Showing posts with label cyberpunk. Show all posts
Showing posts with label cyberpunk. Show all posts

Saturday, December 30, 2017

RPGs 2017: Cyberpunk to Steampunk to Westerns

As we hit the end of 2017, I'm preparing to catalog and write up the year’s releases in the genres I’ve covered in my RPG History lists. I’ve assembled basic lists. They don't include everything—with a few exceptions items have a physical release or if electronic only have 72 pages or more. Kickstarted projects need to have delivered a final pdf in to be counted.

This is a skeleton list. For supplements I've put the system name in parenthesis; otherwise it's a core or generic book. I’ll do full posts throughout the year. More than anything I want to get a sense of how many games and supplements we saw in each category. Across the board we had many more than I thought. This post just covers everything but Horror RPGs. I’ve posted those here.


CYBERPUNK
Book of the Lost (Shadowrun)
Dark Terrors (Shadowrun)
Im Bann der Karten (Shadowrun, German)
Incorporated Volume2 (Corporation)
Interface Zero (Pathfinder)
November Metric (The Sprawl)
Quantronic Heat (Infinity)
State of the Art ADL (Shadowrun, German)
The Complete Trog (Shadowrun)

POST-APOCALYPTIC
2099 Wasteland (Hypercorps)
Death is the New Pink (Into the Odd)
Godless (Shadow of the Demon Lord)
Greenscape (Savage Worlds, Spanish)
Into the Outside (Numenera)
Scorched Earth (Pathfinder)

STEAMPUNK & VICTORIANA
Auge um Auge (Private Eye, German)
En Busca del Luna Esmeralda (Aventuras en la Marca del Este, Spanish)
Firearms & Margarine (Castle Falkenstein)
World of Gaia (Engines & Empires)

SUPERS
Atlas of Earth-Prime (Mutants & Masterminds)
Freedom City 3rd Edition (Mutants & Masterminds)
Halcyon City Herald Collection (Masks: A New Generation)
Supergame Third Edition
Survivor's Guide, Vol. I (Rotted Capes)
Unmasked (Cypher)
 
UNIVERSAL SYSTEMS
MONAD System (Italian)

WESTERNS
Down Darker Trails (Call of Cthulhu)
Frontier (5E)
Gli Ultimi Volume1 (Deadlands, Italian)
Our Lost Way (Praxis)


What did I miss? If you've spotted major omissions, give me a heads up in the comments. 

Friday, October 27, 2017

History of Cyberpunk RPGs (Part Six: 2012-2016)

FINAL DATA RUN
This is the last of these cyberpunk lists. I’ll swing back around to check out 2017's releases towards the end of next year. But I can jack out the ‘Net. I hate that phrase. In writing these lists I’ve had to type the word “cyberpunk” endless times. I have mistyped and corrected myself countless instances as cyber-fatigue set in. Today I wrote it as “cyberlunk.” I assume that’s a person so augmented that they can’t think straight anymore. Below I present a few more alternatives:
  • Cyberbunk: Either a sleeping capsule or a scam run by a Fixer.
  • Cyberfunk: Technofuturist music co-opting AI-created musical scores.
  • Cybergunk: That unsightly build up on ‘Netrunner decks that comes from a combination of Cheeto dust and aerosol energy drinks.
  • Cyberjunk: Some of the games on these lists.
  • Cyberdunk: The forthcoming gritty VR reboot of Space Jam.
  • Cyberlump: Every cyberpunk roleplaying book condensed down to a 1x1x1 cube.
  • Cybermonk: The obvious full-on VR cyberpunk wuxia mash up.
  • Cyberpong: The ultimate old-school retro experience. Alternately: the scent of a street samurai.


FLATLINED
While I’m focusing on core books, I include a few notable sourcebooks and supplements (by my reckoning). Ironically, I only list books with a physical edition. I include an electronic release if they’re notable and of significant size. Some selections came down to a judgement call; my definition of cyberpunk’s broad. If the product declares itself that or several online sources give it that label, I put it in. I’m sure I missed some, so if you spot an absent cyberpunk rpg from 2012-2016, leave a note in the comments


aka Bounty Hunter, a French rpg. Characters play enforcers, often for corporate forces, in "Super Europe." I love that phrase but I'm guessing Hyper Europe or something like that would be a better translation. The game itself takes place 60 years in the future. Like many other marginal games on these list, it has cyberpunk-style tech, lots of guns, and an action game bent. The publisher only released a core book and GM screen.

2. Aeon Wave (2013)
A cyberpunk scenario/setting for Fate Core. In 2073 megacorps and discontents battle for control of a technology known as Aeontech. This has fueled most of the advances of this dystopian future – in computing, nanotech, energy, and beyond. But Aeontech isn’t native. Instead it came from Mars in a blast transmission from an ancient alien satellite. The initial decryptions spawned developments and knowledge that destabilized governments. But that research has only just begun; who knows what else will be discovered.

In Aeon Wave’s scenario freelancers investigate the death of a scientist, with payment in Aeontech knowledge. As with all proper cyberpunk noir, it gets much more complicated from there. It's a well written and presented adventure. Key characters get individual write-ups complete with new Fate stunts. It's a solid example of how to preset an open-ended Fate adventure. It has enough material that it could be used as a campaign starter.

Ha ha ha…wait you're serious...?

I love crazy mash ups. Love them. Usually in rpgs we just see systems repurposed for other genres (like doing a Star Wars Bounty Hunter game with Monster of the Week). Achtung! Cthulhu: Full Metal Cyberpunk Interface 19.40 (AC: FMCI) crosses two settings, a rarity. This sourcebook/adventure contains stats for both Call of Cthulhu 6th edition and Savage Worlds. It’s split into two parts.

The first gives a solidly cyberpunk world, but one shaped by the events of a Mythos-rich WW2. It draws a historical parallel between the two periods. It also explicitly ties the cybernetic and other aug-tech developments of 2090 to the mad science from the weird war. There's a lot of backstory here. Rather than provide mechanics, AC: FMCI has tons of setting fluff. It spends a chunk of time presenting cyberpunk-like augments in the context of the war and then what that stuff looks like in the future. So fully half the first book isn't really about the setting you'll actually be playing in. Are we supposed to use this to play a cyberpunk game?

The second half of the sourcebook makes me think not. Here that past material becomes relevant. This moves me into spoiler territory. However the basic shape should be obvious: an adventure shifting characters from one time period to the other.

It's a cool idea, but not really in my wheelhouse. AC: FMCI has a niche audience: those interested in weird sources for cyberpunk tech, tying history to the future, and/or digging Achtung Cthulhu enough to want to have it infect other games. It’s a little bit of a mess—with more ideas than coherency. But some of the best rpg material does that. AC: FMCI isn't the only book in this crossover series. Two other supplements connect AC to more WW2 leaning settings: Godlike and Dust.

A post-apocalyptic game with heavy horror, supernatural, and conspiracy elements. Still it has enough cyperpunk trappings to make the list. Fractured Kingdom takes place in 2202 after a hundred-year war in which the Church of the Redeemer destroyed science, technology, and advancement. The world has begun to bounce back but still remains a century behind its height. Tech exists and surrounds humanity, but it's a mix of cyberpunk and lost arts. Corporations run the show, having the greatest control over these resources. People hunt the ruins for devices, but often have no idea what these things do. I dig the concept of people having access to automated and cyber-tech but no understanding or means to repair that. That’s a dynamite hook.

But Fractured Kingdom wants to have heavy supernatural elements in the form of "Lucids." These persons possess strange, supernatural powers. They gain these by travelling to one of the four Outer Reams (Dark, Grave, Slumber, or Verdant). Their particular powers depend on which realm they entered. The PCs are Lucids, trying to survive in a fallen world filled with secret agendas, occult conspiracies, and ruthless corporations. It’s a kitchen sink setting with a dose of Mage: the Ascension, Over the Edge, and cyberpunk. Fractured Kingdom came out of a Kickstarter project. The publisher has only released the core book and a small freebie module. Reviews are generally favorable.

5. NeuroSpasta (2013)
I don't think that's the intent, but when I see this title I imagine spaghetti or spasms. Why is it called NeuroSpasta? No idea. There's no explanation in publisher blurbs or the first 50 pages of the core book. They thought it sounded cool? YRMV.

NeuroSpasta's set in the city of Archon at the end of the 21st Century. It's "…a city with no loyalties, no nationalities, and no ethnic superiority—a city built to shepherd a new age of world peace." As expected there's a dark underbelly with factions working to undermine or destroy. The designers describe the setting as "highly political." They stress several differences from traditional cyberpunk: political intrigue over megacorp dominance, an apparent utopia, subtle cybernetics, and people hacking.

NeuroSpasta has several versions. It originally came out for D&D 4e & associated revisions. Presently development focuses on Pathfinder and D&D 5E. The system feels trad d20: new races (phenotypes), classes, feats, prestige classes, equipment, etc. Overall it looks like one of the richer d20 cyberpunk settings. The art and layout's decent. You're still buying more mechanics and system than you are setting. Perhaps 50 pages out of 300 focus on background. Beyond different rules editions of the core book and a single short gazetteer the line hasn't grown.

6. Psi-Punk (2013)
In a future dystopia where megacorporations have seized control, some citizens still fight back. But they're often pitted against a growing number of outcasts possessing terrifying psychic powers. It's a great dynamic that shifts away from the usual binaries of cyberpunk rpgs. Psi-Punk’s a complete roleplaying game, powered by Fudge. It's a neat set up and Psi-Punk elaborates the simple Fudge mechanics with rules for psionics (and magic), cybernetics, and hacking. The core book includes strong world details, GM advice, and a sample adventure.

I like the concept of centering a cyberpunk game around psionics. We've seen others include a modest sub-system or go full fantasy with magic, but few have revolved the game around psychic abilities. It's certainly more robust than Psi-World. Cybergeneration comes the closest, but even that has a second agenda of youth vs. elders. Psi-Punk opens that space up but still feels strongly cyberpunk.

7. nanoChrome (2014)
A small Lulu-POD French rpg which pays homage to old school cyberpunk. It has tight rules with a complete book over a little over 100 pages. nanoChrome contains tools for generating the world. It follows the approach of Kevin Crawford and other OSR designers. That's alongside a simple 3d6 system, apparently borrowed from the fantasy rpg Dragon de poche (aka Pocket Dragon). Reviews on LeGrog are uniformly positive, stressing how simple but robust the game feels.

Part of a series of simple and complete genre games using the OneDice mechanics. As you can imagine, it requires only a d6 for each player. OneDice Cyberpunk offers rules, thirty pages of setting & GM advice, plus two "skins" for new worlds: Machine Worlds and Post-Apocalyptic. The tightness of the skill-based system means that you don't need an additional core book (like OneDice Universal). Characters have 3-4 ability scores, three calculated scores, a background, and a few skills. The book’s light, with slightly cartoony line art. But if you just want to try out cyberpunk at your table, this might be a good choice.

9. Rotsystem (2014)
Or in English, “Rootsystem.” A Swedish post-apocalyptic rpg. It presents the age-old story: Man meet Nature, Man Ravages Nature, Nature Ravages Man, Man Retreats to Mega-Cities, Nature Takes Over. Within the cities, humanity battles against dominance by corporate overlords. The game calls itself "retro-cyberpunk." In this world people have "no wireless networks, no satellites, no cell phones, no GPS." The Green World outside has a form of communication which can bore into and take over systems using those frequencies. So I think they have a more “hardware hacking” approach. I like that, and it suggests an interesting Dieselpunk tone. The artwork's striking as well. A cool done-in-one game which I hope will eventually see an English translation. The Swedish original can be purchased PWYW from DTRPG.

10. Bleeding Edge (2015)
Subtitle: “High-Tech Low-Life Role-Play.” Another successful Kickstarter, Bleeding Edge comes from Sanguine Games, publisher of Ironclaw & Jadeclaw as well as several other lines. It's a relatively recent game, meaning reviews have been hard to come by. The $25 price tag for the pdf also puts it a little outside an impulse buy. It feels like a kitchen-sink cyberpunk game, with strong anime inspirations: lots of choice, but little focus. There's a timeline and gazetteer of the info-dump variety.

Bleeding Edge’s system "build(s) on SRD's proven technology." By that I think they mean the d20 SRD. It seems an odd way to put it. The game drops the d20 in favor of 2d6. Beyond that I'm unsure. I'd hoped to find a sample character sheet, but no luck. Preview links beyond the cover image on DTRPG seem to be broken as well.

There's a kind of funny review of this on RPGNet. In opens by claiming cyberpunk died the second it became a thing. There's a long digression on that negative position in the article. It's a review that name drops Naked Lunch, Gravity's Rainbow, and The Godfather. It has good detail on Bleeding Edge if you can move past the posturing. It may be parody, but Poe's Law holds here.

11. Headspace (2016)
2016 saw three new PbtA cyberpunk games-- the first ones to adapt those game elements to that genre. Headspace's the firstI played, a pre-release demo at Gen Con a few years ago. In Headspace you run a linked group of operators. Each person has a role in the team. But all members of the team have had their consciousness linked together. In play that means everyone can draw on each other’s skills, but at a risk to the group's stress and emotional stability. Absent roles and dead characters can remain in the shared space as ghosts. Headspace has a striking concept, and it’s the most tightly defined of the three PbtA games.

Headspace takes place in a detailed, post-crash world. While there's some collaborative building, Headspace presents an established backdrop. That isn't to say its monolithic; the back of the book presents several different flexible locales. Players work to uncover and disrupt corporate and government plots. In a Slack comment Robert Ruthven put some of Headspace in context for me, "There's...an atonement aspect to Headspace, since all the PCs are ex-corporate operatives turned against their former employers." I like that- it isn't exactly the mission-based approach of The Sprawl (see below) but it does define the play. Headspace offers a ton of tools for tracking these organizations and their plots.

That level of detail-- there and throughout the rules—might be why Headspace doesn't click with me as much as other cyberpunk games. It has extensive moving parts on multiple levels. While I might not run it, I'm not disappointed I backed the Kickstarter. The core book has a host of great ideas and approaches to borrow for other games.

12. Hypercorps 2099 (2016)
Superhero cyberpunk for Pathfinder and D&D 5E. Before I begin, can I just say how much the Hypercorps 2099 Primer made me smile? Because everything there has the prefix “Hyper” on it. Hyper Score, Hyper Bonuses, Hyper Feat, Hyper Abilities, Hyper Lucky, Hyper Reputation, Hyper Flaws, Hyper Routes, Hyper Grades, Hypernauts, and more. Hyper is the new cyber. It's wonderfully gonzo and yet so serious. And crunchy. Really crunchy. The character sheet is crazy dense with font choices that don't help it at all.

Hypercorps sells itself on the transition from fantasy gaming to something different and new, a game genre unseen before: "Hypercorps 2099 is about high-octane, adrenaline-filled missions in a dystopic future where uncaring CEOs are the master villains, not the typical quests of medieval adventure in which liches and thieves’ guilds are the culprits (though in a super-powered fantasy future, it’s a good idea never to say never). Operators (the adventurers) are grittier than the typical party—even paladins need to eat—and making a living at the dawn of the 22nd century isn’t always going to be honest or virtuous." There's an interesting subtext there, deliberate or not, that gamers wouldn't be aware of these kinds of "cyber" game genres or conventions.

The world itself arises from an 1876 time-traveler going forward 200 years. His transition creates tears and disruptions across the world. That spills all kinds of fantasy creatures into the 19th Century. Then there's occult experimentation, mutations, and a long and detailed timeline. Eventually we get to the present kitchen-sink world of Hypercorps 2099. We have cybernetics, big guns, and operators who jack into the Hypernet (there's one I missed).

The system feels like a standard SRD/d20 adaptation: new races, feats, classes. It’s the usual fare. The Rifts-esque setting including vampire lands, mystical Kathmandu, and apocalyptic Cleveland. The publisher has released a couple of supplements in both system flavors. They've also been enthusiastic enough to create a whole alternate reality line for the game: Hypercorps 2099 Wasteland. There the events of the past don't lead to a hypertech dystopia but instead a post-apocalyptic landscape.

13. Project Darklight (2016)
Set in 2233, Project Darklight is one of the later dystopian futures. It also has multiple worlds, a relative rarity in these games. The rpg takes up after a lengthy set of corporate wars leave only three corps standing. But the extensive conflict has woken many citizens and factions from their slumber. Now they're fighting back against the corporations' efforts to reclaim territory and status, selling "Project Darklight" as a way to prosperity and safety. These are new technologies, well beyond the present levels being pumped out from a secret research facility. The scale and scope of these technologies leave many wondering as to where they actually come from.

Project Darklight's built on Wordplay, a generic system I've talked about on other lists. In it you define characters via Traits-- words or phrases. Players may generate their traits in a number of ways. It's a process similar to HeroQuest. They can make a simple list or write a story and pick out elements. Unusual powers have their own mechanics, but generally operate by the same trait system. The system's heavily narrative and fairly simple. It takes a fully generic approach, lacking distinct sub-systems. Everything can be handled via the resolution system. It doesn’t require further articulation.

I like this simple but character-detail rich approach. That simplicity means that you get a greater focus on setting and theme in the material. Project Darklight presents that well; it breaks up sections with overview lists for example. It has the classic cyberpunk tropes, but within a larger, interstellar, context. In other hands that could feel gonzo and kitchen sink. Here it works. I'd recommend this to someone wanting a longer-term cyberpunk story game.

14. The Sprawl (2016)
What The Sprawl does, it does well. It’s the second of the trio of cyberpunk PbtA games released in this period, the first to actually see print. The Sprawl simulates classic, mission-driven cyberpunk adventures. There's a structure to the sessions: get a job, plan a job, execute the job, get paid, clean up. It's one of several recent games with a baked-in game sequence (Blades in the Dark being another). It is possible to broaden that approach over time; the book provides advice for doing so. But that will probably be after multiple missions.

And maybe multiple characters.

Played straight, The Sprawl's a seriously lethal game. I ran ten sessions online and I nearly killed a PC (or more) in most of those games. Eventually the players learned how to manage risk; that’s an awesome arc for play. You can see my longer examination of The Sprawl here.

Long story short, I dig The Sprawl for what it wants to do. It's excellent within that mission-driven framework. I can see ways to expand that, but it hums in its element. I particularly like the way players collaboratively build the world. They start by creating the corporations which define it. That gives the game a clear focus. If there's one weakness, that would be in the Netrunning rules, always a sticking point for cyberpunk games. But that may be more a weakness of my execution. I only had one runner when I ran and I maybe gave short shrift to those elements. That’s a tough balance. There's a lot of amazing stuff in The Sprawl (the use of clocks, for example) that any cyberpunk GM should examine.

15. The Veil (2016)
It's fitting that I wrap up these cyberpunk lists with The Veil. It bookends the genre: Cyberpunk 2013 sets the basics and The Veil moves us to a post-cyberpunk space. That isn’t a shift to standard sci-fi or transhumanist fiction. Instead The Veil borrows and reworks concepts from cyberpunk. It comes from someone who didn't grow up with old school cyberpunk elements as the default. It's from someone who read later-wave and recent spec-fic, someone whose cyberpunk anime experiences didn't begin with big guns & hot chick mecha. It's a fresh perspective, and one that makes me feel a little old. (And contrary to how my friend Paul feels, I still think it’s cyberpunk.)

I've written a longer piece with my impressions, but I'll condense and focus those here. The Veil’s a PbtA game with a looser setting than many cyberpunk rpgs. Here player/MC collaboration creates the world. We’ve seen that before with The Sprawl, but that has a strong story structure echoing classic burning chrome and grimy operator cyberpunk games. The Veil has a single key setting conceit, the Veil, a level of augmented reality everyone’s plugged into. Several actions in the game tie to the Veil literally and metaphorically. At first I wasn’t sure about that, but a couple of sessions in I saw how much you could shape the concept of the Veil itself: how it works, what it does, how potent it is, who has control.

Like other PbtA games, The Veil has playbooks. They’re all striking and distinct, carving out their own niche in the fiction. Each has a small, but evocative set of unique moves. But as important as the moves, each playbook contains background questions and decisions. These aren’t just the usual relationships and backstories. They ask you to define fundamental aspects of the world and your role in it. Each has something that it establishes about the world. The Catabolist deals with cybernetics and implants. The Apparatus is about artificial life. The Architect covers the metaverse & Veil. The Wayward decides what lies outside of the urban world. Playbook choice has a dramatic impact on the game you’re going to play. The combinations and interactions of the playbooks within a group create a distinct play universe.

There's more but I think what strikes me most is how quickly The Veil generates interesting stories. The best PbtA games do that quickly and capture the feel of the genre. I've run The Veil more than a dozen times and each new world has felt distinct and vibrant. I'm not saying the game is perfect. It has some mechanical clunkiness in a few playbooks, more terms than necessary, a lack of character material in the core rules, and the need for another editorial cutting pass. But it's solid and not just one of my favorite cyberpunk rpgs, but one of my favorite rpgs period. If you're looking for classic cyberpunk this isn't it. But it is a game where you can really explore the themes and ideas of that genre, often without killing anyone.

16. Miscellaneous: Cyberpunk Adjacent
Games which lean into or have some of the cyberpunk trappings but which didn’t match my arbitrary and hidden data assessment.
  • Falling Stars: Alien races, tactical combat, corporate intrigue.
  • Kaisho: Global cataclysm followed by world flooding followed by alien invasion. You’re part of the resistance in a setting with tech like skill injections and chi manipulation.
  • Magarchy: An alternate history fantasy Fate Core setting. “Magarchy takes its inspiration from both history and modern cyberpunk genre stories, posing a thought provoking juxtaposition of places and themes. Hacking cybertechnologies and slinging powerful spells to fight or aid trans-kingdom companies bent on exploiting the peasant masses, Magarchs find themselves at the center of a timeless conflict between tradition and innovation, church and state, power and principle.”
  • MERCS: An Italian Savage Worlds campaign book. Players become space mercenaries in a cybernetic future. Shades of other big guns games like Mutant Chronicles.
  • Robotic Age: Here androids and humans struggle for rights, control, and status. It's a world with easy access to tech and dangerous wepaons, alongside strong social divisions. Despite that seriousness the cover and the interior art has a cartoony quality. And big guns.
  • World War Korea: A French “turnkey” campaign set in a near future. Players race to thwart the schemes of multinational corporations. Timely. 
  • The Zombie Squad: Prisoners of the corporations “volunteer” to be heightened soldiers under their control.

17. Miscellaneous PDF-Only Releases
Arbitrarily cut off at products with at least two dozen pages.
  • always/never/now: A successful Kickstarter from Will Hindmarch. Cyberpunk rpg campaign with shades of Lady Blackbird.
  • Black Hack Cyber-Hacked: Adaptation of the popular Black Hack to the genre.
  • cyber.net.ica: A world of living cyberspace. Has versions for both The Black Hack and Tunnels & Trolls.
  • Cyberblues City: A self-described “mellow” cyberpunk rpg.
  • Cyber-Fate, Cyber-Cthulhu, Cyber Multiverse: Shovelware releases from Starbright.
  • Dark Orbital: Cyberpunk location sourcebook For Starcluster 4
  • Fates Worse Than Death Rentpunk: A supplement for FWTD that focuses on struggles between roomies.
  • Kill The Buddha: Dystopian Kung Fu Roleplaying: Exactly what it sounds like.
  • Mirrorshades: Another one based on The Black Hack.
  • Modern Adventures: A Pathfinder “modern” supplement which includes the “Silicon Gothic” sample setting.
  • Nexus D20 Cyberpunk: Cyberpunk supplement for the Nexus D20 System.
  • Rewired: A “Quick and Dirty" cyberpunk rpg.
  • Soldiers of Misfortune: “Prepare to enter the cyberpulp worlds of Soldiers of Misfortune where bare-knuckle boxing a giant shark person and jumping out of a one hundred story building escape corporate security androids is just part of an honest day's work
  • The Cyber Age: Campaign sourcebook for Infinite Futures a Pathfinder-compatible product.
  • Tweaks: A great rpg of the proto-cybernetic world.
  • Welcome To Neuro City: Fantasy cyberpunk supplement for Arcana Rising.
  • Wield Companion: Includes a section on cybernetics as the animate weapons and items of the Wield rpg. 




Tuesday, September 26, 2017

History of Cyberpunk RPGs (Part Five: 2008-2011)

CORPORATE CONTROL MECHANISMS
This header will quickly become dated, but currently DriveThruRPG has setting materials on sale. The event runs through September 30TH, 2017. A search with “cyberpunk” leads to a ton of interesting materials. I’ve picked out a few below which caught my eye. I’m sure others remain to be found.


CONFLICTING CORPORATE INTERESTS
While I’m focusing on core books, I include a few notable sourcebooks and supplements (by my reckoning). Ironically, I only list books with a physical edition. I include an electronic release if they’re notable and of significant size. Some selections came down to a judgement call; my definition of cyberpunk’s broad. If the product declares itself that or several online sources give it that label, I put it in. I’m sure I missed some, so if you spot an absent cyberpunk rpg from 2008-2011, leave a note in the comments


1. Interface Zero (2008)
Interface Zero offers a conventional cyberpunk setting, updated for modern sensibilities, used as the go-to bolt-on for several systems. It opens with a geo-political history based on conflict, collapse, and corporate control. The setting embraces a more cutting edge, high-tech approach than earlier cyberpunk games. Two crucial tech elements, nanotechnologies and synthetic persons (i.e. replicants), have shaped this world. It has an Augmented Reality (Veil) citizens exist in called the Hyper-Real world (HR). Interface Zero has a ton of front-loaded history. The Fate version opens with thirty pages of timelines, world events, and terminology.

After getting through that Interface Zero nicely presents colorful options. Its various bio-mod and simulacra forms offer a middle ground between anime spectacle and Cyberpunk 2020 chrome grit. I can’t speak for the other versions, but I'm pretty pleased with the mechanics of the Fate Core edition. It's created a solid system revision which understands how Fate works and sn't just a re-skin.

Interface Zero's one of the best toolboxes out there for modern cyberpunk. It leans a little crunchy. Even the lightest version comes off heavy. But it offers interesting concepts and sub-systems (drones, hacking, etc). If you want a sourcebook across multiple platforms Interface Zero has True20, Savage Worlds, Modern20, Fate Core, and most recently Pathfinder editions. The publisher has released several sourcebooks and modules, primarily done in the Savage Worlds version.

2. MSG™ (2008)
A satirical cyberpunk rpg. MSG plays in a single evening without a set GM. It presents a future where corporations are everything. Your role, reputation, and status within that organization define your worth. Humanity loss here isn't about cybernetics, but instead about ethics, independence, and self-worth. GMing duties rotate; each round one player plays the Company and the others play Reps. The Company's goal is to crush the spirit of the Reps or get their peers to do it for them. The game's loose and diceless with a resource system. Resolution requires bidding those resources, but the "winner" is the character with the most left at the end. It's a clever little game with three editions (original, executive, and the currently available "Deoffensified Edition").

Triple Ace Games has been one of the strongest third-party publishers for Savage Worlds. Beyond settings (All for One, Hellfrost), they've released several adventure series under the "Daring Tales" label. That includes Adventure, Chivalry, the Space Lanes, and the Sprawl. TAG began the line by releasing a free set of SW cyberpunk rules. These offer simple adaptation mechanics and a couple of full-blown add-ons. That includes a list of cyberware packages and rules for hacking. Lead Author Kevin Anderson also worked on Sundered Skies and Wonderland No More. I've run from the former. It has interesting ideas, but comes off little dense and railroady in places.

The actual Sprawl series consists of five adventures, originally released as pdfs. These have been collected together into a Compendium volume. They follow classic cyberpunk role-play patterns: missions, patrons, extractions. If you're looking for resources to drop into Cyberpunk 2020, Shadowrun, or even The Sprawl these might work.

4. Eclipse Phase (2009)
Eclipse Phase is a monster, a dense sci-fi game spanning multiple genres. The original open-license edition spawned a host of supplements. One of EP’s strengths has been hooking gamers in diverse ways. Some see it as classic sci-fi, some as transhumanist fun-time, some as post-apocalypse. Others read it as a particularly dark sci-fi horror game- one brimming with awful implications for the fate of humanity. That's all in there- you can play any of those. You can even zoom in for a bleeding edge cyberpunk game.

In the future, humanity has lost the Earth. They have spread out through wormhole gates into the greater universe. Some fragmentary structure remains- through a patchwork of authorities and links, strongly corporate. Most people, including the PCs, are disassociated intelligences, sleeved into bodies based on need and wealth. It may seem like a kind of immortality, but there are costs and dangers. Threats exist everywhere from viruses, to fanatics, to monstrous AIs stalking the stars. Eclipse Phase does a great job of setting up what the players could be doing- serving with a group called Firewall fighting threats to humanity's existence. But everything I've read and heard suggests that the game set up, despite being detailed and dense, is also open. You can run many different kinds of campaigns, genres, and styles with the detailed tools it provides.

Judging by online discussion Eclipse Phase has become the go-to cyberpunk game among those looking for a high-crunch system. Some turned to it after the perceived failure of Cyberpunk v3. I've seen a couple threads where players have attempted to combine Cyberpunk 2020's timeline with the Eclipse Phase’s history.

The company launched a highly successful Kickstarter earlier this year. It promises an updated and streamlined approach which remains compatible with the first edition.

5. eCollapse (2009)
2009 was a crazy year for Wild Talents, with four distinct and impressive setting sourcebooks landing. That’s an interesting publishing approach. Rather than build on Wild Talents’ established setting or even the precursor Godlike material, Arc Dream chose to follow up with multiple new ways to play. The approaches read like thought-experiments and eCollapse makes that explicit in its introduction. Here Greg Stolze wants to explore choices and defining ‘good guys’ versus ‘bad guys’. You can see the seeds of his later Better Angels; here he mentions doing a setting based on the behavior of supervillains.

eCollapse presents a near future, post-crash society. It isn’t exactly post-apocalyptic, but more just that everything’s kind of crappy. Slackers, economic decay, erosion of liberties, environmental pollution, full-on surveillance state, etc. But on the plus side, biotech superpowers are readily available…though with some non-monetary costs. The power list is interesting, tightly defined, and full off traps for the unwary player. That’s combined with player-chosen weaknesses and ideologies (what you’re for and against). These deeply flawed characters then strive against the background of this dystopian future- trying to figure out what they stand for and what’s worth actually sacrificing for. eCollapse borrows a little from Cyberpunk, but feels closer to Underground.

The rules include an alternate approach to resolution for those who don’t want to deal with the crunch of Wild Talents. Called “Smear of Destiny,” these mechanics sit just atop the main ones in the book. There’s also a substantial section at the end with a full explanation. Unlike some dual-stat books, one system doesn’t get in the way of the other. Smear of Destiny uses a deck of playing cards for competitive narrative resolution, with the red and black of the suits mirroring the question of black and white in the universe. That’s smart given the dramatic focus of eCollapse.

This is core book for the Otherverse America setting, with d20 Modern and Pathfinder versions available. I'm having trouble wrapping my head around the key concept here. The game comes from Skortched 'Urf, publisher of the Black Tokyo hentai-infused setting. OA shares that edge-lord vibe. While I focus on printed products for this list, the core book's significant and the publisher's released several supplements.

What’s the pitch? The Abortion War is the primary incident sparking the dystopian collapse. As the blurb sums it up, "rival Lifer and Choicer factions build their own unique cultures from what’s left. The differences between pro-life and pro-choice, between liberal and conservative, between Christian and Pagan, have been sharpened to a killing edge." The game's primary focus is on military sci-fi, supported by weird powers and combat technology.

Some of the sourcebooks develop this out in different directions. For example, Sexually Transmitted Future details bio-hacking and genetic engineering. The Otherverse setting has other cyberpunk trappings like the worldwide "mesh", restricted AI development, and the security state. The setting uses exaggerated versions of the culture wars as fodder. How much you giggle at that probably determines how much you'll dig this. It’s not my bag and I find it a little squicky.

7. Spherechild (2009)
A German Universal system, the Spherechild core book includes a cyberpunk setting called Icros. Interestingly this setting undergoes major revisions between the first and second editions of the game. They both focus on genetic manipulation and a race of "Wandler" evading detection. It's interesting to see a generic system go in a nontraditional direction with their included cyberpunk setting.

A complete post-apocalypse horror game with a cyberpunk tinge. Yellow Dawn showcases a near-future world which has suffered collapse, offering an emphasis on tech and the occult. I like it because Yellow Dawn seems to actually play with and apply some of the concepts suggested messily by GURPS Cthulhupunk. Hastur's one of my favorite creations within the greater Cthulhu Mythos (and one with several divergent interpretations, see Delta Green: Countdown). The virus which set off the setting’s collapse not only devastates the population, it changes many into travesties. This creates tribes of monsters in the wilderness outside cities. I appreciate the weird mix of tropes all that creates.

The rulebook includes mechanics for hacking, cyberware, and bioware. That's all given a sinister tinge. Designer David J. Rodger has promised a third edition of this setting, compatible with the new Call of Cthulhu 7th Edition rules. (Note: the first edition of this appeared in 2006 and really belongs on that list, but I missed it. '09 was the 2nd edition release date).

9. FreeMarket (2010)
In 2010 Luke Crane and Jared Sorensen released this final, highly produced version of Freemarket. I hunted down a copy a few years ago. Freemarket comes in a cool boxed set filled with booklets, card decks, and cardboard tokens. Usually I dig all those kinds of bits. Freemarket's beautifully produced. It looks amazing. But it’s also opaque. I tried reading the rulebook several times, each time coming away uncertain of the setting and mechanics. Eventually I traded my copy away. I've had to hunt online for descriptions to even put into words what Freemarket's about.

Let me try-- first, Freemarket's a post-scarcity setting. The characters life on a space station, the children of the first arrivals (the Originals). Anything can be fabricated here via 3D matter printers, including life. In this transhumanist setting, death, poverty, and illness are things of the past. The game asks what you would do with "fovever"? It's an interesting premise. Conflict's built purely on personal agendas. It takes the ideas of transhumanism and the technological support system to its logical end. It's cyberpunk in that it confronts those ideas at least obliquely. The concerns here are philosophical; they're even more abstract than the belief-focused play of The Veil.

One of my favorite posts on Freemarket comes from the blog Stuff for Nonsense. Like me they found a mixed reaction to Freemarket online. They have a nice post about opening the box and looking through it.

10. Kazei 5 (2010)
Kazei 5 is a massive campaign framework for HERO System. It jams together anime, cyberpunk, and a host of other sci-fi tropes to create a world of mixed-up manga transhumanism. Think Cybergeneration with less grit or a more diverse power-source version of Bubblegum Crisis. Recommended for those looking for a crunchy setting with anime roots. That's present in the subtitle, "Animepunk Roleplaying." And there's a Cat-Girl on the cover.

Despite that lighter-tone approach, Kazei 5 offers the crunchy set of tools and resources HERO System players look for. It's the closest HERO 6 gets to a cyberpunk sourcebook. But it doesn't dwell on that-- covering cyberware, cyborgs, cyberspace, espers, and mecha in a little over 60 pages. If you know the system, you'll know that's slim. The rest of the book's given to characters (about 70 pages) and the world (150+ pages). It's a dense book done with the trademark tiny font of latter day HERO releases. If you're looking for a kitchen-sink anime-cyberpunk setting (and mechanical sections don't irritate you) this could work.

11. Remember Tomorrow (2010)
A rules-light game aiming for speed and cyberpunk verisimilitude. It opens with five clear setting points. 1. It plays out in Somewhere, an ‘anyplace’ city twenty minutes into the future. 2. People in the setting travel. They’re always in motion and always caught in-between. 3. Everything has a label, a sense of fashion and brand identity. 4. People are wild and stray into new territories of sex. 5. Everyone’s a foreigner here, everyone’s from somewhere else. Not just the PCs but the figures in the backdrop as well.

Remember Tomorrow rotates GM responsibility between the players. We they’re the GM, they set the scene and type—playing with the PCs and factions established. The system combines that with interesting currency rules using Edge dice. Sessions end when three things, PCs or factions, have been eliminated. That’s considered an episode, though a campaign may have multiple episodes.

Remember Tomorrow defines characters simply. They start with a name/handle, an identity (i.e. archetype), motivation, and gear. The last can include cybernetics. This and most of matters of technology are simply fiction. They’re the basis for narration. RT doesn’t even use the light tag-based approach of recent cyberpunk games. Each character has three stats: Ready, Willing, and Able. They’re like Fate Accelerated approaches. Each has a rating and reducing that to 0 writes the character out.

Characters also have conditions describing their advantages and disads. The character sheet lists twelve negative and twelve positive conditions, with checkboxes for them. Finally each character fleshes out character has a goal at the start. After creating characters each player also develops a faction with a few stats and details. These serve as the opposition the GM can swing into play.

The rules discus scene types and how they’re set up (Introduction, Deal, Face Off). These have a light structure and slightly different ways they interact with the edge die currency. Remember Tomorrow resolves challenges simply. Players roll 3d10 and allocate them to their three ratings. Each one equal or below counts as a success. The type of success influences the narration. The game provides some additional mechanics reflecting the gritty, violent, power struggles involving the characters.

Overall Remember Tomorrow’s an interesting framework for running a cyberpunk-flavored one-shot. The structure for the rotating GMs and the scene economy seems cool and doesn’t go too far into the weeds with mechanics. If you’re looking for a solid story-game, it’s a good choice. RT’s flexible and I’ve seen it adapted for several other contexts.

12. Robotica (2010)
A chunky (360 pages) Polish rpg. And it has an English translation from last year clocking in at 472 pages(!). It is notably sequestered in the adult section of RPGNow. And before I go on, I have to quote from the publisher's blurb there:
Clocks are no more mere time counting tools. Every jolt of the pointer is symbolic - ticking is similar to that of a bomb detonator, promising a sudden explosion... It is just an empty hope for a painless finale. Existence is hard to discern from torture. When a man is at the brink of his limits, the fate kicks him in the corner, leaves him to catch some breath. It is back only when the victim is standing on its own again. It seems that torturing a helpless victim is not providing fatum with enough satisfaction.
Okaaaaaaaaaay.

In this dark future, Corporations have taken over and then abandoned a devastated Earth. You play characters left behind in this wasteland, monitored by the Corps and battling against DESTRO. (note: Not from Cobra, instead a rogue electronic force). Players can be robots, mutant humans, cyborgs, or even weirder things. The game has several modes: pulp to grimdark and smooth to crunchy. It reminds me a little of Systems Failure and GURPS Reign of Steel. If this kind of mechanical dystopian world appeals to you, read the extensive blurb at RPGNow (which has a book length of "about 1,000,000 characters" as a selling point).

On these lists I’ve crossed paths with various Savage Mojo Suzerian products. Until now I hadn’t seen the ethos to them. Suzerain itself is a multiversal setting, something I hadn’t realized (because I’m an idiot). Several earlier products make more sense now. But more importantly the setting’s about being EPIC. DID YOU HEAR ME? I SAID EPIC. The system adds a new tier to Savage Worlds: DemiGod.

Shanghai Vampocalypse reflects with…epic…new powers and abilities for that tier. You’ll need them. In this world, 2048 saw the creation of a nanovirus usable to create vampiric soldiers. You can guess where that goes. The book contains a Savage Worlds style plot point campaign with the players battling against Vampiric hordes to save this decadent, chrome-out future. It leans more towards the Shadowrun side of things with mystic powers and wire-fu combined with implants and hi-tech missions.

If you’re looking for over-the-top, good news.

14. Polychrome (2011)
I've written a couple of times about Kevin Crawford's interesting reworkings of retro game mechanics. His games offer both stand-alone rpgs and a toolbox for GMs. Stars Without Number's one of Crawford's earliest, a sci-fi game with a distinct setting that can be easily repurposed. It reminds me of Eclipse Phase for that. Polychrome's a world sourcebook for SWN, offering a planet of cyber-implants and corporate control of vital elements.

While the book's focused on that, it also shows how you could easily tune Stars Without Number to a fully cyberpunk game. It's a smart demonstration. It includes many of the usual elements like hacking and such. This year Crawford ran successful Kickstarter for a new edition of SWN. I hope this signals a renaissance for it. Perhaps we might get a fully stand-alone cyberpunk game, similar to Other Dust. That’s an all-in-one post-apocalyptic game set within the SWN universe. For those interested in learning more about Polychrome, check out the excellent Grognardia review.

15. Technoir (2011)
Technoir’s a smart game—well-designed and presented. I’d seen it mentioned in various indie game discussions, but never tracked it down. As the label says it’s about technology, cyberpunk in this case, within a noir world. It doesn’t gloss those concepts; it engages with them. It grabbed my attention by not opening with a sole focus on character creation, mechanics, or endless backstory. Instead it combines the former two with a strong emphasis on the GM side of things.

I don’t know if it’s deliberate, but Technoir amuses me because it puts that GM info so early—talking about the genre, how to present it, and overall techniques and advice. The rules are cleanly set out with markers about what’s being discussed. I feel a little irony that a game about a gritty and discordant world should be presented so clearly.

Technoir covers “hard-nosed characters entrenched in the gritty criminal underground of the near-future. They have illicit technology and the talents to use it. They work contacts, exploit opportunities, play factions against each other, and try to come out ahead. It’s the shady stories of hardboiled crime novels of yesterday set in the dystopian sci-fi cities of tomorrow.” The base system’s interesting. Characters have nine “verb” stats (Coax, Move, Prowl, etc). These are rated from 1 to 5. Additionally they have Adjectives, which function like aspects in Fate. Objects follow a now common pattern—using tags to define gear.

There’s only a little more chrome in the character creation section. Players chose three training programs to generate initial Verbs and Adjectives. They then choose relationships and buy objects. The tags here and factors like debt seem like the most complicated part of the game and they’re fairly simple

Players roll different color d6s for resolution. They use a number of white dice equal the related stat’s rating; black push dice from non-stat sources; and red hurt dice for negative penalties. Players roll this as a pool. For each red die matching a black or white die, they remove the pair. The highest number remaining after all removals is the final action value which is compared to a difficulty or opposition rating. It’s a loose and simple system.

Technoir uses the concept of Transmissions. These are random playbooks for a location with 36 ideas and details called plot nodes. These cover exposition, connections, events, factions, locations, object, and threats. The game shows how to use those to build a scenario. It’s a solid toolkit and one worth stealing for other games. The core book includes the Los Angeles Sprawl, Singapore Sling, and Kilimanjaro Ring.

Overall Technoir looks awesome—as a game and a resource for cyberpunk GMs. Next year I hope to have an alt-cyberpunk month where I try my hand at just running indie or unusual cyberpunk games. This will definitely be on that list.

16. Miscellaneous: PDF Only
Selected cyberpunk electronic-only releases
  • Disgenesia: In a corporate-controlled future, you play as “Tetramorphs,” mutants who do dirty jobs for the corps. A biopunk set-up. By Mexican designer Aldo Ojeda Campos.
  • Geodesic Gnomes: A 24-hour rpg from the amazing Dyson Logos. You play ‘gnomes’ scavenging to survive in technological ruins.
  • idee fixe: A large Polish game. People try to survive on the streets in a dystopian future Poland. The translated blurb says, “In idee fixe there are mixed three main elements: technototalitarism, conspiracy theories and local Polish dirt.”
  • Majellan: One of the breed of sci-fi/post-apocalypse games where the new world the PCs settle on becomes a cyberpunk dystopia.
  • Metropole Luxury Coffin: Life, death, and branding in a cyberpunk capsule hotel. 
  • Mirrors: Bleeding Edge: An add-on for the Chronicles of Darkness supplement, Mirrors. It offers another alternate CoD setting: this time cyberpunk. “Dark Shadows-run.”
  • Modem: Focuses exclusively on the hacking and netrunning side of things. You make runs to earn money to make more runs. I’m surprised we don’t see more games with this framework.
  • Modempunk: Here’s a game I had to track down a copy of. You play as sweet underground hackers in a dystopian 1980’s that never was! Comes bundled with the Joints & Jivers rpg (less interesting).
  • OBLEAK: Sometimes a game bears down so hard on a particular grim tone I can’t tell if its parody or terribly sincere.

17. Miscellaneous: Cyberpunk Adjacent
Adventures or borderline products.
  • BRP Adventures and Blood & Badges: Two Basic Rolelpaying adventure collections covering multiple genres. The former has Ruin Nation: To Bite the Hand That Feeds by Jason Williams. The latter includes Out with a BANG by Tom Lynch, a cyberpunk scenario.
  • Deadline: A French near-future, high-tech espionage game. The twist is that the world ends in 47 years.
  • Hot Chicks: The Roleplaying Game: Cyberpunk trappings in places, see my comments here.
  • Maschine Zeit: A sci-fi horror rpg. The themes of machines vs. humanity work well with a cyberpunk frame.
  • Misspent Youth: Kids rebel against The Authority.
  • Nemezis: A Polish setting book for Savage Worlds. The Mutant Chronicles vibe means it has cyberpunk-esque elements.
  • Psypher 2430 Core Rulebook: A core book for the GameAddikts sci-fi setting. Leans to straight sci-fi with some cyberpunk junk thrown in.