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R. Talsorian updates on Cyberpunk RED, The Witcher, and a new secret project
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<blockquote data-quote="Ruin Explorer" data-source="post: 9110789" data-attributes="member: 18"><p>I mean, I kind of don't want to be too harsh on Red because it's at least a move in the right direction, as compared to er... every move they've made since Cyberpunk 2020.</p><p></p><p>But it's missing a lot of what made 2020 great, and doesn't really gain... anything. It runs a bit faster in combat, I guess - but at the cost of having compelling combat. 2020's was kind of slow and clunky but at the same time, it was often nailbiting and thrilling because so much could happen, and it did feel like an action movie, just in extreme slow motion. But this... it's not terrible. But it's not exciting. It's just like a generic Interlock combat system.</p><p></p><p>You can tell the core problem in that all the gear is generic - and that should absolutely never under any circumstances be true in a cyberpunk game. Cyberpunk as a genre is defined by specificity, and we live in a world where specificity matters, so we kind of know that. So when a game makes everything generic, as so many cyberpunk RPGs have, they're not getting their own setting. 2020 profoundly got that. Shadowrun 1/2/3E all got that. And if anything it should be a little easier to do in this day and age. And not all of the gear stuff has to be reflected mechanically - it can also just be the stories people tell about brands, about models and so on - Red touches on that - and does list brands could apply to the generic stuff, but it doesn't really lean into it.</p><p></p><p>I think with a second edition, and like serious thought, they could completely turn it around, because you say, Interlock's basic underlying system is fine. They just need to completely reorganise it, and honestly to re-do the combat and gear sections of the game.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9110789, member: 18"] I mean, I kind of don't want to be too harsh on Red because it's at least a move in the right direction, as compared to er... every move they've made since Cyberpunk 2020. But it's missing a lot of what made 2020 great, and doesn't really gain... anything. It runs a bit faster in combat, I guess - but at the cost of having compelling combat. 2020's was kind of slow and clunky but at the same time, it was often nailbiting and thrilling because so much could happen, and it did feel like an action movie, just in extreme slow motion. But this... it's not terrible. But it's not exciting. It's just like a generic Interlock combat system. You can tell the core problem in that all the gear is generic - and that should absolutely never under any circumstances be true in a cyberpunk game. Cyberpunk as a genre is defined by specificity, and we live in a world where specificity matters, so we kind of know that. So when a game makes everything generic, as so many cyberpunk RPGs have, they're not getting their own setting. 2020 profoundly got that. Shadowrun 1/2/3E all got that. And if anything it should be a little easier to do in this day and age. And not all of the gear stuff has to be reflected mechanically - it can also just be the stories people tell about brands, about models and so on - Red touches on that - and does list brands could apply to the generic stuff, but it doesn't really lean into it. I think with a second edition, and like serious thought, they could completely turn it around, because you say, Interlock's basic underlying system is fine. They just need to completely reorganise it, and honestly to re-do the combat and gear sections of the game. [/QUOTE]
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