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Cyberpunk help and discussion

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I would really like to start running a cyberpunk campaign, preferably using GURPS, in a setting similar in tone and style to SLA Industries. However I find it quite daunting to begin thinking of all the potential weapons and equipment that could potentially be available to the players that I would have to come up with.
Also, most of my experience GMing has been with fantasy games like WFRP and D&D with some forays into Unknown armies. Any advice on how to handle the difference in PC capabilities and adventure structure would be greatly appreciated.

>inb4 Shadowrun
The system is a mess and I have tried playing it a couple of times and the episodic nature of the game doesn't appeal to me. I prefer having the players starting as working for a corp, giving them the opportunity to climb the corporate ladder or go rogue rather for them to be forced into remains in the shadows only building up a network as a side effect of their adventures not as the goal of it. Also the gonzo magic kitchen sink nature of the setting doesn't appeal to me as while I may include some supernatural elements to the setting it will have more in common with UA magic or CoC, then shadow run.

tldr. Want to make a cyberpunk campaign and setting, not sure how best to go about it.pls help
also cyberpunk discussion
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>>52832230
>Cyberpunk thread
>uses 40k pic
>bumps twice with 0 (zero) content or input
>1 poster

I would > for "players starting as working for a corp", but that can be okay

I'd say you want to be calling on your WFRP experience - your guys should be in for a tough time as corporate goons.

The fact that they are corporate goons might also be helpful for the "massive potential" problem that often happens with GURPS - even if they're all different specialists you can (and probably should) lock down a lot of their options and gear - most organisations won't let you use whatever you want all of the time, there are budgets, logistics and rules to constrain your players, even if they're operational operators.
Also be sure to talk with your party to make a group that makes sense - encourage communication so that they can compliment or play off each other when making characters.

Structure-wise, you want to set up a "standard" with the first couple of missions - whatever they are, be it attacking something, infiltrating somewhere, making contacts, whatever - make them interesting, but give them a formula and set a precedent over a few sessions, then start to change shit to get your plot going.

Possibly have things move external to the party to give things a more organic feel: like, if they take out a dealer of illicit substances in session 2, that guy's suppliers, allies and customers remain in your world - maybe a new guy rises up, becoming a worse problem, maybe your crew (or even just their corp) gets attacked a few sessions down the road in retaliation, maybe a rival team wants a more impressive bust to get a bigger budget next year and goes against someone powerful and dangerous, causing chaos
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>>52832230
This may be an unpopular anwser, but have you looked into Fate Core? The core stats can easily help you role play the "fixer" angle. One of the best things about Cyperpunk is the idea that you "know a guy who knows a guy", that there's this dirty underground and backroom deals. The social skills like Rapport and Resources really help that part of the campaign come alive.
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>>52832230
>However I find it quite daunting to begin thinking of all the potential weapons and equipment that could potentially be available to the players that I would have to come up with.
Have you looked at Ultra-Tech or converted weapons from 3e Cyberpunk to 4e? They both have stellar advice (Cyberpunk moreso) on setting up and running a cyberpunk campaign.

I'm not sure what you mean by the difference in PC capabilities and adventure structure, though. How do your players want to play? Do they want to sit in a room for five hours planning a five minute run? Action 2 has rules for that. Action 2 also has generic rules for how difficult a corp would be to do a run on. Actually, just grab Cyberpunk, Ultra-Tech (4e), and Action 1&2. Use the former for setting building and gear ideas that aren't present in Ultra-Tech, use Action 1 for templates and some advice, use Action 2 for running the game.
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>>52832230
>GURPS,... similar SLA Industries.
> potential weapons and equipment
Check out high tech and Ultratech for lists of stuff. Not down a laundry list for your players, and make sure to indicate what's easily available vs what's hard to get.
BAM. Done
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>>52832230
Just use Savage Worlds: SLA - Industries. Simpler than GURPS and everything is already converted.
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>>52838493
Problem is I can't stand savage worlds, would rather play the original game in that case.
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>>52840870
Why can't you stand SW?
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>>52841088
There is something about the system I really don't like. The card draw initiative, the stat dice system, just a lot of minor factors that add up.
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>>52833237
What is it with massacres in bars and clubs being a trope in cyberpunk?
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ive just started reading CP2020 and im totaly new to it.
Thread posts: 11
Thread images: 3


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