Character Growth & Progression | Cyberpunk Sitdown
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- Опубликовано: 7 сен 2024
- Cyberpunk Red is the latest version of the Cyberpunk Tabletop game that inspired Cyberpunk 2077. It is shown here with the help of TaleSpire. I use the Cutscene Mode in this video, just to have a little fun.
Progressing in a Skill-Based System is very different compared to what I'm used to. I came from D&D, and I still refer back to it when explaining things in Red for good reason. But having this much freedom is intimidating at first, and explaining how you actually grow in the game has confused my own players. They were so used to having to meet milestones or check boxes to get any kind of progression.
The next video will mark me showing off how a build works in Red, so I felt it would be good to talk about how to actually level before saying "Level up to this" in another video.
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Cyberpunk Quickhacks - A Shorts based series of tutorials for Cyberpunk Red
• Cyberpunk Quickhacks -...
Cyberpunk Sitdown - General videos around Cyberpunk Red and playing the game
• Cyberpunk Sitdown - Le...
Playlist for Cyberpunk Red Roles -
• Cyberpunk Red Roles & ...
Cyberpunk Red Character Creation -
• Cyberpunk Red Characte...
Cyberpunk Red Rundown -
• Cyberpunk Red Rundown ...
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- Resource Links -
Cyberpunk Red Core Rulebook (DriveThruRPG)
www.drivethrur...
Cyberpunk Red Easy Mode (DriveThruRPG)
www.drivethrur...
R. Talsorian Games Supplemental Add-On Website
(Old Guns Never Die, Elfines Online, etc)
rtalsoriangame...
- Media Sources -
Footage from Cyberpunk 2077 (2020)
Music from Cyberpunk 2077 OST - Consumer Cathedral
- Talespire Boards -
Featured Talespire Board: Impulse City Midtown by zerosol
talestavern.co...
#cyberpunk2077 #cyberpunkred #cyberpunkedgerunners #cyberpunk2020 #tabletop #ttrpg #roleplay
If you want to discuss Cyberpunk, learn to play Cyberpunk Red, or have questions come over to the Official R. Talsorian Games Discord: discord.gg/rtalsoriangames
You are really starting to sell me on trying Cyberpunk red.
Time to add it to the list of "Systems to choose from for the next Game"
Man I wish my friends had time for ttrpg, sounds fun to try out
It is pretty fun, don't let it intimidate you at first either. The book is huge, and there always are people out there looking to play even if your own buds can't sit down to play.
A few that come to mind that have similar systems for leveling up: Traveller (all of the various editions, but specifically Mongoose 2nd Edition) has a similar skill based leveling system. The Witcher RPG (also made by RTG) has an almost identical system as well.
I am wanting to sink my teeth into the Witcher game, after watching a game of it be played. I noticed the similarities quick, and it may scratch my Fantasy itch for when it comes back up.
Also Shadowrun and World of Darkness
@@VelvetSanity both very good games.
Delta green uses an similar system. The skills are percentile and have a range 1 to 100, roll under. If you do a skill roll and fail, you tick it. At the end of the session, you roll a 1D4 for each ticked skill and increase the value by the dice roll.
I think a Call of cathulu method is good. If you use a skill, roll it at the end of the session, roll to and if it's above a the skill it improves by 1
I've been running a game for over a year, and i've barely touched on the individual IP charts to my detriment. I think i'll start making more use of it, great video
I give players a group ip and IP from there role. It doubles things up but I found it still took 5 sessions to go from role rank 4 to 5 which I think is about right. Otherwise found things a bit slow.
Hey, I am prepping to run a one-three shot of CPRED for a few friends, and I am heavily binging your videos, as they provide amazing bite size info.
I just wondered about something regarding giving out individual IP per session:
Can't it be difficult/hurtful to give different players different ammount of IP? Maybe I am just thinking the worst, but if a warrior type has had shittty rolls and therefore do not get down any important mook, or if the roleplayer was feeling down and do not act their character that much, wouldn¡t it fee like a gut punch to go by the end of the session and say "well you had a worse time than usual, your reward is getting less progression than others"?
How would you address this? Or am I just imagining a sort of super improbable scenario?
I keep it all as one singular group. That way it avoids it turning into a competition or people feeling like they aren't pulling their weight. I gauge how everyone altogether does working together.
Fantasy Flight’s Star Wars has a similar system. Not exactly though. It is still focused on the characters instead of the players.
Instant like! I know you did this two months ago but thank you so much for explaining everything I wanted explained an more! I just have one question though. What's the average IP you'd normaly give your players after finished an entire gig??
I deal with some very heavy roleplayers as my friends at the table. Not only that, they get super creative with how they pull stuff off. I don't think I've rewarded below 50 or 60 at this point.
As for the entire gig? It took 'em about 3 months to finish their current gig. As I said, heavy roleplayers, it takes time. :P
Wouldn't this cause players power level to grow apart over time?
Could you elaborate a bit further on that? I was trying to come up with an answer but I'm a bit confused on it. What makes you feel it could cause a gap?
@@DiceTTRPG pretty sure what they mean was "experience drift". If you have one player who's more engaged with the game than others and is rewarded more heavily that further encourages them to engage more heavily than the other players and get more rewards meaning that it's harder for those other players to get the enhancement that would motivate them and naturally an experience gap will form between your most enthusiastic players and your more bookish timid ones, especially newer players.
I also think you are massively oversimplifying how 5es experience is supposed to work. Social encounters, puzzle encounters, and evading combat are supposed to be worth experience too, not just "killing enemies". If your characters are using their skills to bypass a threat and be pacifist they *should* be granted experience for it, and even if they get into combat those support characters should be getting a cut because they're contributing indirectly if not directly.
It might not be at your table but giving a player rewards for how how much they engage has turned into a favoritism contest in every system I've seen it run in, from FATE to WoiN to Shadowrun to inspiration in 5e. From your description I can't see how it would be any different in CP:R
I dunno, chief. To me it sounds like needless petting for everything and somewhat achiement hunting. This system can easily make players feel unfair, because while one carried the plot and combat, the other was local analogue of tiefling kermit the frog, who did chaotic shit.
I disagree, while you do have players with different playstyles, expectations should be set a table long before a game goes on. A GM sets the vibe for the table, and expectations, so you avoid things like that.
What is the background footage? Looks intriguing
TaleSpire.
I wana get into ttrpgs so bad especially cyberpunk ones
If you wanna peek at Red, there is a free rules version of it in the description here. Peek at 'Easy Mode'.