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

MGibster

Legend
I can't recall ever playing a Cyberpunk 2020 campaign with someone playing a Rockerboy. Which is somewhat odd because Johnny Silverhand was one of what we'd call iconic characters from the book along the likes of Rogue, Armitage, and Blackhand. Come to think of it, I'm not sure I ever saw someone play a Media either. I don't know if it was because of a lack of interest or people just didn't know how to fit them into the game. Anyone here have trouble with any of the roles? If I ever get my next campaign up and running, I'm probably going to ask players to avoid making Lawmen and Corporates though I might be able to make the latter work.

Anyone remember Interface magazine? They had a license to published Cyberpunk 2020 information and each issue had things like cybernetics, police profiles of gangs/individuals, new drugs, corporations, etc., etc. you could introduce to your game. They even had movie and book reviews including Street Lethal and Highlander 2. There were only six issues published between 1991 and 1992, but, wow, they left quite an impression on me. I had to include Spider Lady, a ripper doc feature in issue two in 1991, as an NPC in my upcoming campaign.


Spider Lady.JPG
 

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BrokenTwin

Biological Disaster
There's the common joke I've heard about Cyberpunk 2020 and Shadowrun games where people will say "Let's just play a band!", but I've never actually seen it done. Which is a shame, because I honestly think both systems have the class archetypes to play that really well. Rockerboy for the lead/face of the band, Media for their public relations, Solo for the bouncer, Executive for the financial backer, Tech for the roadie, Netrunner for the studio mix, Medtech for their substance supplier (an important part of any cyberpunk rock band)...
 

"Rockerboy" as a class in CP2020 made my skeleton cringe out of my body when the game first published. That they kept that name in Red is just wild, and indicative of how little they actually wanted to update, and how set they were on leaning into nostalgiapunk.

I don't have an issue with the character option itself, and I agree with @BrokenTwin--the game basically provides the framework to support a band campaign. But boy oh boy, Rockerboy....
 

MGibster

Legend
Which is a shame, because I honestly think both systems have the class archetypes to play that really well. Rockerboy for the lead/face of the band, Media for their public relations, Solo for the bouncer, Executive for the financial backer, Tech for the roadie, Netrunner for the studio mix, Medtech for their substance supplier (an important part of any cyberpunk rock band)...
One of the Cyberpunk 2020 publications actually makes this suggestion but I can't remember which one. I think for some GMs and players, they have trouble figuring out how all the roles might fit together in one campaign. Pondsmith and others weaved Johnny Silverhand into the game effectively as did Rockstar with Cyberpunk 2077, but I can see how people might have a hard time with bringing a Media on a heist mission even if it happens in the fiction.

"Rockerboy" as a class in CP2020 made my skeleton cringe out of my body when the game first published. That they kept that name in Red is just wild, and indicative of how little they actually wanted to update, and how set they were on leaning into nostalgiapunk.
I think some folks were also unhappy with Dog Boys and Glitter Boys from Rifts. I probably wouldn't have changed Rockerboys myself if I were running the show. The game has a legacy and I'd probably work to preserve it. I might include Riot Girls or some other alternative name though. Though, in the end, I'd probably still just refer to them as Rockerboys in the text.
 

Thomas Shey

Legend
One of the Cyberpunk 2020 publications actually makes this suggestion but I can't remember which one. I think for some GMs and players, they have trouble figuring out how all the roles might fit together in one campaign. Pondsmith and others weaved Johnny Silverhand into the game effectively as did Rockstar with Cyberpunk 2077, but I can see how people might have a hard time with bringing a Media on a heist mission even if it happens in the fiction.

Its one of those things that I think is easy a couple times, but starts to feel strained after that.
 

I like your interpretation a lot. I might disagree about it being all that feasible--if we've learned one thing since Neuromancer came out it's that digital innovation is insanely rapid, but mechanical innovation, whether for prosthetics, space travel, or personal jet packs, creeps forward at a snail's pace--but I think you're totally right about how humanity loss fits into CPR's premise and tone.
Yeah, I think in our actual real world we're moving toward a more biopunk future. CRISPR tech alone is starting to revolutionize what we can do with gene editing to the point that international conferences have been held to address the ethical issues the technology brings up.
 

MGibster

Legend
Yeah, I think in our actual real world we're moving toward a more biopunk future. CRISPR tech alone is starting to revolutionize what we can do with gene editing to the point that international conferences have been held to address the ethical issues the technology brings up.
I would agree and I think a lot of us kind of felt like that by the end of the 1990s. I think Cyberpunk 2020 did have bio technology like new limbs, organs, and whatnot but they were pretty much reserved for the wealthy. I designed an NPC Fixer for my yet-to-be-realized campaign named Otto Sharkey whose had some bio-sculpting to resemble a man/shark hybrid. They had poser gangs in old school Cyberpunk, folks who were bio sculpted to achieve some sort of uniform look sometimes based on celebrities. I remember one gang where all the men resembled one of the Kennedys and the women Marilyn Monroe. I figure you'll have furries living their furdom at all times with bio sculpting available.
 

Cuberpunk is one of the few RPGs that i think could be run successfully if everyone was the same class.

I could see a party of all rockerboys trying to make a name for themselves.

My dream is to play in a cyberpunk heist where everyone is a netrunner.
 


CTPhipps

Villager
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.

Eh, isn't that part of Cyberpunk that the corporations aren't very GOOD at instituting control? The trains don't run on time in Night City because the corporations are at each other's throats and humanity has balkanized even further. Hence society is degenerating even further because governments, as bad as they were, at least had the pretense of being for the people.

Re: Ableism

I think you could easily overcome a lot of it and make it relevant satire with the idea that most cybernetics produced either on the street or by the corporations aren't designed very well and lots of corners cut because, well, of course they are. Mind you, they totally removed the concept of "cyberpsychosis" in the video game and revealed it was just an excuse for police to shoot cyborgs rather than deal with the option of desescalation.

I liked that twist.
 

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