gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
There were two recent discussions on the Facebook group for Cyberpunk: RED (CP:R) that got me thinking about a campaign framework that is constructive in nature.

The first was about the murder hobo problem. If you're not familiar with the term, "murder hoboes" refers to the style of campaign where the characters go from place to place, kill opponents, take their stuff, and move on. This style of game traces its origins to the classic dungeon crawls of Du geons & Dragons, which itself was heavily influenced by D&D's background as a miniature wargame.

Sadly, this style of play has become common, no matter the genre. In a dystopian setting like CP:R it manifests as endless runs against corporate targets that are basically dungeon crawls with guns and netrunning. While combat is a fun part of any game and triumphing over foes is satisfying, endless killing gets old after a while.

Another factor against a murder hobo game is the reality of how societies work. Even in a crapsack work like you find in CP:R, a bunch of casual killers are going to attract attention and be hunted down. Look at the classic "Wild West" era (c. 1870 - 1900) and you'll see that that the famous gunfighters were hunted down and killed or forced to flee. So in any genre, the murder hoboes will find themselves with no place to rest as the world turns against them.

The second discussion was CP:R as a sandbox game. This concept is closely tied to building a better world. In a sandbox game, the characters work in a well-defined area; a neighborhood, a city, a newly cleared province, and work to improve it. D&D has taken a few steps into this kind of campaign, and Traveller: The New Era was supposed to be this kind of thing, but sadly got sucked into the Star Vikings murder hoboes trope.

Cyberpunk: RED is uniquely set for this kind of game. The default setting has already established that people are rebuilding. Reclaimers are resettling cities abandoned during the worst of the hard times, Nomad families are re-establishing highway, rail, and limited sea trade. The world economy is stabilizing. It is a time of change.

This is where the concept of a politically-based campaign comes in. Despite the advances, the default controlling authority is a corporate oligarchy. Despite the fall of the megacorps, Corporate players still control local government to a large extent in a case of raw capitalism run wild. The fact that corporations like Consolidated Foods field military forces to destroy local farms is proof enough of that.

As I pointed out above, people want security. They want shelter, clean food and water, and not to be afraid. The current situation is much like what we see in modern India. A select elite lives in well-protected luxury and work in gleaming city centers, a small desperate middle class clings to the ragged edge of financial and food insecurity, while a large disposed underclass lives in the ravaged suburbs and warrens of the city.

In the Time of the Red farming is a revolutionary act.

The collapse of the last forty years (game time) didn't happen overnight. People would have time to rip up their flower beds and plant food. Neighborhoods would band together. And as they saw society disintegrate around them, they would start organizing against the corporate and civil elite that keeps them poor. It starts with community farms and guarding them against raids by booster gangs and corporate troops.

In the Time of the Red organizing labor is a revolutionary act.

Like the slums of Mumbai, these outskirts will see a thousand cottage industries bloom. They would band together in guild structures to fend off corporate interference. In my San Francisco setting, the old Hunters Point Naval Shipyard has been rebuilt and is a thriving co-op building and repairing coastal freighters. Which has led to the south-eat corn of San Francisco becoming a hive of small industry. Each shop is more a family than a business, a commune if you will.

In the Time of the Red education is a revolutionary act.

With state-run schools vanishing decades ago, teaching has fallen to the communities. The big corps don't want well-read workers. Free schools are frequent targets of attacks. The communities have to join together to not only run but defend their schools.

The Time of the Red is a time of revolution.

This brings us to the campaign. The People and Workers Front of California has emerged as the organized political opposition to the ruling oligarchy. They educate, organize, and preach a socialist state with a distributed democratic base. With almost everyone having access to the local Datapool, everyone should have a voice. They are working with the Reclaimers to settle the homeless, working with Nomad families to begin moving goods to the people instead of the plutocrats. Like any revolutionary group, they work in cells so no one cell can give up the entire network.

For more direct action, the PWFC has the Peoples' Army of California, also known as the Bear Flag Army. This is where the player-characters come in. They are a PAC cell. They get missions in dead drops, taped X's in windows, all the usual methods of confidential communication. While some of the missions will be capers in the traditional sense, some might involve espionage, escort an important party leader, or flat-out assassination.

This campaign works because it has a clear long-term goal: power to the people! But the road is bumpy and filled with dangers. There will be rival movements, ethical dilemmas, and the possibility that one member of the cell is a plant. But having a goal to build to not only gives each mission meaning but also gives a nice endpoint for the game. You've toppled the ruling power structure. You've won.

This style of game would work with all the character roles in CP:R except the Exec, it would be a reach for a corporate climber to be working for the revolution. Also, the Lawmen would be PWFC cops, enforcing not only whatever laws exist in party-controlled areas, but also enforcing party ideology.

I'm interested in any feedback.
gridlore: Doug looking off camera with a grin (Default)
Cyberpunk REDCyberpunk RED by Mike Pondsmith

My rating: 5 of 5 stars


I've been playing Cyberpunk since it was first released, and have always loved it. This, the latest edition of the RPG is a worthy successor to the line's legacy.

Set in the crapsack world of 2045, in an alternate world where things went to hell starting in 1993. The characters are Edgerunners, living in the marginal edges of a nearly-collapsed world. Players chose roles that come with special skills and benefits, like the combat-orientated Solos with their heightened combat awareness or Netrunners, able to pierce the protected computer systems of the future. Each role has benefits and drawbacks.

Skills are handled by the Interlock system, now widely used, of STAT+Skill+1d10 against an assigned difficulty value. This is a fast, intuitive system that lends itself well to the fast resolution of skill rolls. The same system is used for combat in the classic Friday Night Firefight section. The skill list is complete and covers almost any situation. Combat is fast and deadly. As it should be.

Then there's the cyberware. A bit part of the cyberpunk ethos is "metal is better than meat." In the setting, artificial eyes, metal limbs, and even full-body modifications are common. But there is a catch. Each enhancement comes with a humanity cost. Lose too much humanity, and you go cyberpyscho, no longer able to relate to the human world and possibly a soulless killer. To combat this, there are rules for therapy to help you regain your humanity.

Much of the book is given over to the setting. A linked series of fiction pieces do a great job of showing, not telling, as we see some of the events that shaped the Time of the Red. The history and default Night City setting get a lot of space, and it is well written enough that you can easily set up your own campaign setting.

The book itself is beautiful, lavishly illustrated, and filled with nuggets that inspire the player. The binding is solid, which I'm sad to say is a rare thing in RPG books these days. It's well organized, though the index is a little lacking.

This is an amazing RPG and a worthy follow-on to the classic Cyberpunk line. Anyone looking for a good, tough, gritty game should consider getting this.



View all my reviews
gridlore: Doug looking off camera with a grin (Default)
Today's research for the SFBA:RED project, reading the history of San Francisco's Tongs, the Chinese organized crime groups that grew up with the city. It's a fascinating topic.

The tongs are classical minority crime groups. Part local support structure for the Chinese, part business people, part criminal enterprise. The youth gangs in Chinatown would compete for the tongs' favor by doing the dirty work for them. This includes the infamous Golden Dragon massacre.

I think I'll recreate Rose Pak, a local legend who ran the political machine in Chinatown for many years, right up to her death in 2016. She's the perfect tong boss, aloof from the actual crimes, but has a hand in everything. She'll make a great long-term foe. . . or ally.
gridlore: Old manual typewriter with a blank sheet of paper inserted. (Writing)
One of my focuses in doing the SFBA:RED thing is to make San Francisco noir again. The wharves are revitalized as shipping goes back to smaller cargo ships. The general SOMA area is a maze of bars, tiny shops, and sailors hostels. The streets are clogged by food carts and bar runners. Sailors from around the Pacific Rim rub shoulders with longshoremen and slumming Execs.

Most of the Sunset and Richmond are combat zones. In the inner sunset and Richmond massive defensible hives have grown up, called Kowloons by the locals. They house the lower class workers who ride downtown on the over-stuffed N train every morning to their menial jobs.

Chinatown has become a foreign territory, controlled by the Tongs who rule the smuggling trade. The Finacial District is revitalized with an influx of NewCorps challenging the last few Megacorps.

Yeah, I've got a lot of writing to do.
gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
I had an evil thought today while doing notes for my Cyberpunk RED Bay Area setting. One of the standards of the established setting is that large container ships are a thing of the past due to economic collapse and world instability. Sea trade has gone back to smaller freighters carrying crates and bales of goods.

In my setting, the quake that destroyed Los Angeles (Learn to swim!) set off a sympathetic quake on the Hayward fault that devastated Oakland and leveled the Port of Oakland. This has led to a renaissance of the San Francisco waterfront as smaller vessels working the Pacific Rim come to one of the last three deepwater harbors on the west coast. I'm having fun with having the long-derelict Hunters Point Naval Shipyard roar back to life, controlled by a co-op that has transformed the Bayview-Hunters Point area into a thriving industrial area filled with vehicle shops and support industries.

Most of the cargo work would be at the even-numbered piers which would make SOMA (South of Market Area), China Basin, Dogpatch, and other areas close by the piers a bustling port area, filled with sailors (aka sea-going Nomads in game terms) from around the Rim and beyond. Seedy bars, nightclubs, restaurants, and houses of ill-repute would fight for space with ship chandlers and tech shops.

Of course, sailors and longshoremen work mainly during the day, so the place really comes alive at night, so most people call it. . .

. . . please. If you ever even touched a Cyberpunk RPG, you know what they call it.

But the evil idea. San Francisco is once again a crossroads for the world. The characters are approached by a woman searching for her missing sister, who has been linked to a notorious booster gang boss. She needs the party's help, and she can pay!

Almost everyone reading this will recognize this as the opening to The Maltese Falcon. Done right, it could be a fun set of scenarios.

I like how my brain works.

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gridlore: Doug looking off camera with a grin (Default)
Douglas Berry

October 2023

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