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I’ve noticed that Cyberpunk games REALLY lean on the mainframe, “hack the Gibson” model, and it turned out to not be how it all turned out. A few recent cpunk R
by neurobashing 7y ago
I’ve noticed that Cyberpunk games REALLY lean on the mainframe, “hack the Gibson” model, and it turned out to not be how it all turned out. A few recent cpunk RPGs (Carbon 2185 comes to mind) basically ignore deckers/netrunners. I’ve been noodling some ideas but everything is off in terms of balance or fun at the table.
- scbrg 7y agoI haven't kept up to date with recent RPG:s, but I played Cyberpunk 2020, GURPS Cyberpunk and a few local non English equivalents back in the day quite a bit. The main problem with deckers/netrunners wasn't how (un)realistic they were - but that they were simply... boring. It's an enforced split party model where one player has a very limited role and virtually no interaction with others. I can see why modern games (hopefully wise from the mistakes of their predecessors) ignore that part.
- acdha 7y agoI was thinking about that while playing that recent Shadowrun cRPGs: you’re right on with the boredom factor. It added a separate combat system which was both obviously not how it’d really work and not more fun than the primary system. I disagree a little on the split-party aspect but that requires careful DMing: it can be an interesting goal to synchronize real-world activities or need to protect someone who is completely exposed while they work. If you don’t overuse that and have a good mechanic for why the hacker needs to be in the combat zone it can work, but it’s easy to fall short.