IonDragon
2010-05-09, 05:07 PM
For those of you who are not familiar, the Sprawl trilogy (http://en.wikipedia.org/wiki/Sprawl_trilogy) is written by William Gibson (http://en.wikipedia.org/wiki/William_Gibson), a very talented author, entirely unlike myself. These are widely to be considered the birth of the Cyberpunk genre.
I have a great interest in these stories. I just love them. I love reading them, I love explaining them, and I like to play in games that have the same feel. On a related note, Ghost in the Shell is my favorite TV show. Only one of my friends that I game with has read the books.
Now, my friends don't like to run games. It's like pulling teeth, getting a game set up. I've run several and come up with an idea that I thought was brilliant and spent a lot of time and effort developing that they are not interesting in playing. That's not what this post is about.
I'm wondering, for those of you who've had more extensive experience with variant rules systems, what systems would be good for a strong, story driven Dark Cyberpunk game like Neuromancer?
I tried one system, here is the story:
I've used a homebrew rule system, that worked fairly well (it was written by someone I don't game with any more), but after a great deal of playtesting it has been found to be about as broken as last years cat. We simply can not use it anymore without a ban list consisting of about half of the book.
We no longer game with the author because when we pointed out the problems with his system in a playtest game, he requested that we do not return.
I have a great interest in these stories. I just love them. I love reading them, I love explaining them, and I like to play in games that have the same feel. On a related note, Ghost in the Shell is my favorite TV show. Only one of my friends that I game with has read the books.
Now, my friends don't like to run games. It's like pulling teeth, getting a game set up. I've run several and come up with an idea that I thought was brilliant and spent a lot of time and effort developing that they are not interesting in playing. That's not what this post is about.
I'm wondering, for those of you who've had more extensive experience with variant rules systems, what systems would be good for a strong, story driven Dark Cyberpunk game like Neuromancer?
I tried one system, here is the story:
I've used a homebrew rule system, that worked fairly well (it was written by someone I don't game with any more), but after a great deal of playtesting it has been found to be about as broken as last years cat. We simply can not use it anymore without a ban list consisting of about half of the book.
We no longer game with the author because when we pointed out the problems with his system in a playtest game, he requested that we do not return.