2 inherent flaws of 99.99% cyberpunk pnp rpg is...
1/ slow character generation, coupled with a gun combat system.
2/ matrix rules
I know only a single cyberpunk genre game that have not those problems, it's a french game called Nanochrome (french link).
1/
The problem with 1/ is a deadly combat system can't be supported with a slow character generation. Slow character generation is inherent of the cyberpunk genre, mainly because of the equipement phase. Your uneducated player would browse an item catalog filled by hundred of options and will have a very hard time choosing what he wants.
You could turn around this by using "items packs" or "augmentation packs". Those packs would have been designed for newbies and archetypes.
2/
Matrix rules are always stupidly complicated for nothing. Most of players are not caring the how and details, they care the result. Understanding that you need to load this program on your deamon before going to attack that piece of ICE is overcomplicated stuff, meaning that the Netrunner will take 20 minutes out of the game with the GM, while the other players starts to chat about that last movie they saw yesterday. This is also two separates ruling systems, meaning it's very hard for the gm to modulate between the two worlds.
It's a big problem and I have no real solution but to oversimplify that part, meaning a lot of old fans would get angry...
I think there could be "Very fast matrix rules" and detailed oldschool rules. If Pondsmith want to use old CP rules, that ok, but at least I hope they have a set of (very very) quick rules to simulate the matrix).
Ex: each software have a quick attack / defense index, and they use this index summing all the attack gear together for exemple to make generic rolls. That gear also have standard, detailed effect. You could use one ruleset, or the other.
In 2015, you need a "30 minutes to start a game" way of entering the game. Anything that make the story more important than dices is a good thing to make people play CP again
1/ slow character generation, coupled with a gun combat system.
2/ matrix rules
I know only a single cyberpunk genre game that have not those problems, it's a french game called Nanochrome (french link).
1/
The problem with 1/ is a deadly combat system can't be supported with a slow character generation. Slow character generation is inherent of the cyberpunk genre, mainly because of the equipement phase. Your uneducated player would browse an item catalog filled by hundred of options and will have a very hard time choosing what he wants.
You could turn around this by using "items packs" or "augmentation packs". Those packs would have been designed for newbies and archetypes.
2/
Matrix rules are always stupidly complicated for nothing. Most of players are not caring the how and details, they care the result. Understanding that you need to load this program on your deamon before going to attack that piece of ICE is overcomplicated stuff, meaning that the Netrunner will take 20 minutes out of the game with the GM, while the other players starts to chat about that last movie they saw yesterday. This is also two separates ruling systems, meaning it's very hard for the gm to modulate between the two worlds.
It's a big problem and I have no real solution but to oversimplify that part, meaning a lot of old fans would get angry...
I think there could be "Very fast matrix rules" and detailed oldschool rules. If Pondsmith want to use old CP rules, that ok, but at least I hope they have a set of (very very) quick rules to simulate the matrix).
Ex: each software have a quick attack / defense index, and they use this index summing all the attack gear together for exemple to make generic rolls. That gear also have standard, detailed effect. You could use one ruleset, or the other.
In 2015, you need a "30 minutes to start a game" way of entering the game. Anything that make the story more important than dices is a good thing to make people play CP again


