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7/6/2025, 8:14:54 PM
I am looking for some advice and suggestions for running Cyberpunk RED campaign. I read the core book and for whatever reason, is feels "meh" at best, but my group is adamant on having the "cyberpunk 2077 experience" and I offered to do the GM, so I want to provide them with best experience possible. Are there:
>Good supplementary material outside of core rule book, that will add something solid and fun for newbies?
>Home-rules that makes system more manageable and remove slog, add balance to encounters?
>Specific things, that are really clunky/broken and should be left out from first sessions?
On top of this, any suggestion for first session based on experience and such? Good plot hooks, or interesting situation? They are creating your standard cyberpunk crew, so I was looking to design tight, little bit linear job to get them into system/campaign settings proper and then give them reason to stick together afterwards.
>Good supplementary material outside of core rule book, that will add something solid and fun for newbies?
>Home-rules that makes system more manageable and remove slog, add balance to encounters?
>Specific things, that are really clunky/broken and should be left out from first sessions?
On top of this, any suggestion for first session based on experience and such? Good plot hooks, or interesting situation? They are creating your standard cyberpunk crew, so I was looking to design tight, little bit linear job to get them into system/campaign settings proper and then give them reason to stick together afterwards.
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