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rpg @ttrpg.network
sbv @sh.itjust.works

Running a Night Market

Here's how I ran a Cyberpunk RED night market. My goals:

  1. Give some stuff for the players to do.
  2. Add a few plot hooks, so I have stuff for upcoming sessions.
  3. Make a shopping session interesting.

I was going to run the full Salted Legacy one-shot adapted by Sparky_McDibbon, but my world is almost animal free, so having cybernetically enhanced monkeys running around would have been inconsistent. Also, my players don't care if there isn't a direct path to a payoff.

Instead:

  1. A Biotechnica Exec NPC that the crew rescued on a previous run was at the Market. He needed to steal some silkworms from Madame Kulp's shop, and offered the crew 400 eddies to do it. Biotechnica wants them, because Madame Kulp has engineered them to do something special. This is a hook for the current session.
  2. An NPC who is trying to prevent workers from getting violent at a nearby waste processing facility was
rpg @ttrpg.network
sbv @sh.itjust.works

Opposed skill check when a PC is being pick pocketed

Any suggestions on a skill check a player should make to see if they notice being pick pocketed by an NPC?

The Pick Pocket skill (p142) sets the bonuses for a character rolling against a DV while they are trying to steal something, but I'd like the players to feel like they're involved in the event.

I was thinking the player would roll an Opposed Skill Check on Perception, while the pick pocket would roll the Pick Pocket skill. If the player fails by more than 5 they have no idea it happened until they try to use the lost item; less than 5 then they notice a few minutes later.

If the player equals or beats the NPC's roll, then they notice as it's happening and have a chance to intervene.

Any suggestions on how that could work, like alternate skills to Perception or how the encounter could run?

rpg @ttrpg.network
sbv @sh.itjust.works

What makes downtime hustles interesting?

How do you make downtime interesting in Cyberpunk RED? Downtime is a period between RP sessions where players can heal, repair their stuff, and use their role abilities to fabricate new items.

For characters that don't need to do those things, there are hustle charts, where they roll a d6 and role-specific events happen, stuff like: "Something goes wrong, and you need to lay low - 0eb" or "One of your songs goes viral - 500 eb". Usually the character ends up making a bit of cash, but not too much.

How do you make those hustles interesting?

rpg @ttrpg.network
sbv @sh.itjust.works

Session report: Reaping the Reaper - Drone Fight

If you're a Cyberpunk RED player, please skip this post - it contains spoilers for Tales of the Red: Reaping the Reaper.

I GM'd the Drone Fight scene in Reaping the Reaper (Tales of the Red, p94) last session. Here's my set up and thoughts on the module:

Background

The players are picking up a mcguffin for their Johnson in a container port. The opposition is an evil AI called the Reaper. It is aware of the pickup and attacks the party with a handful of drones. The drones are fragile but very mobile.

The module doesn't state the reason for the scene, but I'm guessing it's to show off the Reaper's green skull symbol.

As written, the scene happens after the players pick up the mcguffin, but I moved it to before. Why? I'm not sure - I think I prefer a reward at the end of a fight.

Setup

For a battlemap I used New Atami Container Port - it's large, and I wanted to be able to