  • Spy Wednesday
    Scenario: Players are hired by a netrunner to get jobs at a construction site for a stock exchange and install unobtrusive black boxes. Needs to be perfectly covert.
    Assessment: This is unusually short, weighing in at 1/4 column on the same page as Things Done Proper. Despite the awesome title, I balked at the prep for this one too.
  • Deniably Plausible Strike
    Scenario: Players are hired to run a counter-extraction for a corporate researcher who has been abducted. The researcher is undergoing some surgery (cosmetic and loyalty implants) at a high security facility before being relocated to another continent (and presumably higher security). The site and its security considerations are described effectively enough to rough out a map and suggest a few different infiltration / assault plans. The security also seems brutally tough: armored guards with thermographic goggles and a top-flight eurosolo running security.
    Assessment: I never used this because my players never really got above the level of street punks, but this seems like a ton of fun. It’s a well put together security system with enough meat on its bones and cracks in the system to make a heist / assault out of it. I would use it even today.
A mixed bag in terms of usefulness and appropriateness, but the Screamsheets do tour you through a variety of types of work and types of hooks. They also paint a more compelling picture of the world than The Face of the City -- a mix of Heat and the first Mad Max – which seems much more playable/livable than the super gonzo prose of the previous chapter. It formed my opinion of how the CP2020 world should look and probably also had a big influence on my version of the Sixth World. (Though the opening fiction of SR3 helped with that a lot too.)

And that’s the whole book! The closing art is pictured below to seal the deal. Join us next time for The Once and Future Cyberpunk: My Take on CP20XX Past and Future. You may have noticed that I skipped a beat uploading this last bit on Screamsheets, and indeed the job has caught up a bit. Expect a few days before the next update.
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Post by Libertad »

A bold vision for the future of the region that eventually yielded a state senator running guns for an Islamist group called MILF and homeless people’s acidic urine causing street lights to collapse.
I sometimes wonder what terms that are innocent today will become dirty in the next 30 years.
(Aside: I don’t think I’ve defined boostergangs yet. They’re the small potatoes villains you’re expected to fight early in the story: gangs with fetishes for cyberware and random violence.)
Deus Ex: Human Revolution had a bit of a hybrid class/gang war between two warring crime syndicates in Detroit: the Motor City Bangers were a richer and more successful gang on account of outfitting their members with blinged-up cyberware. The Derelict Row Ballers were made up of people who either could not afford cyberware or refused out of ideological reasons. With said 'ware being an emerging technology rather than completely omnipresent, it highlighted how the proliferation of cyberware was affected all levels of society while also dealing with a new kind of arms race in the criminal underworld.
The relationship between corporations and government is described as an uneasy détente, where corporations have significant capture of local government and small dictatorships but also pay lip service to large national governments. The Soviet Union is an exception because it has opted to remain a technological backwater to keep corporations out.
Sounds like those supposed reform talks aren't going anywhere.
And that’s the whole book! The closing art is pictured below to seal the deal. Join us next time for The Once and Future Cyberpunk: My Take on CP20XX Past and Future. You may have noticed that I skipped a beat uploading this last bit on Screamsheets, and indeed the job has caught up a bit. Expect a few days before the next update.
I salute you for such a thorough and detailed read. I admit that CP20XX feels a bit too dated for my taste as a Shadowrun alternative, but it was nice seeing the other big pure 'punk RPG on the market not awash in fantasy D&Disms.
Last edited by Libertad on Tue Apr 07, 2020 8:58 am, edited 1 time in total.
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Post by pragma »

Aw shucks, I'm just flattered anyone's reading it.

My Own Conclusions: The Once and Future Cyberpunk

Looking Back

When I try to sum this up, I’m first tempted to call it a neon-dappled, Kafkaesque nightmare, and second a shot-of-jack call to action in a classic Cyberpunk pastiche. Those descriptions aren’t mutually exclusive, but they do capture my ambivalence towards the whole body of work.

As an ode to the cyberpunk aesthetics, the book is a triumph. Cyberpunk 2020 oozes attitude, and it feels like the founding documents of the Cyberpunk genre. The fact it has cachet with Cyberpunk luminaries like Gibson (while Shadowrun famously doesn’t) adds to that sense. Much of this attitude comes from the deeply indulgent screeds that layer over the rules chapters like rolls of fat. It’s impossible to describe even the simplest mechanics without accompanying them by aphorisms about the dark future. However, that artistic vision (strangely) didn’t stretch down into the setting writing. The corporations are boring, as is Night City and most of the NPCs that we meet. A bland setting and bland antagonists are both crucial weak points in an RPG (just ask Greyhawk). The fact that in-character voice in RPGs was still a developing technology at the time of writing hurt the setting and constrained world building. However, there’s really no excuse for the writeups in the Night City chapter.

Setting aside the aesthetic considerations, the rules are a consistent train wreck. To the book’s credit: 1d10 + stat + skill is a fine basis for an RPG, even if it’s a bit simplistic, and the skills chapter does try to set some expectations to synchronize the GM and player about what skill levels let you do. However, there are no specific rules for huge numbers of common tasks (e.g.: evaluating if a door is alarmed), and the rules don’t guarantee the outputs they suggest. The skill writeups talk about skill ratings without acknowledging that attributes are half the battle; the combat rules says characters will keel over dead even hearing gunshots when a starting PC can be build with a Terminator-like SP20 armor kit; and the netrunning rules are an incomplete amalgam of at least two products, suggesting that a CP2013 author wasn’t quite brought up to speed on this whole newfangled edition.

The absent rules sometimes allow a peek into the author’s design philosophy, which feels very much like an AD&D grognard making a minor hack and adding guns. There has been a lot of innovation in the RPG market since this was published, and it shows: encounter tables, location damage, and a punishing rules system all make this feel long in the tooth. I’ve found various house rules and setting conceits that help clean up this philosophy. One author suggests removing all special abilities and making the game purely skill based, which is common in modern RPGs that chafe under the constraints of class and levels. Another points out that reframing the game as an 80’s action movie rather than an 80’s-cyberpunk-drama/GM-empowerment-engine makes the super durable characters make more sense: you could run Die Hard in CP2020 quite effectively!

The rules are made significantly worse by the editing (as is the setting). The whole book has the slipshod character of an amateur product, and in that way the long shadow CP2013 (which, as Frank pointed out, feels like a mix of Dragon magazine and a damp magazine in a San Francisco record store) is still visible. The editing mistakes at both the micro and macro level are egregious and persistent throughout the book. Rules are out of order, things are repeated (often with slight variations), contradictory setting information is rampant. It’s so bad that characters change names in the same rules example, literally sentences apart. It’s so bad that the death save rules are repeated three times. It’s so bad that the netrunning rules example is written for the wrong edition. It’s really, truly, just so bad. Even worse, though CP2013 has various sins, it’s much more tightly edited than CP2020: the pagecount given over to CP2020 made it worse!The indulgences that give CP2020 that rich Cyberpunk flavor actively work against it being a tight and usable product.

I perceived CP2020 as an RPG locked into a long-running (and eventually losing) battle with Shadowrun. But the comparison seems somewhat foolish when I compare products side-by-side. Shadowrun is a better written book, with better rules, and comparable art direction. (I even went back and checked the SR1 rules before I made this claim.) It’s no wonder it won as an RPG. However, the curation of the Cyberpunk brand has been excellent, and I think CP2020 may have won the war of long-term cultural influence. The brand has been upcycled into shinier card games for years, it being used for a much anticipated AAA video game, and CP2020 terms and imagery suffuse lots of successors. By contrast, Shadowrun is mostly recognizable as “that weird thing over there.”

This difference in influence may stem from Shadowrun’s weird pitch compared CP2020 wholesale imitation of the media landscape; the Sixth World a genre unto itself, even in a post-Harry-Dresden world, while you could tell someone that CP2020 let you play Blade Runner without skipping a beat. However, a more likely source of the difference is that CP2020 has had a steadfast US curator while Shadowrun has not. The Shadowrun license hasn’t had consistent US ownership, and it has been given to unfortunate partners: CGL, obviously, but also Microsoft dropped the ball on the Xbox Shadowrun game. On the other hand, Pondsmith has owned and advocated for CP20XX even when the brand was in dire straits (see Cyberpunk 3). Pondsmith’s dedication to the product, sense of the zeitgeist (even the shortlived Cybergeneration felt pretty in touch with the early 2000s) and his savvy navigation of the industry have let many players touch CP2020 indirectly.

Summing up, I think Cyberpunk 2020 is mostly bad or absent RPG rules wrapped in fun art and savvy marketing. To the endless chagrin of this board, that’s a recipe for success in this industry, as Vampire: The Masquerade, Numenara, and other heavy weights can testify. Given Pondsmith’s personal influence on the brand, perhaps Cyberpunk’s continued survival is fitting for an RPG with the thesis that the PCs attitude towards the future is what allows them to keep fighting the good fight.

Looking Forward

CP2077 looks really cool, and it is being put together by CD Projekt Red, who have a demonstrated track record of putting together strong action RPGs (see The Witcher). I think it will be fun, which in turn will reinvigorate the Cyberpunk brand. Cyberpunk Red will almost certainly be co-launched with the game, which gives it a chance to capture the Cyberpunk RPG market given Shadowrun’s waning popularity after the abysmal SR6. Because I’m a glutton for punishment, I’ll go over the jumpstart kit in another few posts, but my take on it is also ambivalent: it looks like a significant improvement (that might even have a real editor!), but some of CP2020’s cardinal sins are still baked into it. However, in a world where D&D 5E and the OSR are ascendant, the game’s simplicity, focus on aesthetics and old-school sensibility may be a good fit for what the public wants. But is it enough? And will the authors hang themselves with the rope of additional pagecount? Time will tell, but I think Red has a very good shot.

So join us next time for A Deep Dive on the Cyberpunk Red Jumpstart Kit
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Post by Ancient History »

For myself, Cyberpunk 20XX was almost always style over substance...because there was almost no substance. The mechanics were terrible, the gameplay rough, the setting a hot mess, and the books often looked like shit. Shadowrun, even if it wasn't "pure" cyberpunk, always felt more like an honest attempt at a near-future setting to me.
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Post by Whipstitch »

Yeah, I mean, obvious Shadowrun stan over here but ultimately Cyberpunk 2020's greatest strength is that it has Cyberpunk in the name and Netrunner was pretty cool. As an RPG property it came across as being defined by what it didn't have in comparison to Shadowrun. That's a strength in the sense that Shadowrun's premise is super duper goofy and apt to turn a lot of people off, but it's also a weakness in the sense that I have an inordinate emotional attachment to ttrpgs and the cyberpunk genre/aesthetic and I am still hard-pressed to tell you what makes Cyberpunk 2020 more interesting than stealing Shadowrun's dice system and telling everyone that my homebrew setting is basically the Robocop version of Detroit.
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Post by Ancient History »

I think it's fair to say that Cyberpunk 20XX is at least better than GURPS Cyberpunk/Cyberworld, because even if the world and system are both clunky, they at least found an aesthetic and stuck to it. The world of Cyberpunk 20XX might not be the cyberpunk future that has any relation to our world now, but it is consistent in a way that GURPS never managed.

Also, kudos to pragma for the OSSR. Good job.
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Post by pragma »

That was such a nice note to end on that I nearly left well enough alone. Thanks, AH!

However, I'm a man of my word and there are two CP Red Jumpstart Kit books that won't review themselves. They're more interesting compared with the weight of history, so I'll keep them in this thread.

Speaking of the weight of history: I disagree with AH that CP2020 has less relation to our world now than, say, Shadowrun. I think they got the geopolitics more eerily right than most of their competitors. However, they got the technology wrong by missing that the internet would supplant other media, which makes the setting feel super quaint, and they don't paint a world with a recognizable (or even decipherable) day-to-day life. I'd argue that it was pretty solid futurism on the back of geopolitics alone, but it's a way less compelling world than Shadowrun by dint of being a confusing mess with no writer's bible.

To the task at hand!

A Deeper Dive Into the Cyberpunk Red Jumpstart Kit Rule Book

It’s abbreviated CPR, and boy is this game going to need a few rescue breaths. * rimshot *

The first thing to note about the Cyberpunk Red Jumpstart Kit is that it feels like a shameless cash grab. This isn’t a complete RPG and the “still in beta” warnings were thick in the publicity materials. I’m sure the document was rushed out the door to capitalize on the CP2077 announcement, move a few units for profit, and help cross-promote the game in the RPG market, which is weakly corroborated by Pondsmith saying “the Jumpstart Kit almost killed us”. Pondsmith announced a delay in the RPG launch date to “make sure that the stuff in 2077 and the stuff we developed in Red meshed” (in the same article), so it’s safe to say that nothing in here is guaranteed to make it to the final product. If I can’t even trust the limited fluff in here, what’s likely to stay?

Aside: In addition to heeding the commands of the marketing department re: CP Red release date, I read this fluff rewrite as the CP2077 writing team looking at the fluff in the Jumpstart Kit and saying, “No, start over.” I would bet that Pondsmith is required to hew closely to the world the game is creating.

The second thing to note is that the art has changed a lot. The visual aesthetic is very different from CP2020 and CP2013. See below. It’s art from this zeitgeist, which makes the product look modern, but the quality varies and the visual direction feels less coherent than CP2020. I’ve included one image that I think is terrible in the art sampler below. CP2020 was lousy with art, and it’s more widely spaced in this book. There’s also a heavier reliance on typesetting to be visually interesting, including the terrible decision to put bits of Shadowtalk in Dutch angle italics on top of splotches of red paint.
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The supplement is 44 pages divided into 7 chapters – View from the Edge, Soul and the New Machine, Lifepath, Putting the Cyber Into the Punk, Getting It Done, Netrunning in the Age of the Red, and Thursday Night Throwdown. Though they haven’t gotten any better at naming chapters, helpful subtitles accompany each to say what the chapter is about. The writing and design team has changed, it was six people for CP2020 and is five for Red. No repeat names other than Mike Pondsmith, but it notably includes Cody Pondmith, Mike’s son. Business management is handled by Mike’s wife, Lisa and project management is all in the hands of Mike and Cody; R. Talsorian appears to have become a tightly knit family shop. There are no signs of any Talsorians anymore (a Ted Talsorian did some of the typography and layout in CP2020).

Aside: rereading the CP2020 credits, the editors are all either authors or layout and design people, including Mike and Lisa Pondsmith. The lack of an outside professional may explain why it’s so bad. The same error looms in CPR – almost all the editing staff are also authors – but there does appear to be one editing credit (a Jennifer Ross) that doesn’t appear anywhere else in the credits.

The View From the Edge

Nothing says new edition like recycled essays from 32 years ago. Some of the text from CP2013 has made it all the way here!

This chapter is a crash course on world history, Cyberpunk aesthetics and how to act like a Cyberpunk and the obligatory “TTRPG wat is?” section all crammed into two and change pages (excluding art and typesetting). There’s one page with no art and a giant heading between each paragraph for visual interest, a layout that I loathe. The chapter is presented in the voice of an in-world character talking to you, the not-in-world reader, using a lot of in-world slang. If you hadn’t played CP2020, why would you care that night city was nuked, or how would you make sense of the fact that the EuroSpace Defense Agency has Tycho mass drivers? Sure, you can pick it up from context clues, but I think the whole thing is a bit alienating. It also lacks the charm of the the original. The text is a little too readable and not quite impassioned enough to give you the same in-your-face jolt that the first few essays of CP2020 delivered.

Boiled down it says: you use interface plugs to control coffee machines; an economic crash in 1994 did bad things to the US and Russia; some place called Night City got nuked which ended corporate self-rule and government capture; corporate life is slave-like and street life is squalid, but everyone is scared; the military invented cyberware and the internet, but there’s no internet anymore (because of something called R.A.B.I.D.S.?); most people get on with their lives even though technology has changed, but some Neo-Luddites reject it and some people are super into it; you are playing a character into the latter category, and also care about what clothes you wear.

Eh, it covers the basics. The whole thing still feels foggy and undefined, and it still lionizes music and sci-fi from the 1980s in a way that almost certainly won’t resonate with modern teenagers. In fact, there’s little in here that will resonate with anyone. The world is bad, technology nonsense, you’re a cyberpunk now! Part of the issue is that all of the setting information is in a separate document called the CPR World Book (this is the CPR Rule Book), and I’ll see if I can find that later.

We also get a page of slang. R.A.B.I.D.S. are defined here, rogue AIs created by a named character from CP2020 (Rache Bartmoss, who I think is a former author’s PC * Groan*), which means the term didn’t come entirely out of nowhere. No particularly new additions here other than “Hydro” for hydrogen fuel, a new development since CP2020, and “Time of the Red,” a baffling way to refer to 2023-2039. Apparently the skies were red during that period as a side effect of something in the 4th corporate war. Fine, but why not just call it “The Red”? What human would say “Time of the Red”?

One of my favorite bits of art in the book is in this chapter. Some of the new stuff is quite cool.
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Soul and the New Machine

This chapter on character creation opens, like CP2020, with some rambling essays about what it means to be Cyberpunk. Also like CP2020, they don’t help much. I have no idea of what to make of a text that says, “The rule is it’s always personal. Survival is personal …” and also “Characters are the heroes of a bad situation, working to make it better…” Are we grim survivalists or Robin Hood heroes? The text can’t commit to an answer because they’re casting a wide net, but some precise, non-world-speak definitions would probably do prospective players good.

The next set of recycled essays are out-of-character(ish) instructions to Cyberpunk players: Style Over Substance, Attitude is Everything, Live on the Edge. These are somewhat more helpful: being instructed to hang out with cool kids, act cool, and commit violence because it’s cool do tell me as a player how to act even if they depict a nonexistenct society that makes a GM tear hair out.

The roles of the previous game stick around (to the chagrin of the sage houseruler I cited above) and are introduced by a one-page spread. Another 1 page spread introduces the character sheet, but it’s worth noting that these character sheets can be easily fit onto a single notecard. They are very simple, potentially indicating design elegance, but more likely pointing to the comical lack of depth in this game.

Statistics are introduced. There are still 10 rated from 1-10, the same as before except REF has been split into REF and DEX (roughly SR4s reaction and agility), COOL was split into COOL and WILL (charm and willpower), and attractiveness has been folded into COOL. That means weird ones that didn’t interact with the skill system like LUCK, MOVE and EMP survived. The book goes on to say that you get stats by picking them from arrays included with the characters, but in the future you might buy them with points or roll on tables.

The upward-counting hit track of the previous game has been replaced by hit points. You get 5xBODY HP, and are considered wounded if you’ve lost 2.5xBODY HP. This isn’t great for simulation, but it’s familiar and it makes for a fun game. Your death save is still equal to your body stat and I still don’t know why they keep a separate statistic for it.

They introduce skills by dividing them into a bunch of categories like “Basic Skills” and “Fighting Skills.” In CP2020 they organized skills by the attribute they were linked to, which was much easier to use when creating a character. These new categories don’t seem to have any rules effects, so I think they are just to make the text easier to read top to bottom (they do help a bit with that), but I’m not sure I love the decision.

The skill list was tightened up in various ways: all the gun skills got merged into marksmanship, all the fighting skills got merged into melee (for weapons) or brawling (for punches), all driving is merged into Drive, and everyone gets access to the basic skills of Perception, Concentration, Education, Persuasion, Athletics, Teaching, Local Expert, Brawling and Evasion (a fancy name for dodge), which start with a free rating of 2. In an editing faux pas, these rules never tell you what attributes the basic skills are linked to, so you instead need to infer from sample characters. These are all good changes, and I appreciate the shorter skill list. However, the game stops short of telling you how many skills you actually start with, instead saying “use the pregens.”

Finally, the chapter mentions special role abilities, the special abilities of CP2020, but admits that the rules for them don’t exist yet. Only interface is included so far. (And as we’ll see in the hacking chapter, it’s underdeveloped.)
There is a terrible art that would be more at home in another game.
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Lifepath

Why would you spend page count on Lifepath in a preview box?!

Any rate, it’s in here. It is worse than CP2020 because it lacks some of the nuanced results you can get from interlocking tables. This one consists of a roll to figure out how your family was killed, a one word summary of your motivation, a one sentence goal that’s somehow different than your motivation, descriptions of your 0-3 friends (70% of characters have no friends), descriptions of your 0-5 enemies, why you have an ex, and personality.

They give an example for one of the sample characters that is terrible. Then they say the GM might use hooks from your lifepath. This chapter is bad and boring.

Putting the Cyber Into the Punk

More recycled text, which is included in essays about how cyberware is high fashion (an admittedly important setting conceit), cyberpsychosis and the psycho squad. A disclaimer that the rules don’t yet cover cyberpsychosis.

An list of cyberware follows with the same effects as CP2020. Like CP2020, most of those effects are pretty piddly. This list is short, but if I’m being honest I couldn’t recall what’s missing from the CP2020 core book. I think the author’s need to go much more gonzo with cyberware effects to keep the game lively.

Keeping this the same is fine, the system worked OK. The formatting on cyberlimbs was changed so it’s easier to see the effects. The reflex booster I claimed was a useless because of a typo earlier is confirmed to be useless on purpose. The damage codes of cyberweapons have changed because all damage codes are flat Xd6 rolls now instead of Xd6+modifier (a welcome simplification).

Getting It Done

This is about the skill system -- and it has It’s a better title than Working, I guess – and also initiative and basic combat actions. The initiative and combat actions obviously belong somewhere else, maybe in the combat chapter.

The chapter starts with a somewhat interesting paragraph about interaction rules, which is skipped in most RPGs. You’re only allowed to interact with things you can see and touch things within 2 meters. A welcome attempt, but undercooked: so much for shooting around cover! (Speaking of which, there are no cover rules in the book which is a huge change from CP2020s 3 page obsessive detailing of the subject).

You can move 2m x MOVE per turn, and it’s recommended that grids use 2m squares. Your initiative is still REF+d10. In addition to moving you get a basic action on your turn. Instead of explaining that most basic actions are described in the combat chapter, we’re treated to the rules for Attack (shot a gun or do a stab, as described in the combat chapter), grab, choke, and throw actions. We get the somewhat more reasonable get up, run, use a skill, use an object, use NET actions, and hold action descriptions too, but all of this really should have been in the chapter that cares about combat time.

(FYI, grab opposed DEX+brawling/athletics to set opponents MOVE to zero and incur a -3 to everything else you do. You can also take something from an opponent with a successful grab, which is funny for simulating high school bullies. Choke and throw are ways to do unblockable damage to grabbed targets. The rules for throwing weapons and grenades are also, weirdly, lumped under throw. The authors are very self-conscious about not yet having rules for throwing weapons.)

The skill system has a bunch of small changes. The dice explosions were changed so you only explode once on 10 instead of rerolling forever (a fun reducing change because hot streaks are memorable) and dice now negatively explode on a 1 – a subtracting your second roll from the result – instead of fumbling. 3d6 would achieve substantially the same number range with a saner probability distribution. The list of skill modifiers is shorter, and the extensive list of skill difficulty references is gone, replaced by a generic difficulty value table (which I complain about in the next paragraph). If you fail a check you can’t try again until you get a higher modifier (a simple rule that I like), and you can get +1 modifiers readily by succeeding in a complementary skill check (after playing mother-may-I about what’s complementary) or by taking four times as long. Finally, Floor(Education/3) is used as your default skill modifier for untrained tests (which is cute).

OK, the difficulty table text doesn’t match the RNG. The task ratings go from “challenged” (which I presume is short for mentally challenged, gross) at a DC of 10 to “legendary” at a DC of 30. However, an untrained average adult will fail at a challenged DC, “something that might be hard for a small child”, 50% of the time. A perfect specialist (10 attribute, 10 skill) will fail the competent DV of 18, “this feat takes actual training and the user can be considered to be a professional,” 9% of the time. The best you can get won’t make you reliably competent, which devolves into CoC “do I need to roll for this?” nonsense.

The skill list, with all the linked attributes this time, and brief skill descriptions is repeated in a table here for some reason. Also, there is terrible art. This is mostly terrible because it’s an out of place render, which makes me really feel like the consistent art direction has gone out the window.
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Netrunning in the Time of The Red

This is still a recycled opening sting, but the first two essays about cyberdecks and related tools are a nice introduction. They insist on using the word virtual reality, abbreviated virtuality in-universe (?), instead of augmented reality to refer to images projected over the real world. Also, they suggest all netrunners wear the same armor because it has built in spots for wires and decks, which is good for visual consistency in the world, but immediately suggests a rebellious netrunner that tries to camouflage herself as an average gunsel.

Netrunners operate on a different action economy: they get up to four (depending on your Interface skill) NET actions for each meat action. You can jack into wireless networks if you’re within 6m of them or wired ones at an access point, and unless you take the jack out action then systems get parting attacks of opportunity against you: so much for the image of yanking the cord out of your buddy’s head.

A full-page spread introduces us to NET actions and the basic rule governing them: 1d10+Interface vs. DC. Note that this is a different mechanic than the rest of the game! No stat matters! The NET actions are mostly pretty underdeveloped: the pathfinder action explicitly says “it is up to the GM’s discretion how much of the map you learn,” and the Scanner action (which is actually a meat action) says “it is up the the GM’s discretion to determine how [many jackpoints/networks] you find.” Two more actions refer to reaching the end of the “elevator,” which hasn’t been explained yet. A helpful sidebar defines the term, but we’d rather have a full explanation. The Use a Program action exists, but it is not mentioned in this table.

So, since they buried the lede in this chapter again, I’m going to do a quick overview of the rules. Hacking In Red harkens back to CP2013 and actually looks like a reasonable framework for a minigame! Any system you hack has (usually four) levels you need to proceed through sequentially, and they selected elevators as their metaphor for this. Each level contains one thing to interact with, and some things – passwords and IC – prevent you from accessing the next level. There are no rules explaining whether you are free to return to a previous level. Each turn you use your net actions to interact with things on your level, and programs that your run make your net actions stronger or weaker.

With that explained, it can be pointed out that some maneuvers probably need to be workshopped. Slide lets you travel to an adjacent floor without clearing out whatever obstacle lives on this floor of the elevator. Even though you’re limited to using it once per turn, it just lets you bypass challenges with little cost. That needs to be carefully balanced. Zap is a programless attack, and it’s not clear why you’d use it if you had a higher damage program loaded. The stream I listened to suggested that maybe programs were only usable once per turn, but I don’t see that text here.

Instead of the helpful aside into what is actually going on, the book explains the effects and statistics of a few programs; that your deck holds a limited number of programs, swappable with meat actions; and that Black ICE (don’t know what the E is for) can be put on your deck at the cost of two slots instead of the usual one.

Matrix combat is wrapped up in a half page and can be summarized as initiative is interface + SPD (an ICE attribute and property of some netrunner programs) + 1d10. Attacks / program use is an opposed roll between Interface + ATT (ICE/program as above) + 1d10 vs. DEF/Interface + 1d10, strongly favoring the attacker. Damage from ICE bypasses armor, perhaps obviously.

An extended example follows and, refreshingly, it uses the rules for this edition.

There are the makings of a good system in here, though it’s obviously not done. The potential exists for interesting tactical choices while exploring an elevator. E.g.: o I use pathfinder or just guess what’s on the next few levels? Do I take the file at the cost an action when it might be a trap or decoy? Do I target programs to remove a rival netrunner’s bonuses (the stats imply this system may exist sometime) or just hit the netrunner? Do I scramble IC for extra attacks on future turns, or just shoot now? Obviously, all of these choices would be easier to figure out if there were real rules for them. Similarly, the change a 6m range / physical jackpoint range (combined with some fluff) strongly suggest that you’ll be going on robo-adventures with the rest of team. However, there are no rules for how netrunning interacts with alarms or other parts of the physical world, other than nodes you control. It would be cool if a netrun was a nailbiter that usually led to fleeing the scene with bullets flying. To summarize, good basics for a hacking system and probably fast, but definitely not there yet.

One other issue with this chapter: hacking really needs to be coupled with in-universe descriptions of computer systems so that it’s clear what the rules are trying to reflect. (Ends did this well.) In a vacuum, players are left to invent a lot of how files are stored and systems interact, which often causes them to see quite a few seams in the worldbuilding. I strongly disagree with the separation of worldbook and rulebook for this subject matter.

Thursday Night Throwdown

Apparently some other asshole took the much catchier sounding Friday Night Firefight. I was going to suggest Saturday Night Shootout, so the chapter kept the weekend vibe going, but I think that was used in some other CP supplement.

Combat has been simplified compared to CP2020, but it’s unclear how much of that is due to the fact this was rushed out the door and the page count is small. There are a few innovations here and there, and a few spots where the authors got mired in bullshit. I’ll try to call out both.

Shooting, like before, is 1d10+marksmanship+REF (so REF is still both shooting and initiative, I don’t think they will have the success they hoped for in by splitting it into REF and DEX) vs. 1d10 + Evasion + DEX OR a DC set by an overly complicated range table. The range table is really a missed opportunity to streamline, there are lots of fiddly +/- 5 bonuses at different ranges for different weapons, I think keeping the same range table regardless of weapon and setting a max effective range would make more sense.

Making things fiddlier is that characters have a choice to aim for the head, fire a three round burst for fiddlier range modifiers and increased damage, or to suppress an area. Suppression is a nominally interesting tactical decision, so I’m glad to see it, but the rules are weird. Everyone inside 25m rolls 1d10+Concentration+WILL (the only use of the Concentration skill listed in the book) vs. 1d10+REF+Marksmanship and they are forced to use their next move action + possibly real action to get into cover. No rules about actually doing damage. I find the forced action expenditure out of character for the game (see: terminator walking through a hail of bullets), but I like the simplicity.

I don’t like offering the character lots of niggling mathematical choices each attack: do I actively dodge or trust the range table (because I might make myself easier to hit)? Do I aim for the head? Do I use a three-round burst. Let the game abstract all that and keep the choices at the strategic level – focus damage, spread damage, or suppress. This system offers too many math choices, but I’m glad suppression exists as a strategic choice.

Melee combat and brawling have been rejiggered to be more appealing: both have twice the rate-of-fire of ranged attacks (two hits per action) and you can break up your move action to use them. 1d10+ Melee/Brawling + DEX vs. 1d10 + Evasion + Dex. Melee attacks ignore half of armor and also shred armor twice as fast as guns because any time you damage armor it deteriorates by 1 point. Brawling always does zero damage vs. armor, but being punched by a really big guy is more damaging than small arms fire or being stabbed by the same big guy.

I like the paper-rock-scissors they’re setting up between melee, brawling, shooting and armor, even if some of it doesn’t seem entirely congruous. Grappling and choking, which allows you to do body damage that bypasses armor each turn, also seems like an interesting comparison here. However, HP values are high (50 is the top for an uncybered character, guards probably start at 25), so only the most dedicated character could knock down an average person in one turn on average. The sumo is padded in this edition, but at least the authors seem cognizant of it. It is ironic that the authors mocked D&D mightily in CP2020, then stole from its playbook for CPR

As I complained above, armor has two locations for body and head, but every armor in the set has the same body and head value. Armor acts like DR and is ablated by one point during each attack. I’m more OK with armor shred in this simpler system than I was in CP2020, it’s clear that they’re trying to build the tactical minigame around shred rates and heavily armored targets

At half HP you get -3 to all checks. At 0 HP you need to roll under your BODY on a d10 w/ a cumulative -1 penatly each turn. They really should have flipped this around to use the base mechanic in this edition (1d10+BODY vs. 10 isn’t so hard!). First aid can bring you to one HP, otherwise you heal BODY HP per day, which is a healing rate that I’m OK with – everyone is back at full 5 days after action.

Finally, we get “Reputation, Another Kind of Combat,” which is less of a stretch than putting it in the skills chapter like last time. The rules are unchanged and I still like them.

Conclusion

There are sample characters (six fit on two pages because, like I said, comically simple) and then the rulebook is done.

This aesthetically looks good at first, but it looks bad on a close read. The art direction is so much more modern and polished than CP2020 that you start with high hopes. But close inspection reveals lots of ugly warts and inconsistencies. The frenetic energy that inhabited the CP2020 text is gone too, which is a loss. We gain a readable rule set in the absence of crazy Cyberpunk tirades, but this feels less soulful.

"Good at first glance," also captures my sentiments about the rules. The authors have improved netrunning significantly even though there are huge gaps in the system as described, and combat is still light and quick. However, I have no confidence that the authors know what makes the game fun (simple, crazy 80s future gear) and suspect they’ll load up on joyless, poorly edited fiddly modifiers in the full edition. They are also unlikely to provide rules for important minigames like defeating security systems, evading police pursuit or other heat, or influencing the media. Finally, there’s still the risk of terrible top-level organization in the final product, even though think the editor is helping. This is more professional than CP2020, but I suspect that at the end of the day we’ll still have “improvise, then shoot” as the core gameplay experience, though now seasoned with the pleasantly quick netrunning rules.
Last edited by pragma on Mon Apr 20, 2020 6:19 pm, edited 3 times in total.
pragma
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Post by pragma »

A Deeper Dive into the Cyberpunk Red World Book

The Worldbook is written by the same staff as the Rulebook. It’s 51 pages, divided into 7 chapters: Welcome to the Time of the Red, Dark Future Countdown (a timeline), Night City 2.0, Everyday Things, Running Cyberpunk Red (a DMG, now 7 pages!), Adventure: The Apartment (a sample adventure), and Screamsheets.

Welcome to the Time of the Red

The history section is mercifully and appropriately brief. Half a page is dedicated to pre-CP2020 ancient history: 1994 market crash, military coup in US, European Economic Community, rock-flinging base on the moon keeping the peace, corporations running everything, yadda yadda.

Another page is dedicated to post CP2020 history starting with the 4th Corporate War, which is where things skip the rails. Rival corporations are jockeying to purchase the assets of dying competitor, so they hire Arasaka and Militech to provide security. Arasaka and Militech escalated disproportionately because they’d been spoiling for a fight (PR and saving face seems like a better justification to me) and because they had tens of thousands of troops and advanced logistics capabilities they could fight anywhere. This escalated into conflicts in major cities, interdiction on international trade and infrastructure. Finally a tactical nuke was set off in Night City (no one knows by whom), which caused the US government to nationalize Militech while Arasaka faced international condemnation from large governments.

Now wait a minute, if the government could just nationalize these assholes, why did the let the hot war go on for two years disrupting trade? Either the governments can band together and stop the corps (and they obviously can if army sizes and tax bases are to be believed) or they can’t. This makes much more sense as a cold war fought by proxies in third world countries, which I guess does include the US at this point in the timeline, but the US is explicitly called out as having rogue-state levels of disproportionate military spending.

Also, all the people in orbital colonies noped out of nation/corporate membership and started lobbing moon rocks at both Arasaka and Militech. This seems particularly dumb: it’s easy to starve out people in space. Also, if you can get a spaceship there then you can get a warhead there too given a year or so of R&D.

Any rate, the particles from all the assorted explosions made the sky red. So this is the Time of the Red, which is a name with the same sticking power as The Roaring 20s and the Great Depression, apparently.

Moving on to geopolicitcal updates: the US remnants are centered on the BosWash corridor and are led by a tough president named Elizabeth Kress, now in her 4th term. Its influence wanes at the Missisippi and the interior of the US is run by warlords who defected from the US military. The west coast is a loosely affiliated league of former US states and city states, including Night City, called Pacifica. Night City is still, bafflingly for an irradiated hellscape, a lawless land of opportunity. Biotechnica also released mutant monsters into the wild.

Pacifica is a major economic player because of maritime trade with Asia and some remaining military bases that “supported the stable and sensible locals of the unstable main U.S. government.” But Kress is supposed to be a good president and has been in charge for the whole 4th corporate war. Feels contradictory.

Corporations, now regional rather than international entities, are negotiating their position in Pacifica an Night City. It would make sense if corps saw Night City as a place where they can create a political power base independent of Pacifica, and there’s a subtext of that plot thread, but not explicit text.

The state of play in the rest of the world hasn’t been updated much, but kudos to the writers that it does exist. The plots aren’t verbatim from CP2020, but lots of regions feel like they are treading water or moving slowly. Europe was battered in the war, but is till home to the World Stock Exchange and the Common Market and everyone propsers except Italy, Spain and Greece. Russia purged hardliners in 1991 and led abortive reform efforts for fifty years, but the reformist government is now threatened by both hardliners and an emerging class of megacorp-esque oligarchs. Egypt, Syria and Israel are teaming up to deflect mining expeditions into the radioactive middle east, which seems unprofitable for all involved (though I suppose corporations are viewed as even more harmful now after they started World War III). Africa is the native home of the orbital renegades called the “High Riders.” You would think the pan-African control of spaceports would leave the region in a powerful position of control over the High Riders, but it isn’t mentioned. Most Asian countries are in or recovering from civil wars (Japan with Arasaka, notably). The powrful Central and South American alliance broke up the band after corporate backed coups in Brazil and Columbia.

We’re assured that corporations are more dangerous now than when they had extraterritoriality because weak law enforcement and their precarious position makes them more prone to black ops. Also, they’re called “Corpos” now (ugh).

Dark Future Countdown

This is a timeline. The layout is way better than CP2020! Putting it in a separate chapter after the history summary makes it much more readable and useful! Also, the opening art looks like it belongs in a Beastmaster RPG instead of here:

Image

Relevant to other threads, there is a new point about a “Wasting Plague” in 2000, that killed hundreds of thousands in the US and Europe.

Otherwise, there are lots of odds and ends about the 4th corporate war and some masturbatory plot threads about author self-inserts. The old NET died because Rache Bartmoss (an author PC) had put a virus into the foundational hardware of the NET that went wild after he was killed. Saburo Arasaka tried to create a virus-free database in Arasaka Tower in Night City, which you’ll recall was inhabited by Johnny Silverhand’s ex-girlfiend’s AI ghost, so Johnny and Morgan Blackhand are spotted at the Arasaka Tower the night that the tactical nuke goes off in it. Alt Cunningham (the AI ghost girlfriend and now Moses expy) leads the AIs unleashed by Bartmoss to servers in Hong-Kong referred to as the Ghost World. The rest of the world cuts off the NET for fear of AIs. Blackhand and Silverhand are both rumored to have been spotted in one way or another, SPOOKY.

A few setting details are clarified too: nomads packs control most long-haul transit, arcologies are being built in urban cores, lost tech held by the AIs is valuable salvage (as are buildings and spare parts in abandoned cities), and the internet is basically Geocities – apparently HTTP was abandoned in the early 90s in the CP timeline, and it is now back in vogue for long-distance communication in place of the NET.

The AI apocalypse is a decent Cyberpunk trope that serves the setting well: it needed something to feel legitimately eerie, alien, futuristic and unique. (Yes, I know SR5 did it too, but it sucked and no one paid attention). The post-war recovery allows the weak law enforcement necessary for the running gunfights the PCs crave.

Night City 2.0

This is a history of Night City that is ostensibly part of a 12 year old’s book report. “Nomad” Santiago had a kid, Trace Santiago, who was a famous Media, and his niece is interviewing him about Night City, which led to this document. Book reports are very punk, as evidenced by this OSSR.

The chapter begins with Night City history. The first booster gang razed Morro Bay (that’s new), Richard Night bought it and brought in corporations, the mob killed Night, the corps killed the mob and ran the show unofficially in CP2020. During the 4th corporate war Night City’s Free state status (? I thought it was in the US at the time) and pre-existing Arasaka and Militech presence made it ground zero for a brutal, street-to-street fight. It’s revealed that Militech sponsored the team that dropped the nuke (which was apparently composed of all the protagonists from CP2020’s insert fiction), and that it was supposed to go off in an underground bunker instead of the middle of the towers. This liquefied the landfill under Night City, causing massive flooding, and released a debris cloud followed by a mile high dust cloud in addition to leveling the downtown core. (Arasaka also had a nuke buried in the foundations of the tower, and the location of it has been lost to history.)

Incongruously, the text goes on to assert that Night City was habitable 24 hours after the detonation, and that tent cities sprung up immediately. However, a predictable morass of gangs and warlords ran the roost fighting over food and water. The president found out Militech had initiated the strike, but blamed Arasaka as a convenient nationalist “other” target. She then offered sanctuary to refugees in the US, but declined to provide aid to rebuild Night City. So Nomads, Cyberpunks, and Edgerunners decided to rebuild the city, which is a sentence that likely makes civil engineers throw the book across the room.

The chapter proceeds to describe Night City in the present. It switches to a very explicit first-person, in-universe voice, presumably as part of the book report. The downtown core is now an irradiated hellhole, home to desperate boosters (in a startling reversal from it’s glittering stature in CP2020). This is surrounded by an extensive construction site and commerce area, trying to salvage what’s left of downtown. The suburbs have been overrun by refugees and further outlying towns are now home to settled Nomads. However, resurgent Nomad shipping barons have killed most of the go-gangs that used to harass travelers on interstates, leaving the highways particularly barren. Rooftop/green-wall gardens and solar collectors apparently supply enough food and power for the city (Implausible).

The city is run by a junta (their word) of Nomads, Edgerunners, old City Government (not clear why they have a seat at the table, expertise?), and corporate representatives. Apparently Arasaka (or one of the three rival branches of it, at least, it also fell on hard times after the war) is making some inroads with the ruling council. Districts of the city have managers that run Geociities, Zoning, Taxes, Police, Fire and Emergency Services, Construction contracts and Justice. Jurisdiction skirmishes are common and sometimes fought with bullets instead of words. There are two public hospitals and many small clinics (Ripperdocs who benefitted from much laxer licensing laws). Data terms still work, but no one knows why when we have [strike]cell phones[/strike] agents. The NET is full of ghosts. The CP2020 Cyberpsycho squad provides fairly reliable city-wide police service (mostly focused on suppressing violent outbreaks) by providing a good cost-benefit ratio to district managers, and a patchwork of private security, corporate security, personal bodyguards and vigilantes / community-hired solos provide additional security. The subway works when it’s not flooded, and buses run regularly. A metropolitan airport serves the rich, a mass driver is under construction, freeways and sea lanes are controlled by nomads and private mercenary spaceplanes are controlled by Highrider pilots.

The book report bit is tiresome, the metaplot feels a bit threadbare, but this gets the job done. The new Night City supports the game better and more sensibly than the old one did, though the Cyberpunk tones sometimes drift into post-apocalyptic. I’m getting some interesting libertarian overtones in the anarchic, DIY, fuck-the-man vibe of Night City, which is amplified by the government by committee. It might be interesting if the game leaned into that a bit as satire of the punk vision – the people fighting the man didn’t really have a plan for when they became the man. To the setting’s credit, they depict this libertarian paradise as a violent, heavily armed hellhole.

Everyday Things

This is a cool chapter that I think more RPGs could benefit from. Explaining how the day-to-day of the world works can add a lot of flavor and lend a lot of context for a GM. I have no idea how D&D Land works day-to-day, and my model for Shadowrun is “like life in any modern US city,” which is incongruous with major stretches of the freeway being controlled by go-gangs.

Diving in, we start with police (odd since it was in last chapter too). Cops are called lawmen and the book tries to draw parallels to with the wild west. A bit of text from CP2020 implies corporate cops are good at covering up police brutality, which I think conflicts with earlier fluff. Self-defense is supposed to exempt the PCs from a lot of problems, but the text of the law they included seems pretty restrictive on violence: it includes the language “where it was impossible to restrain the injured party by any other means,” which seems like a prosecutors dream. Drugs are legal because you’re not in the US anymore. Plea bargains are gone and mandatory sentences of 5-10 years are common, with some allusions to the prison braindance stuff from CP2020. There’s also a reference to state executioners pulled form CP2020, which is a bit odd since Night City isn’t a state (in the US State sense they’re referring to).

We move on to communications technology. Smartphones have AIs and personalities now, and they’re called agents. They depend on having a service provider and there are dozens of squabbling providers all over Night City. Bafflingly, the chapter late makes a big deal about still operational data terms and screamscheets, which seem totally unnecessary when you can get a customized news hologram from a (optionally sexy) digital personal assistant. The Data Pool (Geocities) is revealed to be a bit more bulletin board + Wikipedia + Craigslist/Ebay + chat services than garish rants about the Timecube. Our collective loss! Each city has its own (hardwired for security) Data Pool. The wired/wireless divide isn’t made clear, which seems like an important oversight in setting building with hackers.

CP2020 looms large in much of the rest of the gear description. Guns exist and have standard ammo sizes. Polymer one-shots are mentioned (including the 20 years out of vogue Cyberteen line), and vending machines still stock them. The same vehicles (still powered by the mythical alcohol CHOOH2, which isn’t the actual chemical formula) are around and interface controlled cybercars still haven’t taken off. The same vehicle stats are still buried in the middle of the vehicle fluff section (including the same tiny helicopters and assault hovercraft). Clothes don’t need cleaning, adapt to temperature, and function as low-grade PPE, solar cells, armor and camouflage. The same cloth is applied to military applications (tossing a big chameleon sheet over a tank, for instance) and temporary displays.

There’s some new stuff too. A section on where to buy things introduces Vendits – bodegas with firearm licenses in a computer-controlled, armed-and-armored box – and Night Markets – pop-up bazaars that emerge whenever juicy shipping containers make it into the city. A page-long tangent on food explains the differences between Kibble (kelp mush for humans), prepack (microwave dinners, potentially fancy), and real food. It also explains that intense gang wars over urban gardens in the aftermath of the nuke, but calmed down when food shipments became regular. OK detail, but like much of the setting, it would be more fun if they leaned into it. Finally, media corps have mostly crashed, and bloggers / Rockers / independent content producers battle fiercely for attention in Data Pools. Braindance still exists as a BTL equivalent.

Running Cyberpunk Red

The DMG is longer than last time and mostly recycled. It starts with scene setting: suggesting rainy or smoggy cityscapes that still feel like borderline warzones or Mad Max countryside. They mention that “megacombis” are somehow essential to the food supply, a detail that was never elaborated before (and which makes much more sense that rooftop gardens). Further advice: good guys and bad guys may be deceptive or not clear cut, emphasize wealth inequality, be mean to players and do cosplay. Like last game, you’re encouraged to make the players into teams working for corps, rock bands, trauma teams, mercenaries, Lawmen, Media teams (which make no reference to hiring a media, maybe because there aren’t rules for them yet) and nomad packs. They add two new campaign angles in reclaimers – homesteaders retaking part of a city – and cults/boostergangs.

In a welcome departure from CP2020, there is some advice about how to make a mission in this Jumpstart Kit. You’re told that missions come in four varieties: heists, assaults, investigations and defenses. Assassinations are pegged as types of assaults (weird) and insertions as types of heists (fair).There is precious little information about planning for each type of mission, but describing broad mission archetypes is useful for people who may not have read the source materials. Tips for running missions follow, and they are pretty good! Add some double crosses and reveals, make sure the bad guys are somehow personally invested in the PCs and vice versa, and spice up NPCs. A closing paragraph on theme really ought to be at the start of the book since it’s one of the better mission statements I’ve seen for Edgerunners:
CPR wrote:Cyberpunk Red is a seeting where many of our worst fears have come true, leaving a world that’s beaten, battered, and torched. But it is also a place of hope, where cunning, courage, and a righteous attitude can make all the difference to those struggling to rebuild.
The final two pages of the chapter are an encounter table and descriptions of local gangs. All of these are pretty fun! The encounter table, though a bit paint by numbers, is still overstuffed with adventure hooks, and only one gang with a dumb name (The Bradi Bunch) survived.

Adventure: The Apartment and Screamsheets

This introductory adventure is flat. A PC owns and apartment building full of colorful NPCs. You talk to NPCs, then a WorldSat representative shows up with a surveyor, which warns you that something’s amiss. Overnight, the corporation tries to drive everyone out of the apartment building so that they can raze it. The only inspired bits are the suggested tactics for the corporation -- corporate agents disguising themselves as firefighters, inserting a hacker on the roof, or paying off other tenants to betray the PCs – which are all pretty clever and dastardly (though it’s not clear how the hacker controlling the lights is supposed to get people out of the building). The lack of cover rules make a siege hard to adjudicate, and the whole thing is essentially “BS, then shootout” as is common in CP2020 adventure writeups.

The three screamsheets that follow lack much of the charm of the originals. They no longer look like crazy newspapers, instead featuring a single header and a wall of text. They also don’t contain any red herrings or other sidebars. The adventures are lame too: use motorbikes to steal something from an armored car (containing 25000eb of cheese) in a prescribed location, get in a simulated firefight in a braindance, or blow up a building full of accidentally released designer drugs and boostergangers. The latter of these offers opportunity for casing the joint and detecting a corporate shadow who is there for nefarious purposes. However, there’s little opportunity for agency in the first two, and in all three the PCs impact on / interaction with the world is mostly constrained to negotiating with the person hiring them. I am less inspired than CP2020!

Conclusion

That’s the world book! And also the last CPX material I plan to review. I wrote 1/3 of a bare bones Cyberpunk Heartbreaker while writing this, but will shelf that project unless there’s an overwhelming standing ovation because I am tired of writing and want to play video games.

This is overall a better setting for the hyper-violent, gonzo nonsense that characterized the previous game. There are fewer laws and more opportunities for senseless violence: injecting some wild-west post apocalypse serves the game well. However, there are problems. The history has some plot holes (more than CP2020). The archetype characters form the core of a metaplot, but still feel self-indulgent and small: there are, like, eight real characters in the world. The tonal consistency has gone way down, see 12 year old book report and compare the bits of art below with that above, which makes the setting a bit flatter. Finally, there’s no single place in either book that articulates a call to action for the PCs, which is a shame because “survive and thrive after a Cyberpunk city implodes to shape its future” is a decent pitch. Really good adventure writing could help fix this, but that has never been the strong suit of these introductory books.
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These two post-CP2020 epilogues were, in my mind, about evaluating if Cyberpunk Red had enough legs to get going. It’s hard to tell (though, really, betting the tiny RPG market can support more than just D&D is a losing bet). The rules and the setting both have modest improvements, but the rules don’t go far enough for simplification and the setting is bare bones. Further, I believe the authors can easily spoil the broth if they’re given runway to inject more rules (it’s easy to be fiddly and unpleasant because the base ruleset is so small) and anecdotes (unnecessarily nerdy with no sense of scale: see gardening). I think your best bet for a well-realized Cyberpunk world with rules that work is still SR4+EOTM. I’d be happy to be proven wrong by a vibrant metaplot and Cyberpunk community emerging over the next few years.
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WiserOdin032402
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Post by WiserOdin032402 »

Is it wrong of me to think that if Cyberpunk Red plays its cards right it'll eat Shadowrun's spot now that 6e has failed completely?
Longes wrote:My favorite combination is Cyberpunk + Lovecraftian Horror. Because it is really easy to portray megacorporations as eldritch entities: they exist for nothing but generation of profit for the good of no one but the corporation itself, they speak through interchangeable prophets-CEOs, send their cultists-wageslaves to do their dark bidding, and slowly and uncaringly grind life after life that ends in their path, not caring because they are far removed from human morality.
DSMatticus wrote:Poe's law is fucking dead. Satire is truth and truth is satire. Reality is being performed in front of a live studio audience and they're fucking hating it. I'm having Cats flashbacks except now the cats have always been at war with Eurasia. What the fuck is even real? Am I real? Is Obama real? Am I Obama? I don't fucking know, man.
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Longes
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Post by Longes »

WiserOdin032402 wrote:Is it wrong of me to think that if Cyberpunk Red plays its cards right it'll eat Shadowrun's spot now that 6e has failed completely?
IMHO, this is ultimately a meaningless question. According to Roll20's Orr Group Industry report for 2019, Shadowrun games represent 0.5% of all games on Roll20. D&D 5e holds 47%, Call of Cthulhu holds 15%, Uncategorized holds 15, Pathfinder holds 5%, and everything else is smaller. Cyberpunk RED adding all Shadowrun players to all Cyberpunk2020 players wouldn't even bring it to top 10. But being in top 10 is itself meaningless, because #1 is 47% of the market and #5 is 1.5%.
Last edited by Longes on Tue Apr 28, 2020 11:36 am, edited 1 time in total.
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Post by OgreBattle »

D&D5e is big because of stranger things name dropping

Cyberpunk Red will maybe be biggish if they can get some actors to do a podcast of How Much Fun they're having Role Playing tm
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Post by pragma »

I think CPR could capture a larger market share than Shadowun currently holds if R. Talsorian surfs the wave of CP2077 hype properly and they produce a good game. I'm not entirely convinced the game will be good enough to pop on its merits, but the product they have right now doesn't get in its own way either. Some killer adventures or Youtubers could work with pretty minimal material and get an audience going.
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Post by Wumpus »

Also, cyberpunk quarantine edition for all of us going full cabin fever cyberpsycho :cool:

https://ibb.co/FHNQpnb

Image
Last edited by Wumpus on Fri May 01, 2020 4:59 am, edited 1 time in total.
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Post by pragma »

Yeah, one of the great joys of the modern world is that a Cyberpunk dystopia basically happened and no one noticed.
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Post by Trill »

Because everyone was looking for the cool stuff: The augmentations, the flying cars, the matrix.
But what we got were the bad stuff: The corrupted governments, global warming, shitty living conditions
Mord, on Cosmic Horror wrote:Today if I say to the man on the street, "Did you know that the world you live in is a fragile veneer of normality over an uncaring universe, that we could all die at any moment at the whim of beings unknown to us for reasons having nothing to do with ourselves, and that as far as the rest of the universe is concerned, nothing anyone ever did with their life has ever mattered?" his response, if any, will be "Yes, of course; now if you'll excuse me, I need to retweet Sonic the Hedgehog." What do you even do with that?
JigokuBosatsu wrote:"In Hell, The Revolution Will Not Be Affordable"
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Longes
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Post by Longes »

Well, at least there are neon-lit gasmasked drive-through strippers in Oregon.
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hogarth
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Post by hogarth »

FrankTrollman wrote:Howard Hughes was the inspiration for the movie Citizen Kane. He was a megalomaniac who at one time had a grip on the American news comparable to like Rupert Murdock in 2003. Also he built himself a castle on California's Central Coast and is personally responsible for California's wild boar problem.
You're mixing up Hughes and William Randolph Hearst.

Howard Hughes was into aviation (famous for his prototype plane the "Spruce Goose"), movies (e.g. Jane Russell in "The Outlaw") and electronics. He became a crazy recluse in later life. Scorsese made a movie about him: "The Aviator"
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Post by Username17 »

hogarth wrote:
FrankTrollman wrote:Howard Hughes was the inspiration for the movie Citizen Kane. He was a megalomaniac who at one time had a grip on the American news comparable to like Rupert Murdock in 2003. Also he built himself a castle on California's Central Coast and is personally responsible for California's wild boar problem.
You're mixing up Hughes and William Randolph Hearst.

Howard Hughes was into aviation (famous for his prototype plane the "Spruce Goose"), movies (e.g. Jane Russell in "The Outlaw") and electronics. He became a crazy recluse in later life. Scorsese made a movie about him: "The Aviator"
You are correct, I was conflating those two lunatic rich dudes. But they were factually different people.

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Post by Whipstitch »

i think she stole my cat
bears fall, everyone dies
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