The "everyone meets in a tavern" equivalent for Cyberpunk tends to be "everyone is brought together by a Fixer for a job". The street merc campaign can be GREAT! but let's see if we can't punk it up a bit and come up with 5 different ideas for a CP:RED campaign!
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Before we start, we'd like to point out pages 390 to 392 of the Cyberpunk RED core rulebook. There's some great ideas there for different "teams" you can form, ranging from Neocorp squads to Trauma Teams to Media squads. We'll be supplementing that list, not borrowing from it.
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We'll also be presenting five possible missions you can run with each concept.
Need something extra to boost your Cyberpunk RED game over the Edge? Here's a list of our amazing licensees who make wicked cool Cyberpunk RED stuff!
In no particular order.
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If you love moving little people around little dioramas, @MonsterFight31 has what you need with the Cyberpunk RED miniatures line!
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Need some maps to run those little people around? Check out the Big and Giant Books of Cyberpunk Battle Mats from @LokeBattlemats
The first of the rules of being cyberpunk is "Style over Substance". Obviously, what you wear plays a big part in that. Fashion forms one of the pillars of self-expression (or cultural assimilation) in society.
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There are 10 fashion types listed in the Cyberpunk RED core rulebook. There are more fashion styles out there, of course, but these form a baseline of what's commonly worn in Night City in 2045. If need be, you can easily reskin them.
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For example, Orbital Air (operating out of Kenya) is currently building an spaceport on Morro Rock. For the kids of the OA Execs, West African Pop might replace Asian Pop. Bright. Youthful. Energetic. Same prices despite the different flavors.
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Curious about how a TTRPG company tackles the process of creating a TTRPG book?
Let's do a thread!
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First, a caveat: Every company is different. Every product is different. The steps we're about to lay out are generally accurate but will change from company to company and even product to product within the same company.
That being said, let's dive in!
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It all begins w/ concepts. Ideas are tossed around. Proposals are made. Some never get past the initial "what about?" stage. Others get full breakdowns. Someone in charge makes the final call on which ideas will make it past the concept stage.
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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/
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.
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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.
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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!
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