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sarosh | 4 years ago

An interesting take from Mike Pondsmith given his heavy involvement in the venture at the end of (at least in my opinion) well-written article: "[C]omparing the tabletop experience with its video-game incarnation, he noted that the latter doesn’t really compare to the former when it comes to self-expression. “You could be you in a tabletop game and bring all the stuff that you wanted to bring into it,” he said. “A tabletop game is limitless. A video game, by its very nature of how it’s designed, has some limits.” "

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protomyth|4 years ago

True, but to be honest, CyberPunk itself was a problematic RPG for a number of reasons. It was deadly beyond most RPGs (well, except for Call of Cthulhu), and one of the archetypes was called a Solo which didn't lend itself to group play. Maybe it is actually a game better suited to a video game.

On a side note, if you can get the CyberPunk 2020, it will give you a chuckle on the tech comparison with the real world. I think it fits into the Cassette Punk genre.

jltsiren|4 years ago

Deadly combat was popular in most RPGs in the late 80s and early 90s. Even experienced characters could easily die from bad luck or poor judgment, and if wounds didn't kill them, infections might. The focus was more on role-playing (and a kind of realism), and combat was not supposed to be something you enter casually.

As far I remember, the problematic role was always the Netrunner, not the Solo. While the Solo was just your standard warrior, the Netrunner played their own subgame while everyone else was waiting.

e12e|4 years ago

The only major problem for group play in cyberpunk 2020 was the net running rules, due to the time dilletation (an hour long netrunning game session would zip by in a handful of combat rounds - meaning you couldn't really use the rules to do a break-in supported by a netrunner (like the tessier-asphol run from Neuromancer)).

You could of course work around it like with all flaky rule systems - make stuff up, and try for reasonable balance/spotlight among the group. But the solo ("fighter") might be one easiest roles for group dynamics (eg the nomad is likely to be more occupied with pack/tribe/clan matters than group - assuming not all players are nomads/part of the pack..).

In general I'd say cp2020 is quite typical for "mature" systems - it works well for stories/groups where everyone is content getting their fair share of the spotlight, and enjoy a bit of intrigue, conflict and backstabbing...

theshrike79|4 years ago

Solo lends itself to group play just fine.

Just because your D&D character's class is "Fighter", it doesn't mean they need to fight everyone they meet :D

Solo is just the asskicker class of CP2020

Source: Played CP2020 in the previous millennium a bunch.

willis936|4 years ago

Tabletop also has limits, otherwise it wouldn't have any rules. By this logic pretend play is the ultimate game but good luck finding a willing player over 12.

friedman23|4 years ago

> pretend play is the ultimate game but good luck finding a willing player over 12.

What do you think improv is? And pen and paper RPGs are a form of improv constrained by some rules. But those rules are what people agree for them to be and you can make them as restrictive or as loose as you can agree to.

dragonwriter|4 years ago

> Tabletop also has limits, otherwise it wouldn't have any rules. By this logic pretend play is the ultimate game but good luck finding a willing player over 12.

TTRPGs are group pretend play with (a wide variety of differe r styles of) dispute resolution systems and supporting guidance.

debugnik|4 years ago

Many play-by-post RPGs are more focused on developing a shared narrative than in game mechanics, so they become precisely that: pretend play with few restrictions. These were popular as internet forums about 10 years ago (I think people now play these on Discord) and I met a few players over 30 back then.

webwielder2|4 years ago

Not all of us have held onto our childlike wonder and imagination, so it's nice to have graphics I must admit.