CYBERPUNK 1E: initial impressions
the sorcerer game was postponed this week, so my buddy greg ran a short cyberpunk 1e session. here are some initial thoughts:
- cyberpunk 1e RAW is a player-driven sandbox
- there is no assumption that the players will work together.
- lifepath system can lead to widely different starting circumstances for the characters with widely different goals.
- experience system is open ended and player driven
- there are 3 default was to get experience:
- story and practice
- teacher
- practical experience
- using the skill in play.
- a character can improve skills without having to interact with a "plot" or story.
- examples:
- using downtime actions to find a teacher and/or make time to practice.
- taking on a side job that will require the use of skills that the player wants to improve on.
- examples:
- there are 3 default was to get experience:
- it's a factions game
- factions run night city
- factional play will make it feel like a living, breathing, dangerous city
- factions run night city
- there is no assumption that the players will work together.
- a campaign turn structure is a must
- using ad&d as a starting point:
- 1 campaign turn
- 1 week of real and in game time.
- 1 faction action
- npc factions such as corporations and gangs
- player lead factions such as the pc group
- 1 city event
- 1 district event
- 1 campaign turn
- using ad&d as a starting point:
this is not our regular game, so it might be a while before i play again. i'll share more thoughts when we do.
last modified: 10Â months, 2Â weeks ago