tylermalan
First Post
I've been really interested in running a Cyberpunk campaign ever since I read Neuromancer (and have been reading other cyberpunk books since then), and I've been slowly forming a basis for a Cyberpunk campaign that I will eventually run. However, I've never run anything other than D&D, and its been pretty standard stuff. I've never run games or played in any settings other than the core setting, and I've never run a game using d20 Modern rules, though I've played in a d20 Modern game.
All that being said, what I'm wondering is this: What do I have to "watch out" for when running a modern/futuristic game?
To clarify what I mean, I'm talking about things like scrying, and how it impacts a game dramatically. I'm talking about wizards focused around mind-affecting magic, and how that changes a great many encounters. I'm talking about having players that want to play monster races, and how that sort-of changes the dynamic of the group and how the rest of the world reacts to them.
So are there any "trouble areas" that are a part of futuristic settings? Guns? Power level balance issues? Vehicles? How vehicles affect travel time? Money and wealth? Accessibility of information? Anything else?
I'm looking for responses from both sides of the spectrum, as well. As DMs, what did your players do that left you dumbfounded? As players, have you ever done anything that seemed way out there, within the confines of the rules?
I'm also looking for rules-type trouble areas, and roleplaying/setting-type trouble areas.
Thanks,
Tyler
All that being said, what I'm wondering is this: What do I have to "watch out" for when running a modern/futuristic game?
To clarify what I mean, I'm talking about things like scrying, and how it impacts a game dramatically. I'm talking about wizards focused around mind-affecting magic, and how that changes a great many encounters. I'm talking about having players that want to play monster races, and how that sort-of changes the dynamic of the group and how the rest of the world reacts to them.
So are there any "trouble areas" that are a part of futuristic settings? Guns? Power level balance issues? Vehicles? How vehicles affect travel time? Money and wealth? Accessibility of information? Anything else?
I'm looking for responses from both sides of the spectrum, as well. As DMs, what did your players do that left you dumbfounded? As players, have you ever done anything that seemed way out there, within the confines of the rules?
I'm also looking for rules-type trouble areas, and roleplaying/setting-type trouble areas.
Thanks,
Tyler