I love Cyberpunk 2020, and I would be lying if I told you it wasn't an influential work in just about all of my creative projects. Needless to say, in the cyberpunk adjacent (I would say Neon Liberal) TTRPG I am currently working on, Grunts PSI, I have often been looking at Cyberpunk 2020's world and rules for inspiration in my design. There are a few mechanics from CP2020 that I have thought about implementing into Grunts PSI, but I find their implementation disappointing even in the context of CP2020. There are a few that stick out to me, but the one we will discuss is concealment.
Mechanically speaking I find the concealment rules on paper to be… passing but in practice it's a bit weak. How the system works is that every weapon is given a concealability stat that denotes the level of wear required to conceal the item.
J ("Jacket, Coat or Shoulder Rig")
L ("Long Coat")
N ("Can't be Hidden")
This system is light enough to not get in the way while maintaining enough nuance to be useful but I find I don't jive with it because I feel myself often forgetting about it, and to a degree I feel that it breaks down because of the world of CP2020.
Largely, it comes down to one question: Why does it matter? The concealment rules section pretty much just says that it would "cause trouble" if you appear to be visibly armed and that it may be important to conceal holdout weapons. The book however never states what may happen, but it does paint a picture of a very different world than ours, one where there are bars for mercenaries, where travel advisories warn visitors to wear body armor, a world where mercenaries can be as famous as rockstars. Yes, you play as "Edgerunners" people at the fringe of society, but the world is already desensitized to the violence that has consumed it; that's how people like Edgerunners are allowed to operate. There is a quote in the Solo section (Page 9), a story from Morgan Blackhand, that talks about how he was hired by Militech after killing a gang member in a bar. The game shows us a world that does not seem like it would care if someone is open-carrying and yet expects us to care.
The mechanic is a good answer to a question but it's one that just asks more questions which the book then refuses to answer, and is a mechanic that at times feels at odds with the social mechanics of the world.
I think by adding some form of threat/heat stat to weapons it would fix much of the issues I have with the sub system. By slapping a number on a weapon and giving as brief an explanation as was for concealment I think it would go a long way. This, of course, isn't a perfect solution; in terms of house rules, it would be a fair amount of work and there wouldn’t be a place in the weapon stat block to note it. It could be simplified down to giving each weapon type a threat level but so much of outfitting a character in cyberpunk to me is all the little difference in equipment you have to weigh, and it would kind of go against that. In terms of adding to Grunts PSI, it would be good, albeit annoying, as I would have to squeeze in two more stats onto the weapon section of the character sheet and weapon sheets. I will probably try to think of another solution, one that would mean less work, but for now this is the best I got. If you have seen any interesting concealment rules, I would be very interested in seeing them.
PS. I think my next blog will be talking about cyberpunk’s availability and or surgery codes, and I swear it won’t take me a year to write the next one.
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