When we first published the Cyberpunk RED Jumpstart Kit, the idea of a "scarcity economy" due problems with the global shipping infrastructure generated a lot of discussion. Some gamers had trouble wrapping their heads around the idea. 1/
Nearly two years later, we're seeing some of the economic ideas Mike laid out in Cyberpunk RED hitting us hard. While we're mostly past the "I can't find toilet paper stage", grocery stores in the United States till have a large number of "bald patches" on their shelves. 2/
Due to a combination of trade wars, Brexit, a pandemic, and a shipping container shortage we've seen the loading, shipping, and unloading of cargo (never an efficient system to begin with) slow to a crawl. 3/
This ripples out through the entire economy. To make books, for example, you have to have paper. To make paper, you need wood pulp. 4/
If the wood pulp can't get to the paper mills and the paper can't get to the printers, the printers have to make decisions: make fewer books, make less money off each book (which are already under priced), or raise the prices of books (which could lead to fewer book sales). 5/
This can get even more intense when you look at complex items like vehicles or smartphones or gaming consoles. You need parts from around the world, made out of raw materials from around the world. 6/
Why is there a PS5 shortage? Honestly, Sony would love to sell you one! But shipping problems mean fewer raw materials reach component manufacturers and fewer components reach the factories making PS5s. 7/
On top of all that? Look at the Suez Canal right now. ONE SHIP is blocking access through one of the world's most important waterways, setting back shipping for days. 8/
Ships are hard/expensive to move when they get stuck. They're even harder to move when they flounder or run aground or sink in the shallows. There are above water shipwrecks all over the world that have been there for decades, the hulls just rusting away. 9/
Now, imagine a world where a global war between two ocean-based megacorporations ran rampant. Where these massive shipping containers were hulled while in port or while traveling through canals. 10/
We're still finding mines in the oceans from WW2. Imagine a world where there are still roaming mines, driven around by corrupted psuedo-AIs that consider any ship a target. 11/
Imagine a world where the greatest repository of data ever created was embraced to the extreme and then corrupted by a massive data virus, meaning no info from it could be trusted. 12/
Imagine a world where the climate crisis is several decades ahead of our own, so super storms are a near daily occurrence and where pollution laws, as weak as they are here, are non-existent so the ocean is filled with giant, propeller fouling garbage patches. 13/
And now you're starting to get an idea of why, decades after the end of the 4th Corporate War, Night City is still experiencing a scarcity economy. What we've gone through in the past year is just a taste of what daily life is like in Night City. 14/14
• • •
Missing some Tweet in this thread? You can try to
force a refresh
Keen-eyed readers of the Cyberpunk RED core rulebook might have noticed some differences between the Night City map in 2045 and the Night City map in 2077. Locations, and even entire districts, have seemingly moved! Is this due to a mistake? A reboot? A retcon? 1/
Nothing of the kind! Buckle up, chooms. We're gonna show a bit of the thought process in how the Night City of 2045 turned into the Night City of 2077. We'll start with establishing three facts about Night City. 2/
1. Night City was specifically designed to be a Corporate Utopia: a place where businesses could thrive and bring jobs to the masses so there would be low unemployment and no crime. Did it work? Sort of. Businesses DO thrive there. The rest? Not so much. 3/
We noticed a recent post suggesting a list of topics missing from the Cyberpunk 2020/RED/2077 universe that should be included for a more modern take on the genre. And we thought it might be fun to address them point by point. So, warning, this'll be a thread. 1/
Also, we fully acknowledge there's a lot of different ways to approach the cyberpunk genre. No two stories, from Akira to Neuromancer to Deadpan Alley to VA11-HALL-A, will approach the genre in the same way. 2/
We also fully acknowledge our cyberpunk story has over 30 real world years of history to contend with. That gives us a great deal to draw on but does, absolutely, mean we can't just toss in-world history aside for convenience. 3/
The vast majority of the cyberware listed in RED exists for gamification purposes. Skate feet make you move faster. Rippers are a weapon. Chyron displays project HUD onto your eyeball. And so forth.
That doesn't mean other cyberware doesn't exist.
Just that we, at the moment at least, aren't making specific rules about having it. For example, in RED, there are implants that inject your medication into your bloodstream following a certain schedule or upon detecting specific signals from your Biomonitor.
The idea is similar to an insulin pump only more advanced because science fiction. The rules for them aren't in the RED core rulebook but neither is a cost.
GMs, if a Player want to build this into their Character, we recommend the following rule:
We'll explain this one a bit, since it isn't quite as famous as Cyberpunk or the Witcher. Mekton was our first RPG and is all about giant robots and their pilots. Inspired by Gundam, among other things, the game doesn't center on a single setting but
instead gives gamers the tools they need to simulate the giant robot setting/style of their choosing, from the Top Gun Soap Opera of Robotech to the dating sim style of Sakura Wars to the sentai-mimicing Voltron and beyond.