Could we have a thread about Cyberpunk 2020...

Could we have a thread about Cyberpunk 2020? me and my friends are planning on running a game in it and i want to know if anyone here has any opinion on it at all

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Game is kind of shit, but a lot of systems built on what it did.

Life Path Generator though, that is what's best in life.

are there any better systems for running a cyberpunk camp-y action kind of campaign? Im not a big fan of the shadowrun "tech + magic and fantasy" thing

>it's only 4 years from now

>pic related will be 7 years ago in 4 more days
had gotten a thread for it every day between then and now
It's been a long wait. Your wait in much shorter my comparison.
Let us know when it happens.

Great game. get Chromebooks 1 and 2 (maybe 3) but don't hand them out to the players. Instead keep it as GM's bag o' magic tricks. Let the players discover the contents through gameplay, not reading.

BRP.
Alternatively, GURPS Cyberpunk.

I really like Cyberpunk 2020. For me it's the best cyberpunk game that exists. I don't like GURPS and I don't like Shadowrun. Savage World is supposedly good, but it doesn't have the flair CP2020 has. Regarding Cyberpunk 2020's system: it's simple, players have everything they need written on their character sheet, combat is fast, and the whole system is highly customizable. It's not a narrative system and it has some crunch, but it's far from DnD, ADD, Twilight 2000 or Rolemaster.

Here are some modifications I made:

I got rid of character classes. I simply let the players choose at least 14 skills, and let them distribute 64 points among them (min. 1, max. 7). Want to play a combat medic? No problem. Just take MediTech and Combat Reflexes. For the starting cash just use the average (ex. one would be 7500 the other 3000, it would give 5250eb).

MC and melee damage bonus got changed to:

BOD = 7-8 > 1
BOD = 9 > 2
BOD = 10 > 3
per 2 pts. above BOD 10 > +(+1)

Armor values of soft armor got scaled down. Concerned are all kevlar clothing (jackets, pants, coats), SkinWeave and subdermal armor. Boiled leather provides only 1 point of armor. Stupidities like armored stocking and kevlar bandanas got deleted.

SkinWeave is available in AV level: 2, 4, 6 and 8
Subdermal armor is available in AV level: 6, 8, 10 and 12
Kevlar clothing is available in AV level: 8, 10, 12 and 14

I incorporated the concept of stun damage. You tick only half the health boxes you would do normally, but you do the stun check using full damage. Concerned is : punches, kicks, blunt weapons (tonfa, nunchaku, clubs, brass knuckles...), rubber bullets.

Modified hit location chart:
1 Head (DMG x2)
2-3 Torso
4 Vitals (Torso) (DMG x1.5)
5 Right Arm
6 Left Arm
7-8 Right Leg
9-10 Left Leg

House rule for AP ammo: Damage is not halved if head or vitals are hit. Anti-material weapons doing damage in d10 halve the AV of body armor but do full damage.

That's the main changes I did. Those changes were made to fit my near-future Cyberpunk 2020.

>not Interface Zero
get out

And here comes the Savage Worlds shills...

Interface Zero

It's great. Just take boxing 10 and pulp peoples heads with a cyberarm.

Also the Aliens hack for this system is the only thing resemnling a good AVP game.

>tfw a solo joins combat

Campy setting, impossible mechanics.

I love it and own the core book, but I cannot in good conscience suggest anyone play this.

I'd play Modempunk using FAE mechanics. I'd rip the space and transhumanism out of EP. I'd build my own ORE game using Blade Runner screenshots, a GitS wiki, and Snow Crash politics. Hell, I'd even give the Fuzion AD Police game a try. But CP2020/30 is only good for nostalgia.

I like how people bitch about CP2020's mechanics while they are simple as fuck. I assume that 20 to 30yo dudes should be able to master I system I used to play when I was 14.

>The skill list is too long!
Characters have somewhere between 11 to 14 skills at max. How is that difficult? Also keep in mind there's nothing like feats/edges/advantages/moves... to keep track of.

>I have to make stun/shock saves at every hit.
It doesn't take more than two seconds to do. The modifiers are written on the character sheet.

>Netrunning sucks!
True. But it sucks in all other cyberpunk games ever made (apart of maybe ExMachina).

>I don't understand how dodge is supposed to work!
This rule is not very clear. I do it BRP-style. Dodge is an active defense. It depends on the brawling or martial art skill. It can be used to avoid melee attacks (if the attacker has some hard or sharp weapon that would hurt if you block) or to avoid thrown weapons (bullets and arrows cannot be dodged).

>Weapons have too many stats!
All information you need are written on the character sheet. Pro tip: Don't print character sheet front and back, but print them on separate pages so you can have them both in front of you at all time - it saves time.

> Experience is a mess!
The authors tried to do something realistic but it sucks. Who wants to track how many time, how effectively each skill got used. I simply do it like this: Each time a critical success is rolled, the character gets what I call a bounty point. The bounty point can either be used to increase the luck stat, or can be kept as XP. XP's are used to increase skills at the cost of (skill level you want to obtain) in XP. Levels above 7 cost more: Level 8 cost 10XP, level 9 costs 12XP, level 10 costs 15XP.

>I'd play Modempunk using FAE mechanics. I'd rip the space and transhumanism out of EP. I'd build my own ORE game using Blade Runner screenshots, a GitS wiki, and Snow Crash politics.
That's nuts. You're nuts.

CP2020 is about 100x simpler than what you described.

It *is* a very simple system apart from a few quirks. It's simpler than D&D 5E, FFS!

>Solos are too powerful!
Solos are professional fighters (soldiers, mercenaries, gladiators, etc.). Fighting is their job. Of course they're better fighters than doctors, scroungers, and singers. You don't expect your green beret South-Am vet to get fucked up by a middle-aged geology professor?

I never played 5e. But I know ADD 2nd ed. and I can easily say that CP2020 is much more simple.

ADD has a player guide and a GM guide. Both are like 200 to 250 pages full of rules and charts - and pretty densely written. Cyberpunk 2020's rulebook is one book with most of the book being equipment lists and skill descriptions. Then, there's some background information on the world and corporations. The rules part is maybe 80 pages long (incl netrunning). So, ADD 450 pages, vs. CP2020 80 pages. Which one will be more complex?

Whoa viddy the screamsheet! OP is pure chilled choomba. Down the Night City Combat Zone he be real as Lace 'n' all the dirtsiders on the edge, you savvy? This netwall be buzzing like a dorpher on payday down the Maelstrom and we real Chiba right now. Slot ya later buzzalls!

I totally understand your lingo, my punk friend, and sympathize with your sentiments.

>buttdevastated over a system that can actually do gritty without a save-or-drop every time you get hit, and that isn't as easy to break over your knee
Stay mad Pondsmith

>Modempunk using FAE mechanics
>this is harder than CP2020
Nigga have you even fucking read Fate Accelerated? You could teach that shit to primary school kids

If you want a more streamlined version try Interface Zero 2.0.

But if you like crunchy games CP2020 can be fun

>Modempunk

When did Cyberpunk begin to drift away from that? When wi-fi started to become a thing?

There are only two pieces of advice I'll give:

1) Talk with your GM to determine what sort of game is going to be run, some classes will be useless otherwise.

2) Put a Ten into your primary stat.

SW IZ 2.0 is more pulpy. CP 2020 tries to be more realistic. But none of the two system is in any way complex.

>Friday Night Firefight isn't complex
>what is rolling hit locations for every bullet you just spammed into a guy

Also I don't care what says, having a skill list that fucking long is pants on head retarded and by the time of Firestorm it'd gotten -worse-.

It's harder to break Savage Worlds over your knee like you can with CP2020 (lol INT+REF, all those fucking free skill points), and I admit it's not impossible to do but it is far harder to do.

I love how nobody mentions IZ 2.0 got a conversion to FATE

The math of the system is fucked and the professions don't always work well together or in the same kind of adventure. The core mechanic, itself, is fine though, and the game has some style.

If IZ is more pulpy than wouldnt that be better for my "80's movie camp" style that i want?

When the futuristic stuff of the setting started to look dated.

Not an IZ specialist but if you like to deal with cards and chips. 80's cyberpunk isn't too pulpy though. The consumerist aspect of CP2020 fits it better. Having more crunch allows for more diverse gear.

alright, ill have to give both of em a look. We are coming from mostly only playing DnD up until now so whatever system would be smoothest to learn will probably be what we end up going with

>Stupidities like armored stocking and kevlar bandanas got deleted.

Aww. But yeah, sound like sensible modifications, not that I've ever really had a chance to play the game.

Massive list of possibly overcomplicated houserules coming in.

pastebin.com/q6Vn2t4W

Eclipse Phase is the definitve cyberpunk game for the moment desu.

It's a cool game, you probably will need to tweak stuff to make it less fucked up though.

My usual houserules
>No Roles

>No Beauty or Movement skills

>Roll 1d10 for each stat, rerolling any 1 or 2
(you may swap any stat)

>Pick your 10 occupational skills to distribute 40 points in, then put the 10 remaining points in any other skill

>Netrunning is a x2 skill that I treat as either a simple action for, well, simple stuff, or a contested action if there's a sysop/AI (essentially breaking into big matrix systems)

>Medtech is a x2 skill that anyone can pick

>All armor is halved, no stacking, no skinweave
(adjust depending on how close to Blade Runner vs Ghost in the Shell Stand Alone Complex you want it to feel)

Also use the lifepath, embrace it and never say "that doesn't make sense". Make it work, it's very rewarding.

On a somewhat related topic, I just tweaked those rules and changed/added/removed a bunch of skills to make a Medieval-ish version for use in a future campaign which would be set in Calradia (essentially, I'm gonna use the map of Warband as the region, and the players are mercenaries of sorts. Using the lifepath, we got a red headed casanova of noble blood who lived in a distant colony before being sold off to a Rhodok Count to pay off a debt, as a servant.)

So I ask you : do you have ideas of Quests involving no fantasy elements or twists on the basics? It's gonna be very player-driven and sandbox-ish but I like to have a few things prepped in case they feel like following plothooks.

Cyberpunk 2020 is lighter than Savage Worlds in what you actually need to use to make it work. Savage Worlds is probably a lot more tightier, as in, the mechanics are more well thought-out, but I think CP2020 still has the best Cyberpunk "feel" in play.

>Eclipse Phase
>Cyberpunk

>>what is rolling hit locations for every bullet you just spammed into a guy
That's not complex, that's just more things to do. There's a difference between complexity and things to do.

Exactly! This chombatta gets it!

Cyberpunk 2020 skill list is long because it's a genetic cyberpunk game system. Interface Zero and also Shadowrun are about tough street ops doing their stuff. In Cyberpunk 2020 you can play the same kind of character, but you could also play "normal" people like reporters, lawyers, snitches, call-girls, students, etc.

Forgot one house rule: reflex boosters don't boost your reflexes, but your initiative. The bonus got doubled. So, Sandevistan INI+6, Kerenzikov INI+2 or +4.

In my opinion, try running a 1e/2e Mutant Chronicles game, using something like FAE or WaRP, and add to it any CB2020 fluff you like. It's just a thought.