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Old 12-13-2013, 07:59 AM   #21
HANS
 
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Default Re: 4e Cyberpunk???

My article "Tactical Shooting: Tomorrow," published in Pyramid #3/55 Military Sci-Fi, was largely inspired by my love for old-school Cyberpunk novels.

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Old 12-13-2013, 08:50 AM   #22
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Default Re: 4e Cyberpunk???

Me and Cernig have been running a long-standing Cyberpunk campaign over on Obsidian Portal, complete with almost everything you need as a Cyberpunk 'sourcebook' including cyberware, netrunning rules, new armor and weapons rules, new rules for AIs, and a bunch of other stuff. It's intended strictly for our particular game - meaning it has a bunch of house rules and ignores TL differences due to everything being late TL9/early TL10 - but it should prove useful as a general 'that's interesting' area and maybe you can steal some of our ideas *shrug*.
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Old 12-13-2013, 09:23 AM   #23
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Default Re: 4e Cyberpunk???

Thanks all for references and links. I'm going through the old Gurps 3rd ed stuff at the moment, fun looking back on that era. :)
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Old 12-13-2013, 09:33 AM   #24
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Default Re: 4e Cyberpunk???

Quote:
Originally Posted by HANS View Post
My article "Tactical Shooting: Tomorrow," published in Pyramid #3/55 Military Sci-Fi, was largely inspired by my love for old-school Cyberpunk novels.
Likewise, "One With the Ship" in Pyramid 3/30: Spaceships was mostly an homage to cyberpunk, written just after I'd re-read Hardwired.


Quote:
Originally Posted by Langy View Post
Me and Cernig have been running a long-standing Cyberpunk campaign over on Obsidian Portal, complete with almost everything you need as a Cyberpunk 'sourcebook' including cyberware, netrunning rules, new armor and weapons rules, new rules for AIs, and a bunch of other stuff. It's intended strictly for our particular game - meaning it has a bunch of house rules and ignores TL differences due to everything being late TL9/early TL10 - but it should prove useful as a general 'that's interesting' area and maybe you can steal some of our ideas *shrug*.
I've perused this site (and Favorited it on OP) ... it's essentially a complete Cyberpunk Net-Book. Even if you don't use the specific material, it's a great list of "things to think about" when designing a cyberpunk campaign. Definitely worth a look for anyone considering running any kind of Gritty Urban Sci-Fi.


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Originally Posted by Otto Harkaman View Post
Thanks all for references and links. I'm going through the old Gurps 3rd ed stuff at the moment, fun looking back on that era. :)
I feel like the setting in GURPS Cyberworld still holds up, after all these years. I'm endlessly amused by how "accidentally-almost-accurate" so many of their future-history timeline events were.
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Old 12-13-2013, 10:45 AM   #25
Fred Brackin
 
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Default Re: 4e Cyberpunk???

While we're touting Pyramid articles you're go8ing to want Demi Benson's "Live better with Cybernetics" from Pyramid #51

http://e23.sjgames.com/item.html?id=SJG37-2651

It expands cybernetics quite a bit over just UT. Especially metal arms and such.

It's very strong issue generally.
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Old 12-14-2013, 07:02 AM   #26
Peter Knutsen
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I view Action 2 as pretty much the perfect supplement for the Shadowrun style mission based cyberpunk game.
Much like DF volume 2, it's an excellent procedural manual for GMing in a fashion that respects the skills and other abilities of the characters. (And presumably MH2 is that way too - I just haven't read it at all closely.)
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Old 12-14-2013, 07:55 AM   #27
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Much like DF volume 2, it's an excellent procedural manual for GMing in a fashion that respects the skills and other abilities of the characters. (And presumably MH2 is that way too - I just haven't read it at all closely.)
I think you'd actually like MH2, Peter; it has rules for allowing characters to figure out mysteries even when the players are 100% stumped. (It's odd how few RPGs allow for that.)
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Old 12-14-2013, 08:29 AM   #28
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I think you'd actually like MH2, Peter; it has rules for allowing characters to figure out mysteries even when the players are 100% stumped. (It's odd how few RPGs allow for that.)
I did read that a long time ago, but I couldn't implement it in my campaign 100% by the book. Trying to use it as guidelines does seem to help, though. And it's very neat as an idea overall.
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Old 12-14-2013, 09:08 AM   #29
Peter Knutsen
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I think you'd actually like MH2, Peter; it has rules for allowing characters to figure out mysteries even when the players are 100% stumped. (It's odd how few RPGs allow for that.)
Yup, it is certainly on my "to-read closely list". Don't worry about that.
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Old 12-15-2013, 08:20 PM   #30
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Default Re: 4e Cyberpunk???

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Originally Posted by Langy View Post
Me and Cernig have been running a long-standing Cyberpunk campaign over on Obsidian Portal, complete with almost everything you need as a Cyberpunk 'sourcebook' including cyberware, netrunning rules, new armor and weapons rules, new rules for AIs, and a bunch of other stuff. It's intended strictly for our particular game - meaning it has a bunch of house rules and ignores TL differences due to everything being late TL9/early TL10 - but it should prove useful as a general 'that's interesting' area and maybe you can steal some of our ideas *shrug*.
I tried becoming a 'fan' of this campaign but this is a feature that does not seem to be currently working at OP right now.

I'm hitting a new burst for working on my own campain set in a cyberpunk setting right now and so I will certainly be mining your material for things and ideas. That's clearly a lot of work you've put into it and that's awesome. I think that one thing that's essential to the genre is brand name recognition for gear and weapons. Unfortunately, that's something the generic-ness of the GURPS system isn't very conducive to without all the hard work.

For those using GCS, I put up a library of cyberdecks and programs, based on the rules from Pyramid and UT. I'll be getting a text version of the list up on my campaign's OP site real soon.
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