09-26-2019, 11:23 AM | #11 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Is GURPS good system for cyberpunk
The Action series may be useful as well.
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09-26-2019, 11:35 AM | #12 | |
Join Date: Dec 2018
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Re: Is GURPS good system for cyberpunk
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I was planning to run a classic digital heist type game where the starting characters are street level guys that are mostly motivated by money. Because of this I wouldn't allow Wealth related advantages. But your point stands if the characters score big at some point. It might be advisable to limit the cyberware's availability and reliability to offset this. |
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09-26-2019, 11:36 AM | #13 |
Join Date: Dec 2018
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Re: Is GURPS good system for cyberpunk
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09-26-2019, 11:39 AM | #14 | ||
Join Date: Dec 2018
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Re: Is GURPS good system for cyberpunk
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09-26-2019, 11:53 AM | #15 | |
Join Date: Feb 2016
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Re: Is GURPS good system for cyberpunk
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In order to keep the grittiness of the setting, I would suggest replacing the normal DR with semi-ablative DR equal to 200% of normal DR. A TL9 Heavy Clamshell would go from DR 45 to DR 90(s). It would be able to initially resist heavier weapons, but the cumulative damage would eventually render it useless. |
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09-26-2019, 12:30 PM | #16 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Is GURPS good system for cyberpunk
I cannot agree with this more. There is a lot of different kinds of cyberpunk. Last time I tried to run a game in gurps I ended up exploring the dirty seams of a society edging towards transhumanism. Which is probably my doing, not GURPS.
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******************************* One important caveat is to not allow all possible gear at that Tech level. If you have Ultra-tech, page 9 talks about how to make the tech cyberpunk.
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09-26-2019, 12:34 PM | #17 | |
Join Date: Dec 2006
Location: Meifumado
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Re: Is GURPS good system for cyberpunk
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CP earned in-game would take a long time to be enough for decent cyberware anyway. Probably only allow them to be spent on "organic" skills and advantages, such as new social advantages and so on.
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09-26-2019, 02:37 PM | #18 |
Join Date: Jul 2007
Location: One Mile Up
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Re: Is GURPS good system for cyberpunk
I will second Action! for cyberpunk. CousinX (who wrote that Pyramid article you all like) ran our group's hard-SF cyberpunk game heavily based on it, and it worked great. I also converted Shadowrun and use it for the occasional crazy violent one-shot. GURPS does both flavors just fine.
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09-26-2019, 03:31 PM | #19 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Is GURPS good system for cyberpunk
If you charge people points for cybernetics most PCs will take a pass on most cybernetics, as the vast majority of it is a really bad investment compared to conventional gear. On the other hand, if you only charge money, someone will buy 50-75 points of wealth and put it all in cyber, and that will be problematic in a different way.
Other than that, gun combat is very very lethal in GURPS. That may or may not pose a problem. |
09-26-2019, 04:00 PM | #20 | ||||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Is GURPS good system for cyberpunk
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* Disclosure: The preceding comment was typed by someone who considers those two books requirements for every game he runs. Quote:
Just give the PCs the starting capitol you want them to have. Done. If you absolutely think they need more money (or the access to trade starting abilities for capitol) then allow them to trade Points For Cash. This is CPunk, no one should be playing the "multibillionaire who runs the gutters for lols and because he no longer feels the zest for life unless he's bleeding and in a firefight..." and if someone does want to play that Character, then their background is something they've left behind anyway and should have no impact on play, so they have no access to the Wealth. |
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