Welcome back to System Hack in Practice! We’ve looked at rolling Cyberpunk Red back to 2020, we’ve looked at pulling Cyberpunk 2020 forward into Red. Now we’re going somewhere else entirely! Let’s put down the book with the red lettering and pick up one with a blue cover; we’re shifting wavelengths into Fate Core. The working title for this monstrosity? Cyberpunk Blue.Continue reading System Hack in Practice: Cyberpunk Blue
Welcome back to another System Hack in Practice! Last time, we made some considerations around Cyberpunk Red, and looked at potential ways to address early complaints from Cyberpunk 2020 fans (or not). This time, we’re looking at everything the other way around: How can we take the best parts of Cyberpunk Red and bring them into our Cyberpunk 2020 game?Continue reading System Hack In Practice: Painting Cyberpunk 2020 Red
Welcome back to System Hack! In the past, System Hack has been about new games and experiences, either building out mechanics for a generic system (Genesys Mecha) or using an existing game as inspiration to create something new (Cyberpunk Chimera). This new System Hack series, In Practice, is about looking at common hacks and modifications that can be used when your group brings a new system to your table. For this we’ll be using the new system that my group is bringing to our table: Cyberpunk Red.Continue reading System Hack In Practice: Cyberpunk Red House Rules
Every creative endeavor has a ‘how’ and a ‘why’. Even if you don’t spend a lot of time thinking about it, your project will have something you’re trying to do or say, and then a method by which you do or say it. A couple weeks ago, I meditated on the prevalence and necessity of advancement in RPGs, coming to the conclusion that advancement as a story concept in games is a truism, a trope, and not necessarily a requirement. That article provided me with a ‘why’; today we’re going to talk about one potential ‘how’.
In March of 2019, I began a project with a simple premise. After having played Cyberpunk 2020 for 15 years, I wanted to create a game that took everything I loved about the system and recast it into a game designed for me and how I run games. Now, 14 months later, I’m happy to say that the first stage of this project is complete, and another set of System Hack articles is coming to a close.
Cyberpunk lives and dies in the city. The vision and aesthetic that we take for granted as Cyberpunk, especially when considering Cyberpunk in the context of games, is urban, replete with neon, skyscrapers, and bustling crowds of people. Cyberpunk RPGs have leaned into the assumption of an urban setting for some time now, with Night City from Cyberpunk 2020 arguably being one of the best examples in terms of character and development. When approaching the need for a city for the Cyberpunk Chimera, I opted to take a somewhat different path forward. By writing rules for the creation of a city sandbox, my hope is that any group can find a city that sets the tone for their campaign while also making prep easier for the GM.
We are here yet again with System Hack! Cyberpunk Chimera is a construction project that’s really gotten off the ground; all the important parts that turn a series of articles into a game have at least been sketched out or brainstormed. There are some key elements, though, that shift the focus of the game in the direction that I’m most interested in. There are two parts of the Cyberpunk genre which are often overlooked in RPG mechanics, either because they’re considered “setting elements” or because they aren’t part of what makes the genre science fiction. These are the cities and the corporations, and their centrality is just as true in games as it is in literature and film.
It is time once again for System Hack! Last time we took a look at the Cyberpunk Chimera, we thought about character creation and saw a lot of things come together. Now, we’re examining one of the more emblematic elements of a near-future or modern RPG: the gear. Cyberpunk 2020 was more than fine with giving players access to all sorts of goodies, like gatling shotguns, net guns, and various high-caliber borg droppers with recoil so powerful you needed cyberarms just to wield them. There was also plenty of other equipment detailed, from electronics to vehicles to cosmetics, not to mention the cyberware. Most of this equipment was either finely detailed (weapons, vehicles) or not detailed at all (pretty much anything that wasn’t implantable, driveable, or could kill people). So when building out a new system and looking at equipment, we need to ask the question: What actually matters?
Welcome back to System Hack! Now that the real timeline has caught up with Cyberpunk 2020, it’s time to start pinning the Cyberpunk Chimera down. We have attributes and skills, we have ideas about a combat system, and there’s some hacking, some cyberware, and even some meta-mechanics. What don’t we have yet? Oh. Right. Characters.
Welcome back to System Hack! Over the last few months I’ve been slowly but surely building out elements of a Cyberpunk game, inspired by but not really based on Cyberpunk 2020. At this point, we get into the weeds. Until now, the articles published so far have all dealt with simulationist aspects of the game. That is to say, when a character in the game wants to do something, what happens? At this point, we’re going to pivot away from the characters and focus instead on the players.