Ok here’s a few notes from the first round of playtesting.
1. TomCon (Feb 2010?)
This was the proof of concept game, i.e. run a quick 4 hour game with a group and see if it survives contact. I have a short intro scenario called Operation Wolverine which touches all the key points of the game; Street Level Cyberpunk, Virtual Reality/Net running, Cyberpunk in Space, and the big themes of what Project Darklight is. The group was all friends of mine who I regularly play/meet with at cons, and they were quite pumped to play because as one player Elaine put it “its Cyberpunk”. The game didn’t disappoint and I was grinning like a Cheshire cat afterwards. The setting flowed nicely and the players enjoyed the scenario. So all good there.
One fly in an otherwise perfect ointment was the use of Cyberware as powers. On one hand it made them easy to keep track of and tie into the character’s personality
For example the group’s street Samurai David “Pitbull” Smith’s cyberware was as follows
Cyberware: Military Issue Full Metal Jacket 6D (Chrome dome, IR-Cyberoptics, Military Grade Cyberaudio, Kevlar Skin Weave, Camouflaged Right Cyberarm, Military grade Neural interface with Gun Chip, Quick release Adrenalin Speed booster, Interface plugs)
While the sleazy Hacker of the group, Winston “LadyKiller” Hamilton III has the following loadout.
Cyberware: Mr Atlas Body Sculpt pack 6d (Kevlar Skin weave, Mr Muscles, Stud o rama implant, Charm eazee pheromones, Artificial Chin 3D,Fast scan Cyber optics, Brainjack Internal Cyberdeck, Wireless modem, Interface plugs )
But on the other hand it made cyberware very much the deal breaker of the game, and made the action a bit more superheroic than I had anticipated. All fun in a one shot but I could easily see it being tiring in a campaign game.
2. Continuum (July 2010)
Ran Operation Wolverine for a group of six players as a convention game. This group took it in a very different direction, perhaps only getting through 50% of it, but all in all we had fun.
However the use of Cyberware as powers really unravelled here. In the final scene of the game a grand total of 23 dice were thrown in a crack shot vs the scenario’s archvillian. A combination of cyberware, equipment, skill traits, personality traits, situation modifiers (and the player had to his credit expertly set up the situation in his character’s favour ) which has been bunked up to this level by cleaver use of invoking a Goal, “Revenge for the massacre of the 46th Mechanised Regiment in the aftermath of the 5th Corp War”, which the player had attached to the archvillian (basically you can invoke three goals per session and each time it doubles your basic hand of dice). While wonderfully epic in context of this game doubt was put in my mind, and I resolved to use Cyberware as equipment the next time I rand Project Darklight.
3. Short campaign with my home group
Talked through the campaign set up with my home group and we decided on a street level game were all the characters where ‘freelancers’ out to make their mark on a once prosperous planet that had been abandoned by the corps during an economic downturn. Again overall the five session mini-campaign game went great guns.
Highlights
- Life events as part of the character creation process – taking a leaf out of Cyberpunk 2020′s book. Very much freeform, as in you have 6d to spend on Life Event Traits (“Took part in the 5th Corporate War 4d”, “Nomad childhood 2d”), but in the final game will be more tied to profession/places.
- A nice little “Gang War” mini-game, basically using the Multi-round challenge rules with Gangs as characters and the success of player character actions, played out as separate one shot challenges
- The ease and freeform nature of the game. If you could think it up, WordPlay let you do it
Cons
- Still not 100% with Cyberware, still an area that needs attention. I’m beginning to think that using the Powers rules, without scaling maybe the way to go.
- The game needs some firm guidance about creating opponents on the fly or at least ready made rosta of example characters that can be quickly added to in play.
All in all we played around 8 sessions of this game, which saw the characters go from humble beginnings as Punks on the street, to Corporate Masters of their planet
We agreed that this was a good place to stop Part 1 and for me to have a think about Part 2 aka Punks in Space.