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Favorite Cyberpunk Game/System

Tetsubo

First Post
I've been rereading my old Cyberpunk games lately. Cyberpunk 2020, CyberGeneration and Cyberspace. What would your choice be for the best system or game to run a Cyberpunk game in?
 

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I have sentimental memories of Cyberpunk 2020. One of the advantages it has over a cyberpunk built on d20 or Alternity is that it's less of an afterthought. I also thought GURPS Cyberpunk was pretty nifty, but if I were to jump up and suddenly start doing a cyberpunk game, I'd dust off 2020.
 

Tetsubo said:
I own a copy of the first edition of Shadowrun. Is the 4th edition really worth picking up?

Yes. It's the best edition yet, and light-years better than 1ed/2ed. SR3 is ok but SR4 really cleaned up a lot of things. It's easier to play (and run) but still feels like Shadowrun.
 

CP2020 ftw.

This site is amazingly useful, too. If you go with that system, of course. Hey, maybe even if you don't! :cool:

Areas that need work, regardless: Rolling 1s, Netrunning, Drugs. Sure, more things could do with some tweaks, but IMO, those ones are in dire need.

That said, it's awesome fun to run, or play. One of a kind, truly.
 
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Tetsubo said:
I own a copy of the first edition of Shadowrun. Is the 4th edition really worth picking up?
The rules in 4th edition are fine.
If you liked the 1st edition setting, but maybe liked it a bit advanced to incorporate more of the modern technology, you will like 4th Edition.

If you don't like combining your Cyberpunk with Magic, it doesn't matter which edition you take, you won't like it. :)


I like 4th Edition a lot. The fundamental flaws of the Shadowrun d6 systems have been fixed, and the system makes a well-rounded impression and plays better than ever before.

My only reservations, and I learned them only through discussion with other players:
- Streamlining the magic traditions sounded like a good idea to me. But in restrospect, the whole difference between Shaman Summoning and Hermetician Summoning made the spellcasting "classes" very different, since one performed "tactical summoning", the other "strategical". (It might be a bit akin to the difference between Warlocks and Wizards, but only in the subcategory of summoning spirits/elementals). This interesting distinction is mostly gone (and it's a bit harder to add back, since the subsystem of "spontaneous" summoning lacks features of the old system)
- The Initiative system with multiple actions per round is still in. My personal experience tells me that this can be inherently unbalancing, not only in character power, but also for the fun in playing these characters. High Initiative characters get more spot light.
 

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