tylermalan said:
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.
I'm not sure what you mean, here. There are no wizards or monster races per se in a cyberpunk game unless you're specifically playing ShadowRun.
That said, there are analogs. 'Scrying' certainly exists within the genre; taking control of a remote camera and making it see what you want it to see, or moving it to show you what you want to see is a staple of the genre. Assume that this will be one of the first things players will do.
There might be 'monster races' if the setting also includes advanced biological manipulation: people with animal traits or upgraded biological enhancements granting them night sight, radio hearing, making them stronger or faster, etc; depends on the technology level they've chosen.
tylermalan said:
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?
Assume the players will try to use the internet analog for a lot of things, constantly. The cyberpunk genre is one drowning in information;
making sense of the firehose of info constantly bombarding you is what seperates the sheep from the wolves.
Money is power and in most instances it's the only real power. Never forget this. Wealthy players are important. They are also targets.
The main thing you need to decide on is: what path did technology take.
You are almost guarenteed at least one player who will try to say 'they can do that now, of course I can do it'. Your answer to this is: let me see your source. More often than not they'll have misread or misunderstood an article and think something is possible when it is not, or is not available for public consumption.
You will also have one player who will try to convince you that Technology X will certainly exist by Year X. Decide early on what's possible and what's not. Most of the 'cyberpunk' fiction and games were written in the early to mid-Eighties and frankly it's more than a little dated. SF has historically been an astoundingly poor predictor of the future, so don't feel bound by a lot of the tech in the books you've read. The attitude is the important thing, the feel of how people and societies react to the massive influx of cheap connectivity and access to all the libraries of the world at once.
Also remember that technology can have all sorts of drawbacks that prevent it from being used or in common circulation. We have suits of body armor now that would make a person virtually invulnerable to small arms fire. Do troops and cops normally use them? No. Why not? Because they're very expensive, too expensive to make and not enough demand to drive down the price.
Also, it might just be impossible to do something. We can clone mammals now. It takes
hundreds of tries to get one that even lives to be born, and then there are still other problems. Maybe this
never gets solved. We've been told every year for
forty years that AI is 'just around the corner'. It's proven to be vastly harder than anyone ever thought. The SCRAMjet was suppossed to give us a runway-take-off-and-landing space vehicle by now. No SCRAMjet
test has succeeded yet to my knowledge.