Cyberpunk v3.0 — yes, I bought it.

I’ve always been an avid game collector.  I have piles of games I’ve never played and never will simply because they make for good reading and inspiration.  They also constitute a gaming research library — before writing rules, I often consult as many as ten games to see how others have covered similar ground before me.  There are a lot of gems buried in forgotten games.

I’ve said that the primary inspiration, ruleswise, for CP0000 is Cyberpunk 2020, and that’s true.  But there was a third edition of Cyberpunk released a few years ago.  It departs significantly from the theme and setting of 2020, following very different transhuman themes and presenting a very implausible future.  It features a lot of rehashed and half-baked ideas.  It’s an eyesore (with action-figure art).  And it was publicly reviled upon its release.

But I bought it anyway.

I’m adding the game to my library purely for research purposes.  I want to see what the designers did with their own system after a decade of evolution, and I want to see how they’ve made it suit a different setting.  Beyond that, I know there are some innovations in v3.0 that interest me — the greatest of these being the introduction of meta-characters.

Meta-characters are entities other than individuals that act in the game — organizations, corporations, gangs, etc.  They’ve got attributes, abilities, and descriptions, and they use characters to perform their functions — both as “troops” and as the meta-character’s “hands.”  It seems, on my first glance, that they serve as a concrete, game mechanic-based way to represent more nebulous entities that are nonetheless vital to the game and the setting.

And I’ve yearned, for a long time unknowingly, for some sort of mechanic like this for a long time.  It would be much easier to use groups and to have them play a meaningful role in a background if there were some ground rules for them, rather than playing out the visible, important actions they take through their characters and narrating the rest.  And it’s a vital part of the cyberpunk genre — I now wonder how it is that we got as far as we did without ever coming up with real rules for the behaviour of those great giants, the corporations.

I was already thinking of making rules for this sort of thing when I remembered that v3.0 tried to cover it, as well.  As I’ve not read the game yet, I can’t speak to how well the rules work.  It could be that they’re unworkable or silly.  Even if they are, I’m sure I’ll find something I can use and some ideas I can mine — and, after all, that’s the point of having a research library.

Next up: thoughts on core mechanics and character generation — real stuff about the guts of the game!

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