Cyberpunk Red: One Year Later

Of the two big releases in the Cyberpunk setting late last year, the tabletop one seems to have had the better time of it. Cyberpunk Red sparked some nostalgia in old players while introducing a new generation of players to one of the definitive settings in the genre. Surprisingly, that included me, as I spent my youth (and early parts of my career) over on the other side of the fence in...

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Of the two big releases in the Cyberpunk setting late last year, the tabletop one seems to have had the better time of it. Cyberpunk Red sparked some nostalgia in old players while introducing a new generation of players to one of the definitive settings in the genre. Surprisingly, that included me, as I spent my youth (and early parts of my career) over on the other side of the fence in Shadowrun’s Seattle. I was lucky enough to run a few games as part of my duties as host of Theatre of the Mind Players both from the original Jumpstart Kit and the full book. To celebrate the release of some supplementary materials provided by R. Talsorian Games (those mini-reviews will pop up toward the end), I decided to look back at the game now that I have a few runs under my belt.

Cyberpunk Red Core Rulebook​

Cyberpunk Red is an advancement of the timeline between Cyberpunk 2020 and Cyberpunk 2077. It takes place in roughly 2045 and overwrites the materials seen in Cyberpunk 3.0 and Cybergeneration. Cyberpunk Red is not a radical revision of the original game. Think of it more like a remastered version that cleans up a few cosmetics and gameplay elements, but leaves the original system in place for better or worse. Seeing this late 80s/early 90s style of game design was jarring on my initial read, but after running it I’ve come to love much of it. The basic stat+skill+d10 roll works pretty well on its own and plays a lot more simply than other games of the time. The exploding possibility on both ends also offers a way to mix in some narrative twists as needed. The wide skills also inspired my players to think creatively. How can I use my Personal Grooming and Style here?

One of the areas that was streamlined well was the lifepath generation system The original game generated a lot of history for characters, while Cyberpunk Red’s version generated just enough. My players loved this part of character creation and didn’t need much prodding to mix each other up in their stories.

The Roles were also improved in Cyberpunk Red. Each skill works in a slightly different way, from the combat analysis of the Solo allowing shifts in attack profiles to the Nomad’s ability to borrow family vehicles for specific runs. I’m usually a fan of unified mechanics but the different Role skills really help give each archetype a distinct flavor.

Cyberpunk Netrunner Deck​

One of the big challenges of the cyberpunk genre is the hacker problem. Games are set up to emulate the fiction, which features hackers dashing through a cool VR dungeon to get the important information. In play, however, that often meant the hacker player monopolizing the GM’s time while everyone else watched.

Cyberpunk Red streamlined this process by giving Netrunners multiple actions based on their Netrunning skill and simplifying data fortress construction to a single path of risk and reward. My initial read on this was that they went too far in the easy direction but in play it felt like just enough spotlight was given to the netrunner during a job. It feels like the netrunner does all the exploration while the game shifts back into the meat world and now we’re just at the challenge points of the run. It’s also easier to add complexity back into a table’s taste than remove it.

As Netrunners are the closest thing to wizards in this setting, the Cyberpunk Red Netrunner Deck is more or less a spell deck for the Netrunner player featuring all the programs featured in the core book. It also includes the ICE programs they might face as well as a small mini deck of nodes that can be used to generate a hack on the fly. Pick this up if netrunning is a focus of your Cyberpunk Red games.

Cyberpunk Red Data Screen​

We didn’t get into much combat during our game, but the moments where we did felt fast and brutal. Things really turn on the critical hit mechanics which ends fights quickly. Beware; if players can’t hit matching sixes, it can be a while to put down an opponent.

The key question for a GM screen for me is always “Does this have useful charts that I will use during play?” The Cyberpunk Red Data Screen fits all the things I wanted for combat in one area, though I think the Jumpstart Kit still has good reference charts for other things like Netrunning. If you only buy one GM aid, get this one because it’s freshly filled with errata, but if you can afford both, this combined with the Jumpstart Kit makes a deluxe suite of GM data.

Cyberpunk Red Data Pack​

This product recalls another relic of 90s game releases: the book of materials that barely missed the cut for the corebook paired with a less sexy accessory. In this case, the Data Pack comes with a stack of double sided character sheets for those folks who don’t want to use their precious printer juice.

There are also battle maps included. Given the dearth of modern battle grids, that alone makes Cyberpunk Red Data Pack a worthy purchase, even if the maps are printed on glossy pages rather than wet/dry erase material. They also look like they could be useful for the upcoming mini combat game.

The real value in this release comes from the booklet which includes a few one-page screamsheet adventures as well as a series of 20 entry tables of everything ranging from contacts to pocket contents. Each of these works as a lovely story hook or as a bit of color to fill out Night City.

Upon my first reading of Cyberpunk Red my thoughts were mixed but after playing it I find that the rules are a solid base refined just enough to appeal to more modern tastes. It’s a great entry point into the Cyberpunk universe, regardless of one’s opinion of its videogame big brother.

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Rob Wieland

Rob Wieland

The opposite end of the 'humanity/essence' idea would be Eclipse Phase, where the bulk of transhumanity are infomorphs that barely got beamed off Earth when the AI uprising happened.

While swapping egos from a basic bot morph or your digital Eidolon emulator to a cybernetically augmented sun whale or a starships navcom requires a acclimation roll, it's considered a matter of course that few stay or even are pure flash and blood, with the one group who cares about that being somewhat fringe.

Having a meat brain DOES make you immune to ego hacking and opens up psionics, though.
 

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The opposite end of the 'humanity/essence' idea would be Eclipse Phase, where the bulk of transhumanity are infomorphs that barely got beamed off Earth when the AI uprising happened.

While swapping egos from a basic bot morph or your digital Eidolon emulator to a cybernetically augmented sun whale or a starships navcom requires a acclimation roll, it's considered a matter of course that few stay or even are pure flash and blood, with the one group who cares about that being somewhat fringe.

Having a meat brain DOES make you immune to ego hacking and opens up psionics, though.
This sounds cool. Not sure why I've slept on Eclipse Phase all these years. I think maybe it's one or two steps too far along in technological complexity for me to wrap my head around as a GM? Too many options, too much distance from a recognizable human existence. It's the kind of thing I like to read and watch but not play, but I can totally see the appeal.

I think there's something to @lyle.spade 's mention upthread about transhuman settings/games (like Infinity and definitely Eclipse Phase) being a logical successor to cyberpunk. But I still kinda think cyberpunk is more of a limited set of tropes than a true, big-tent genre that can be evolved or built on for RPG purposes. Cyberware, advanced hacking, corporate hegemony and hopeless resistance to it. Apart from the usual neon-on-chrome-on-rain-slick-streets visuals, that's really it. Transhuman SF seems bigger to me, more varied--and, importantly (imo) it's usually missing that "punk" factor. Cyberpunk is an angry, ominous, and perfectly 80's/90's cultural artifact. Maybe that's all it needs to be, and we can move on to gaming in other SF subgenres?
 

The red book calls it out as a kind of dissociative disorder from reality. Using cyber legs with enhanced functionality makes you feel less human, but a replacement limb restoring functionality wouldn't.

It's not really sufficient though. I think name should have been changed to something else like maybe "cyber addiction" and tie it to addiction mechanics and themes already in the book. That way they can have their cyber psychos as addicts that have completely lost control, rather than having lost "humanity"
Surgical addition/obsession is a very real thing.
 

BrokenTwin

Biological Disaster
A big loss of the appeal of Cyberpunk for me is that it kinda happened, but without all of the cool parts? Corporations causing massive environmental devastation in pursuit of profits, tech being used to spy on us in ways that cyberpunk never dreamed of, the free open net has become a series of walled gardens, and the idea of a bunch of guttersnipes pulling themselves up by their entrepreneurial bootstraps to live a flashy violent life filled with shiny life-changing chrome seems even more implausible than the D&D fantasy superhero lifestyle does.
Cyberpunk stopped being a dark mirror of our potential future and started looking more like a reflection of our present. Except we're not the daredevil live-free-or-die-hard mercs, we're corpo slave #2357.

Having said that, I think Hard Wired Island is probably the best cyberpunk RPG I've seen in a while. Not much for those who're in it for the gear porn, but I think it works really well for a game that focuses on the humanity of a cyberpunk setting. I've read Cyberpunk RED (and have a player that really wants me to run it), but I don't know if it's the game for me right now.
 

I didn't try to compare or combine Traveller and cyberpunk. I merely mentioned Traveller as an example of a sci-fi system that, because of its age, has a retro flavor.
It has gone through more editions than D&D has, and has updated and modernized its approach to rules each time it has done so. It had a new update released only a few weeks ago.

It’s a generic science fiction mix from an ecclectic range of sources, and not retro-flavour at all. It is like claiming that Star Trek is retro-flavour, because that is even older! And rolling 2D6 never gets old.
 

A big loss of the appeal of Cyberpunk for me is that it kinda happened, but without all of the cool parts? Corporations causing massive environmental devastation in pursuit of profits, tech being used to spy on us in ways that cyberpunk never dreamed of, the free open net has become a series of walled gardens, and the idea of a bunch of guttersnipes pulling themselves up by their entrepreneurial bootstraps to live a flashy violent life filled with shiny life-changing chrome seems even more implausible than the D&D fantasy superhero lifestyle does.
Cyberpunk stopped being a dark mirror of our potential future and started looking more like a reflection of our present. Except we're not the daredevil live-free-or-die-hard mercs, we're corpo slave #2357.

Having said that, I think Hard Wired Island is probably the best cyberpunk RPG I've seen in a while. Not much for those who're in it for the gear porn, but I think it works really well for a game that focuses on the humanity of a cyberpunk setting. I've read Cyberpunk RED (and have a player that really wants me to run it), but I don't know if it's the game for me right now.
HWI definitely does a great job of being a game about rebels righting to make their neighbourhood a bit less cruddy. And I love the humour in it!
 

A big loss of the appeal of Cyberpunk for me is that it kinda happened, but without all of the cool parts? Corporations causing massive environmental devastation in pursuit of profits, tech being used to spy on us in ways that cyberpunk never dreamed of, the free open net has become a series of walled gardens, and the idea of a bunch of guttersnipes pulling themselves up by their entrepreneurial bootstraps to live a flashy violent life filled with shiny life-changing chrome seems even more implausible than the D&D fantasy superhero lifestyle does.
Cyberpunk stopped being a dark mirror of our potential future and started looking more like a reflection of our present. Except we're not the daredevil live-free-or-die-hard mercs, we're corpo slave #2357.
A big sticking point for me was that the mega corps accepted the amount of individual power that cyber gear provided. They were arming the very people who opposed them. The key to power is the control of power.
 

MGibster

Legend
A big loss of the appeal of Cyberpunk for me is that it kinda happened, but without all of the cool parts? Corporations causing massive environmental devastation in pursuit of profits, tech being used to spy on us in ways that cyberpunk never dreamed of, the free open net has become a series of walled gardens, and the idea of a bunch of guttersnipes pulling themselves up by their entrepreneurial bootstraps to live a flashy violent life filled with shiny life-changing chrome seems even more implausible than the D&D fantasy superhero lifestyle does.
The funny thing is that if you wanted to look at a Cyberpunk world look no further than the United States in the late 19th century. An era where corporations would hire goons to go wreck the competition (see Standard Oil), companies with virtual monopolies punishing those they didn't like by charging them different rates (railroads), environmental damage in spades as smoke filled the skies, rivers became polluted, and soil was striped in mines, and of course workers in factories and mines toiling under brutal conditions while never getting ahead financially.
A big sticking point for me was that the mega corps accepted the amount of individual power that cyber gear provided. They were arming the very people who opposed them. The key to power is the control of power.
But the corporations have far more resources than what most of the PCs could get. Sure, they can get all cybered up, but Militech or Arasaka are going to have a lot of employees or contractors who are just as cybered up and willing to kill for them.
 

Thomas Shey

Legend
The opposite end of the 'humanity/essence' idea would be Eclipse Phase, where the bulk of transhumanity are infomorphs that barely got beamed off Earth when the AI uprising happened.

While swapping egos from a basic bot morph or your digital Eidolon emulator to a cybernetically augmented sun whale or a starships navcom requires a acclimation roll, it's considered a matter of course that few stay or even are pure flash and blood, with the one group who cares about that being somewhat fringe.

Having a meat brain DOES make you immune to ego hacking and opens up psionics, though.

Well, EP has the advantage that it already assumes everyone will be cybered or biomodded up the gills, so they don't need a mechanism to discourage it beyond rep. The difference between a typical starting PC and a PC with a high end morph just isn't all that pronounced.

CP2020 and SR didn't assume the same degree of modification, so it had to have something to address the potential cyberware arms race, and money was unlikely to be enough.
 

MGibster

Legend
What I wrote really makes it seem like I'm dumping on them, but yes, that sort of awareness of ableism, and even a general sense that prosthetics (of all kinds, even of the Studdly variety) are just a reality for some, wasn't on basically anyone's radar back then. It's just another example, I think, of how retrograde the subgenre is, at least in RPGs.
During and after the Civil War, a lot of Americans had to explore the ramifications of soldiers returning from war crippled and maimed. Most Americans were Christians back then, and believed at some point in the future they could count on being resurrected on Judgment Day. If they were buried missing an arm or a leg, would they still be missing that arm or leg when resurrected? (This is one of the reasons cremation was so controversial. If you have no body, how can you be resurrected?) So at some point it was just accepted that you would be resurrected at your most heroic. I.e. You would come back with limbs and body intact. Though what that said about someone with a congenital deformity or missing limb I do not know.

Cyberpunk Red was released in 2020 (I think). We've had returning soldiers from the wars in Iraq and Afghanistan with missing limbs or scars many years since 2002. I can't help but think that might have changed some attitudes over the years. Though, even back in the early 90s, I know my friends and I wondered cyberware meant for people who got into accidents or were born with limbs that didn't work. If someone is in a wheelchair, is that a Humanity loss? Artificial heart?
 

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