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(Gaming) Cyberpunk v3

OK, this is a post which is only relevant to the Roleplayers out there.

For those of you who have picked up, and read, Cyberpunk 3rd Edition - what do you think of the rules system they have in place there?

Ignore the background. Ignore the layout or art they used. I'm really only interested to know what you think of the rules system.

Thanks for any feedback.

Comments

( 11 comments — Leave a comment )
robinbloke
Jan. 12th, 2007 10:51 am (UTC)
Was that the fusion system? I only ever played 'classic' cyberpunk.
angusabranson
Jan. 12th, 2007 10:58 am (UTC)
The new system isn't Fusion, but isn't the original system either. It's a kind of mix of the two.
robinbloke
Jan. 12th, 2007 11:11 am (UTC)
Aha. Definitely don't have any idea about that then!
(Deleted comment)
angusabranson
Jan. 12th, 2007 11:10 am (UTC)
Different project :p

Cyberpunk v3 is R Talsorians Core new rulebook and takes place in their 2020 timeline plus ten.

The details (plus other v3 releases) can be found on http://www.leisuregames.com/acatalog/Cyberpunk_3rd_Edition__R_Talsorian_.html

The project you signed an NDA for is starting to gear up again, hence my interest in the feedback I get from the rules query :p
redtint
Jan. 12th, 2007 11:19 am (UTC)
The system is a slightly modified Fuzion (in which Fuzion is a modified version of the original Cyberpunk system). So it does work, however it just doesn't have a 'feel' to it like the old cyberpunk system did. It's more of a vanilla game system now.

One problem that it suffers in the books is that it's not always the same throughout. Basically the use of another edit or playtest group may have been needed before it went to press. Just to clear up the glitches
angusabranson
Jan. 12th, 2007 11:34 am (UTC)
Thanks for the comment.

What bits make it feel 'vanilla' and how does it feel less cyberpunk?
_grimtales_
Jan. 12th, 2007 01:06 pm (UTC)
Still available by the way, and was going to prod you again about this as I'm still keen. Was just thinking about it today so must have psychic vibes going on :)

I prefer 2020 rules. Base fusion never really worked for me. CP3 is a melding of the two that doesn't work as well as either IMO, but that could just be that as presented it contradicts itself and doesn't run 'smooth'.
1knighthawk
Jan. 12th, 2007 03:44 pm (UTC)
I think the fuzion system is a vast improvement on the original Interlock. I actual engine is pretty solid, and it's reduced the over-powering impact that REF, and BOD had in old editions. It's also easier to modify and play with.

Unfortunately, as it stands right now, the setting is lacking. It's not a complete write-off, and it is salvagable. The problem is that though the game is significantly deadlier than before, it very much has gone from being gritty and realistic to being more strongly anime-influenced.

I still run it at conventions, and sell it for RTG, and I don't mind doing 1-shots with it, but running a campaign with it is beyond me...not just time, but effort wise. Though I've been told by people who've bought copies from me at conventions that they love it, and their campaigns are fantastic.

Don't forget, the Gang Book is now out!
angusabranson
Jan. 12th, 2007 05:31 pm (UTC)
Waiting for the Gang Book to hit the UK atm. Hopefulyl within the next week or two I'm guessing...

Drop me a line at angus at cubicle7 . freeserve . co . uk when you get a moment :p

(I might not get a chance to reply until after the weekend but will do as soon as I can :p)
1knighthawk
Jan. 13th, 2007 12:17 am (UTC)
yahoo is messing with me. contact me at dsknighthawk*at*yahoo.com
cazmonster
Jan. 12th, 2007 09:42 pm (UTC)
Cyberpunk V3
Play in CP3 can be stupid fast. It's a one-time dynamic d10, a base modifier, and a couple of situational modifiers. Once the players know the situational stuff, they can do most of the math on their own. So you can really throw a lot of dice quickly and get the game rolling. People movement is easy and the book-keeping on damage is pretty simple too.

Killing people has gotten to be pretty darned easy as well - Armor caps out at about 45 (if you can wear great armor and get behind good cover). A 'Combat Monster' is going to have a body in the low teens, giving you maybe 30 Hits. Giri-cost guns cap out around 12d6. It isn't hard to see that even the toughest people are going to fall down fast. Sure, Death Saves will keep you from rolling up a new punk, but you're out of combat after three, maybe four shots.

Hacking (or whatever hacking morphed into) works decently. It's a pretty clear update from 2020. Sure, now programs can build bodies out of nanocloud and come kill your solo or your tech, but it's still Strength vs. Hacking tests.

My big frustration with the new rules come from some of the interactions with vehicles. I've read the book a couple of times now and can't remember the specifics of how vehicles and people interact. That's a problem if you're going to be playing with vehicles or vehicle-type devices.

If these rules were given to me in a vaccuum, I'd be able to use them for some pretty fun shootouts and generalized havoc. It has speed, simple yet rememberable crunchy bits, and a propensity to kill stupid characters.
( 11 comments — Leave a comment )

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