Back in 1989, FASA put out (until recently) the more famous and successful Cyberpunk game.
Nevermind the recent edition. Go with 1st or 2nd. You're already dealing with what is now alternate history (because the Great Awakening of 2012 didn't happen), so it doesn't matter if you use earlier (i.e. FASA) editions over Wizkids or Catalyst- don't give money to people that hate you.
Strip out the metaplot, junk the modules, and be careful with certain supplements that extend things like the Matrix, Magic, and all that gear.
Fix the timeline at 2050; play things forward from there.
Now, the questions:
- Does the game work when played Rules As-Written?
- Does the game work best when using 1:1 Timekeeping?
- Does having players assume the roles of Faction Leaders improve campaign play?
- Does having periodic Braunstein sessions keep the campaign fresh without resorting to publisher diktat via supplements?
- Does having the all of above questions answered as "Yes" still maintain the promised Cyberpunk experience?
This is something for Bros--especially those of you not yet involved in the scene--to consider taking up and running for a while.
I contend that if all five questions come back affirmative that we can say that the #BROSR's overall position on tabletop adventure games is one that will force the Cargo Cult to face an existential crisis from the other end of the spectrum. Wizards of the Coast threatens them from the macro end; the Bros threaten from the micro- from the end user at the table end of things.
This sounds like an interesting idea. If Old World of Darkness gets this treatment in the coming days, Werewolf in particular, I'll tell you ahead of time that unfucking it is going to involve an editor as much as a gauge of the rules.
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