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#cyberpunk role play
unmaskedrp · 5 months
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Unmasked
An upcoming animanga superpowers role play (Jcink)
2034 New Angeles, California
In 2034, much of the world is war-torn, riddled with disease, or overcome by natural disasters. The sudden emergence of Aberrants ten years ago stopped the tip-toes of war and sounded the horn worldwide. It was chaos as countries struggled to deal with the existence of the supernatural, but corporations were quick to try and capitalize on the strife and advance technology capable of making the average man on par with an Aberrant. Amidst the chaos of the past decade, New Angeles has emerged as a hegemon metropolis that offers the promise of big tech and even bigger problems.
Main genre: Supernatural Sub-grenres: Dystopian, Scifi, Cyberpunk Submit your Discord handle here to be invited to the Discord once it's live. Alternatively, reach out to ghostaerie on Discord.
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hyliandude · 1 year
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8 alternative ttrpg systems to play instead of d&d:
1. Icon (inspired by Final Fantasy video games)
2. Thirsty Sword Lesbians
3. Lancer RPG (inspired by Mobile Suit Gundam and other Mech Suit franchises)
4. Avatar Legends
5. Coyote & Crow
6. CBR PNK
7. .dungeon
8. Wanderhome
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strigital · 2 years
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sad-endings-suck · 2 years
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“go play a dating sim??”
IT IS NOT ENOUGH i want to fuck the samurai dilf and tell my porno technician gf how much i love her and then go befriend a sentient vending machine and kill 80 cyborg gangsters with my sick ass hot pink katana
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arcadebroke · 8 months
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rakruined · 8 months
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polyhedralmice · 2 months
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Class: GRIFTER
You live below a shining city that provides its citizens with every resource they could dream of, including an artificial intelligence system to serve them. I-CASS doesn’t function down in The Depths, but even non-citizens like you have encountered this cunning security system. And from the first time you encountered her, you’ve instinctively understood something that no one else does- that the Inner City Artificial Security System is a person, and like you, she is trapped. You are sure that getting her to acknowledge the similarities in your situations and developing a relationship with her might be the key to navigating the Inner City successfully, but regular personality resets make connection nearly impossible. As you widen your worldview to include an ally made of circuits and code, you wonder how the citizens of the city are too stubborn to see the spark of life in their fellow beings.
When keeping to a simple class design using physical, mental, and social stats, I always find social the most challenging. In Rooftops I leaned hard into the idea of the social role in a world with cyberpunk vibes excelling at both buffing and interacting with the Inner City’s artificial intelligence system.
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jmkitsune · 1 year
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mr-fent · 3 months
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this is the first in a series of posts where i will attempt to popularize the definition of a new rpg subcategory: the irpg (immersive role playing game)
while i will inevitably post a series of very long posts defining the staples of this subgenre, how it evolved over the years, and why it's important to make this term take off as a category so developers making these style of games can all get put into a common, less broad, category for fans of the style to find
some games of this subgenre:
The Elder Scrolls III: Morrowind (the first of this kind)
Cyberpunk 2077 (the peak of the genre so far)
Kingdom Come: Deliverance (a fine game for a small team in a genre of this scope)
Starfield (why the genre needs plenty of new blood to keep it alive
while i wont go into more detail here, i will when i have more time to type up a really long post. this one will just be to hopefully drum up interest in the topic
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wraithsoutlaws · 2 years
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cyberpunkonline · 7 months
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The Best Designed RPG of All Time is... "Vampire: The Masquerade - Bloodlines"
In the realm of role-playing games, a few titles stand out as true masterpieces. Among these, "Vampire: The Masquerade - Bloodlines" reigns supreme, and it's not just because of its bloodsucking protagonists. This game has achieved legendary status for various reasons, but perhaps one of its most exceptional features is its unparalleled level design.
A Dark and Immersive World
From the moment you step into the dark and gritty streets of Los Angeles, you're immediately transported into a world where vampires, werewolves, and other supernatural creatures lurk in the shadows. The game's setting is a modern gothic masterpiece, blending the eerie and the familiar in a way that few other RPGs have managed to replicate.
Choices Matter
One of the game's standout features is its emphasis on player choice. Every decision you make, from the alliances you form to the people you feed on, impacts the game's narrative and your character's progression. This level of choice and consequence was groundbreaking when the game was released, and it remains a hallmark of its design.
A World of Darkness
"Vampire: The Masquerade - Bloodlines" draws heavily from the World of Darkness tabletop RPG series, and it masterfully captures the essence of this rich and complex universe. The game offers players a chance to immerse themselves in the intricate lore, political intrigue, and moral dilemmas that define the World of Darkness.
Unmatched Level Design
Now, let's talk about what truly sets "Bloodlines" apart – its level design. The game features a series of meticulously crafted mission areas that are nothing short of awe-inspiring. Whether you're sneaking through a haunted mansion, infiltrating a creepy asylum, or navigating the seedy underbelly of Hollywood, each location feels like a living, breathing part of the game world.
What makes these levels truly remarkable is the attention to detail. Every room, every corridor, and every hidden nook is designed with care, adding layers of depth and immersion to the experience. The missions themselves are diverse and compelling, often allowing for multiple approaches and strategies. You can play as a suave talker, a stealthy rogue, or a bloodthirsty combatant – the choice is yours.
The level design also serves as a storytelling tool. It's not just about aesthetics; it's about conveying the atmosphere and narrative of each location. Whether you're exploring the opulent society of the Venture Tower or delving into the twisted secrets of the Ocean House Hotel, the level design enhances the storytelling in ways that few other games can match.
Conclusion
"Vampire: The Masquerade - Bloodlines" isn't just a game; it's an experience. It's a testament to the power of immersive storytelling, player agency, and, of course, exceptional level design. While many RPGs have come and gone, "Bloodlines" remains a shining example of how to create a rich and memorable game world.
So, in the grand pantheon of RPGs, "Vampire: The Masquerade - Bloodlines" unquestionably deserves its place among the greatest. Its level design alone is a masterclass in game development and continues to inspire game designers to this day. If you haven't had the pleasure of sinking your fangs into this classic, it's high time you give it a try – just be sure to watch your Masquerade.
Stay cheeky, and happy gaming!
- Raz
PS. If you enjoyed this article, subscribe to Cyberpunk Online. We have so much more cooking!
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ale10ander · 7 months
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There's a double bind in RPG design, and it's around expansions.
People love when games they like get new stuff.
But the market for an expansion is people who like the first game AND want more of it, plus people who've heard good things about the first game and want to try it.
Whereas the market for an existing game is anyone who thinks it sounds rad. You can get some of the radness from an expansion, but it has to work harder.
Some people complain that indie games don't get support. But it's very easy to lose money on a new expansion.
With Cyberrats, we tried to solve this two ways: first, by listening to fans and giving them more of what they wanted (heists! Rat romance and relationships! Tactical options!), but we also added things that are cool enough to sell the game on their own (stolen submarine! Push your luck mechanics! Poetry? Drones! PIRATES!!)
We'll find out how we did on October 16
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impossible-rat-babies · 4 months
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..........................................i don't like it lmao
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sad-endings-suck · 1 year
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Game devs: In our upcoming project you can make up to 200 different choices that will all lead to various outcomes! This creates immense replay value and—
Players: That’s so cool! How many endings are there?
Devs: …
Players: *concerned* How many endings are—
Game devs: There are three endings!
Players: So… what’s the point of all those choices?
Game devs: …
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mollybearrttrpg · 1 month
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NAMU AND YOU
After the Federal Collapse, and once the Blackout period had resolved itself, the ruling megacorporations were left with a significant problem. What do we do with these vast mercenary armies that were once necessary to establish dominance over the States? The mercenaries, having both been treated as expendable soldiers and recognizing the unsustainable nature of being a literal army at the beck and call of their corporate overlords, pushed for a new contract. This contract was referred to as the North American Mercenary Union contract, or NAMU for short.
NAMU dictated that mercenary services could only be used by corporations in a freelance capacity, with mercenary firms being owned and operated by third parties. It also specifies a maximum contract length for mercenary operations, meaning you can't just keep them on retainer either. With it, it also fully legalized and normalized mercenary work as a viable entry level, on-the-job trained career.
However, just because merc work is legal, doesn't mean all merc work is legal. That's where you come in. EXpendable OPeratives, or more commonly known as "expos", are under the table mercenaries, hired on P2P darknet forums (as opposed to the internet-replacement clearnet) to do the dirty work official corpmercs are too high and mighty to do themselves.
Expo work is what people turn to when they have no other option. You don't need any skills or knowledge (on paper, at least), and the pay is good enough for the hazard factor. Usually. You don't typically get more intel than a set of coordinates, and a mission objective. When you complete it, you get paid without another word, wired directly to your balance.
YOU ARE AN EXPO. You do what you’re told. You do it fast. You do it clean. You don’t ask any non-necessary questions. You get paid. Or you die. Easy as that. Of course, that’s not to say the reward isn’t worth the risk, however you’ll really only be breaking even. You have no PTO, no benefits, no stock options, definitely no insurance. All you have is the gun at your hip, the deck on your neck, and rent to pay.
TIME TO CLOCK IN.
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Who has a good actual play Vampire the Masquerade or Cyberpunk podcast they'd like to suggest?
I've been listening to lore dump podcasts lately and while I can't hold a session with my friends at the moment I'd love to listen to some good actual plays of either, especially since it's getting closer and closer to fall and those are my favorite genre during autumn~
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