Okay I know its been awhile since posting. Last post I stated I would be running my first playtest for my cyberpunk game. I'm using the name SprawlWalkers right now but that's just a working title . I'm really going for a generally rules lite cyberpunk game but I want to have additional rules that can be added to the game to give GMs and Players a bit more control over difficulty and complexity. The idea being that if a GM doesn't want a hyper lethal experience for their players we have systems in place to scale that without the GM needing to scale all their NPCs.
First playtest went well as far as I could tell. My players seemed to have alot of fun which under normal circumstances would be more important then how well the actual mechanics affect the flow of the game. I recorded the session and once I have done a little editing I plan on posting it.
My main goal with the playtest was to make sure the base mechanics worked and there was nothing that was extremely broken. Which is not to say there aren't improvements to be made. Combat did seem to run a dad sluggishly and not terribly unique. The skill system again does not seem terribly unique and will probably need some tweaking.
I have another play-test scheduled for this weekend with a few other players some more experienced then others. My last play test was made up of primarily people who were fairly new to table top role playing games in general. This was partly based on convenience but getting newbie eyes on it lets me know that the basics of the system were accessible enough for a new player to grasp, which is a goal I have with this project.
I know I've posted this picture before but I need an illustration to show the similarities between my system and world of darkness. I've been playing world of darkness for nearly the last 17 years of my life so I have to be sure not too much of its influence gets into my game. Take my character sheet and compare it this mortals World of Darkness sheet.
My system is using the same idea as World of Darkness, take an attribute and add a skill to it then roll the total, then things happen. This is something one of my playtesters pointed out. Changing out the skill system will be alot of work but the game will be better for it in the end.
This week I'll be focusing on adding a perk system, cybernetic implants, and making some tweaks to the combat system.