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Showing posts with the label 2400

Cyberpunk Open Table Campaign

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A few years back I ran a campaign called Hyperdrift Stories, which combined two different games in effect. You could play as part of the starship Tempest’s crew, or you could play in a strategic game as one of the major factions in Settled Space. We got in about 18 sessions with the Tempest crew and played around 8 turns with the strategic game. Now, I want to do something like this again, but I have some different approaches. I’m running a cyberpunk campaign that is open table - anyone can join. The campaign is set in New Ashford, a mega city with many arcologies, cities buried under cities and powerful corporations locked in a strained alliance.  The abstract map of the city.  What I’ve done with this campaign is set up two systems (for now) that pertain to how you play. Downtime is handled in a very specific “ Citizen Sleeper ”-style gameplay, where each turn lasts a real-time week. In this system you can explore the city, meet new characters and manage resources. This part...

Homebase

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This post holds some options for 2400 -style games. I wrote it for BRUTALIST , but it didn’t make the cut. It’s relatively low-tech and rudimentary to fit the casettepunk-vibe I was going for.  Image generated with DALL-E.   HOMEBASE Establishing a homebase costs 30 Credits - pick a location from the list in the following section. The homebase is fitted with the following setup (upgrades cost 10 credits each). COMMUNICATIONS: Basic shortwave radio. Upgrades: long-range HF radio, secured frequency modulator, signal interception unit. DEFENSES: Basic mechanical alarms. Upgrades: extensive alarm system, reinforced barricades, light sensor security system. LIVING QUARTERS: Basic accommodations. Upgrades: improved living conditions, individualized quarters, makeshift infirmary. WORKSHOPS: Basic repair tools. Upgrades: electronics bench, explosives handling area, advanced mechanic's bay. SURVEILLANCE: Basic lookout posts. Upgrades: periscope surveillance system, rooftop post, t...

Bunkerlight Characters

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I’m preparing to run a Roadside Picnic’ish setting soon using 2400 . There’s one of Jason Tocci’s microgames that already cover this type of setting, but I want to make some additions on top of that. The idea is to run a realtime campaign for a quarantine zone set in the year 1983.  Picture by Tobias Wahlquist , used with permission. I changed the advancement rule to match the pace of the campaign, so the notation for the character creation is slightly different too. In typical 2400 games, the skill level is expressed in dice notation.  Advancement: You can advance your skills by training a number of weeks equal to your Skill Total (add together all skill ranks) + the next rank. Advancing a skill rank grants a better skill die: OPERATORS Choose a speciality.  BUNKER RAT: Advance (rank 1) any two skills from Climbing, Navigation, Running or Stealth. Take one good outdoors outfit and choose between fair camping gear or climbing gear.  FIGHTER: Advance (rank 1) any tw...

Making Moments Matter

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I’ve been running and playing in various 2400 and Into the Odd games lately. These are two games that exist in the rules light part of the roleplaying games spectrum. Both games are quite ruthless in their approach to combat. 2400 doesn’t have combat rules per se, but offers a catch-hall saving throw rule. Into the Odd famously has auto-hit with some damage reduction based on armor. I've got some thoughts about both games. Illustration by Richard Duijnstee , used with permission.