In Cyberpunk RED, everyone begins with at least 4 Levels in their native language and at least 2 Levels in Streetslang.

By 2020, dozens of languages spoken regularly in Night City. 1/
Common languages included (but weren't limited to) English, Spanish, Japanese, Mandarin Chinese, Russian, Italian, and Bantu Swahili.

As is the case in multilingual settings, a trade pidgin language developed. 2/
A pidgin is a grammatically simplified means of communication that develops between two or more groups that do not have a language in common: typically, its vocabulary and grammar are limited and often drawn from several languages. 3/
In Night City, the pidgin spoken known as Streetslang. By 2045, some linguistic scholars are arguing it has evolved into a full creole. 4/
A creole is a stable natural language that develops from the simplifying and mixing of different languages into a new one within a fairly brief period of time: often, a pidgin evolved into a full-fledged language. 5/
There are a few different reasons why we include Streetslang in Cyberpunk 2020/RED.

1. As we mentioned, Night City is multicultural. We wanted to emphasis that immigrants from all over the world live there.

6/
2. In the Cyberpunk world, the United States began falling apart in the 1990s. One consequence of it being less united was the decline of English as a language standard.

7/
3. Primary education has grown increasingly rare by 2045. Without a state-mandated education system common to most children, the existence of a dominant language declines. In other words, if there are fewer schools to teach English, fewer people are learning it. 8/
4. The legacy of the Cyberpunk world, even in the Time of the Red, is built on Megacorps. When a Corp is as big as a nation, it imports its culture with it more than it adapts to the local culture. If you worked for Biotechnica, you needed to speak Italian. Arasaka? Japanese. 9/
While the Megacorps aren't as powerful or global as they once were in 2045, the communities they built still exist in Night City.

And that's why we have Language (Streetslang) as a Skill in Cyberpunk RED. 10/10

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More from @RTalsorianGames

19 Jun
Let's chat about the Satanic Panic and TTRPGs. Some of you are young enough you might not remember it.

The 1980s were an important time for tabletop gaming. TTRPGs were growing. D&D hit the mainstream with a cartoon, action figures, and novels. The hobby was, in a word, huge. 1/
The 80s were also a weird time for America. Many people grew concerned about the mortal state of the country. Crack cocaine use was up. People were dying from HIV/AIDS. MTV was showing Michael Jackson dance with zombies. Clearly, America's youth had lost their way. 2/
Trigger warnings from this point out. There will be some discussion of child abuse. 3/
Read 26 tweets
18 Jun
The Complimentary Skill Check rule in Cyberpunk RED is powerful! Don't sleep on it. Here's a five reasons why:

1. They allow you to retry failed Skill Checks, since it represents a "new way" of approaching a problem.

1/
2. A Complimentary Skill Check represents how being good at one thing impacts another. You might not roll Language (Italian) to bribe the Biotechnica door guard BUT Language (Italian) can be a great Complimentary Skill for your Bribery Check.

2/
3. Complimentary Skill Checks mean one Character can help another! When the Nomad's car breaks down, the Tech might be making the main Land Vehicle Tech Check but the Nomad can give a +1 bonus with their own Check!

3/
Read 5 tweets
26 Mar
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/
Read 14 tweets
2 Jan
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/
Read 20 tweets
14 Dec 20
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/
Read 40 tweets
8 Nov 20
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:
Read 7 tweets

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