Running a low level street scum campaign
Okay here's the deal. So I'm planning on getting back to running a CP2020 game after probably over 10-year-hiatus.
Background: I used to run games with the system back in the day, but our games always tended to become super-solo team power gaming with the focus on combat with FN-RALs and full body armor on every player because everyone maxed out their Role Skill and money. It was fun, but it was also very one sided, basically all obstacles were cleared with full-auto fire. Yeah, we were young.
Now, when I'm older and wiser, I want to run a low power-level campaign for my players, which in my opinion reflects the Cyberpunk setting better and also gives the players greater sense of achievement and progress when they succeed in something. I was thinking about limiting the Role skill level to 1-5 so that would mean the minimum amount of money to start with. I want the players to be excited when they get their hands on an old Uzi. Should there be limits on other skills as well, like maybe 7/10 at start?
Any advice from you vets for running a gutter trash game? What to keep in mind when planning combat scenarios etc.? Obviously the game should have some combat, but I want to balance it so that a 9mm round is something to fear, rather than to laugh at.
Also, advice on some good house rules would be appreciated. I like the CP system, it's pretty simple and fast (and deadly, which is good), but I seem to recall that there were some rules that required tweaking (full-auto fire was A LOT of dice rolling).
So, talk to me. How do you run a low level Cyberpunk game?
Okay here's the deal. So I'm planning on getting back to running a CP2020 game after probably over 10-year-hiatus.
Background: I used to run games with the system back in the day, but our games always tended to become super-solo team power gaming with the focus on combat with FN-RALs and full body armor on every player because everyone maxed out their Role Skill and money. It was fun, but it was also very one sided, basically all obstacles were cleared with full-auto fire. Yeah, we were young.
Now, when I'm older and wiser, I want to run a low power-level campaign for my players, which in my opinion reflects the Cyberpunk setting better and also gives the players greater sense of achievement and progress when they succeed in something. I was thinking about limiting the Role skill level to 1-5 so that would mean the minimum amount of money to start with. I want the players to be excited when they get their hands on an old Uzi. Should there be limits on other skills as well, like maybe 7/10 at start?
Any advice from you vets for running a gutter trash game? What to keep in mind when planning combat scenarios etc.? Obviously the game should have some combat, but I want to balance it so that a 9mm round is something to fear, rather than to laugh at.
Also, advice on some good house rules would be appreciated. I like the CP system, it's pretty simple and fast (and deadly, which is good), but I seem to recall that there were some rules that required tweaking (full-auto fire was A LOT of dice rolling).
So, talk to me. How do you run a low level Cyberpunk game?