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
A Solo who seems like an utter goofball until the bullets start flying, with a code of morals but a power-hungry streak behind it. A Netrunner with a massive chip on his shoulder who wants to take it out of someone else and leave this life behind. A Fixer turning friendships into profit, managing a delicate balancing act between their many (and often mutually hostile) customers. An Exec who clawed her way out of the Combat Zone, determined to get to the top. Update your Agent, check your ammo, and chip in. We’re taking a look at character creation and meeting a team of ready-to-play Edgerunners for Cyberpunk Red from R. Talsorian Games!
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.
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.
There’s a wide world of RPGs out there. In that world, Dungeons and Dragons represents a small sliver of the gameplay experiences and stories that are possible, but a disproportionately large slice of the games that are actually played. It’s from this juxtaposition that comes the frequent and often irksome question “how do I hack D&D to play [insert genre]?” However, when you mix D&D mechanics with a designer who has actually played other games and given thought to how the mechanics must change, you can get something rather good. Carbon 2185 has taken 5th Edition D&D mechanics, given them a solid restoration to work better in the Cyberpunk genre, and then added some bolt-on systems which take inspiration from the best of sci-fi roleplaying.
Cyberpunk as a literary genre has many touchstones, like the role of corporations in society and humanity’s relationship with technology. These have trickled down to tabletop games in different ways, but certain tropes keep coming up. Cybernetic enhancement is *the* subsystem for cyberpunk games, and has generally succeeded in early cyberpunk games where hacking, a complementary subsystem, often failed. Cyberware stands in for magic in most cyberpunk games, giving the characters access to superhuman power, though at a cost. In addition to cyberware, there is usually a digital world aspect of cyberpunk games, adjacent to but not always overlapping with the hacking rules. In early works this was a completely separate virtual world, while in modern games, there is much more focus on augmented reality, and the digital commingling with the real.