From: cwagner@ccwf.cc.utexas.edu
Newsgroups: rec.games.cyber
Subject: Re: Cyberspace vs Cyberpunk 2020 vs GURPS cyberpunk
Date: 14 Sep 92 00:09:34 GMT
Organization: The University of Texas at Austin, Austin TX
Archive-Name: rgc600
Posted-Date: 14 Sep 92 00:09:34 GMT

In article <1992Sep10.230134.17096@Veritas.COM> rale1@cs.aukuni.ac.nz (Ross Douglas        Alexander      ) writes:
>I'm looking at buying a cyberpunk RPG so I thought I'd ask around
>to see the pros and cons of each system.

Having played all three (+ Shadowrun), I'll give you a basic rundown, pros, 
cons, and other tidbits.

(Thanks god he didn't ask for a SRun review, the net can't handle that kind of
flamage. :> )

CyberSpace :
CyberSpace is a "streamlined" version of I.C.E.'s SpaceMaster game, which is
based on their long-standing RoleMaster fantasy RPG. As a side note, Role-
Master is oft referred to as "RuleMaster" or "ChartMaster" by it's detractors
(and even those who love it, sometimes) because it is -very- rules-heavy, and
has more charts than any other game in existance (escept possibly a few Avalon
Hill wargames.) CyberSpace has been slimmed down for easier play and has had 
certain other parts modified to fit a "cyberpunk" genre better. 
PROS : Excellent background material (in the main book and the supplements)
that's well thought-out and very -tight-, if Gibsonesque. Lots of moderately-
well detailed megacorps and private organizations, and some great street gangs
and conspiracy grous. The semi-mandatory "slang glossary" is interesting as 
well, if a little derivative. Their cyberware listing is remarkably complete
and detailed; their equipment lists less so but still good. Four out of five
for background material. 
CONS : The rules are, well, top-heavy. They interfere with roleplaying too
much, and character generation is something I wouldn't wish on anyone. Lots of
room for abuse and illogical results. 
It also has a class system merged with the skill system, which means that 
characters tend to be classic Gibson/Sterling stereotypes, because it's more
efficient to build a character that way. I'd give the rules about a 2 out of 5.
OVERALL : Good, if you want something to rip ideas out of to then splice into 
some other game system. The background is also the same as the recently 
released CyberHero, which uses the Champions/HERO game system, so if you're
picking up CyberHero, you might want to snag CyberSpace as well for extra 
background. An overall 3 out of 5, with a warning; "Not For Rules Wimps".

Cyberpunk 2.0.2.0.
>From R.Talsorian games, with a moderatly flexible game system, easy-to-learn
rules, and enough attitude for three more games. The usual R.Tal-style 
production values, i.e. really neat artwork spliced in with clip art and Mac
produced graphics. 
PROS : -Slick- game system. Runs very fast, very little page-thumbing. A lot 
of extremely good (if very 'classic' cyberpunk) background material; this is
the background that many other games have emulated. Neat equipment and 
cyberwear listings; Shadowrun ripped a -lot- of stuff off of this game.
CONS : A few minor flaws, only one of which is glaring.
The one big problem is the armor rules, which are -broken-. Armor is way too
effective against gunfire, although guns do realistic damage to armored foes.
If you can find it, there was an article in Challenge a while back which dealt
with the problem by introducing armor penetration rules, but it should have 
been fixed in the book.
The other flaws are the slightly weird and -very- abstract decking rules, and
the fact that it has a class-like system, although with somewhat less coercion
than is present in CyberSpace. 
OVERALL = Game rules 4 out of 5, background 4 out of 5. If you just want to
run a straight Gibsonesque cyberpunk campaign, this is one of the best. It's
also good for adapting background material from, and it's not too hard to 
junk the standard background and create your own. It has a lot of supplements
(including one based on the CP novel _Hardwired_) and a very high-tech "feel"
to it. 

GURPS Cyberpunk :
GURPS is Steve Jackson Games', Generic Univeral RolePlaying System, a multi-
genre RPG with a huge following a lot of available supplements. It's a point-
based system, with a set of "core" rules that allow one to add on various 
extra rules for specific genres and gameworlds. The basic game system I would
give a 4 1/2 out of 5; before adding anything they are very elegant and 
playable, with a lot of leeway.
GURPS Cyberpunk is a worldbook for the GURPS system that adds rules for 
cyberware, decking, and the like, as well a plethora of world-building rules.
PROS : A very tight game system, realistic and with quite deadly combat. It
moves fast. You have more leeway with character generation than in nearly any
other game system (except possibly the HERO system); no classes or professions
at all. 
The background material is non-existant -per se-; instead of giving you a world
to play in, GURPS CP tells you how to create your own. (GURPS CyberWorld is 
currently in the works at SJG; it will be their "official" cyberpunk world.) 
This means that -you- as the GM have to do the work to make your game world, 
but the book gives a lot of help with ideas, plot seeds, and new concepts. It
has rules for both realistic and cinematic computer hacking; you can have a 
"cyberspace" or you can have an expanded Internet, or anything in between. 
CONS : Some of the cyberware rules are slightly skewed, and need a good GM to
prevent player abuse. There are also some flaws in the decking system; unless
you have munchkin players it shouldn't be a problem, though. 
This is -not- a game for the uncreative GM; it requires work on the part of 
the GM and the players for it to run well. But the final result can be more
satisfying than either CyberSpace or Cyberpunk can be. 
OVERALL : Additions to the game mechanics, 3 1/2 out of 5, background material
(or rather, -ideas-), 4 1/2 out of 5. 
My game system of choice, for reasons of flexibility and familiarity. 
This is not a game for powergamers; this is a game for -roleplayers-. Don't 
expect to survive if you wander into combat every five minutes; expect to 
survive if you use your brains. Requires work, but the only game system that
can do whatever you want however you want. 

Summary of games :
GURPS CP and Cyberpunk 2.0.2.0. are the only two that are really worth playing;
CyberSpace is worth picking up, however, purely for the background material.
Of GURPS and CP2020, GURPS is the game for the experienced gamer who wants to
create his own world from the ground up. CP2020 is the game for the more
inexperienced gamer who prefers a more cinematic, adventurous feel. 

Have fun, hope this helps. 


-- 
    "Well, do you ever get the feeling that the Story's too damn real
                        and in the present tense?"
               Christian Wagner - cwagner@ccwf.cc.utexas.edu