Stinkers (part three)

I don’t like to focus on the negative. I’ll be back to outlining awesome games soon, really.

The third stinker was my first Cyberpunk game. Now, you have to know, my first real exposure to the genre was Jeter’s Dr. Adder with a dose of Karl Hansen’s War Games and Dream Games which probably means that I was going to be disappointed from the lack of deviant sex. [ahem]

The reason it was a stinker was because it was a game that came from a module.

See, I had had modules before – I had actually acquired many through means one might consider spurious or traditional.1 I’d read many, and yes, Castle Amber (no, not THAT Amber) was a favourite. I’d looked upon them as awesome inspiration to build into a campaign, but I guess… I guess I really hadn’t been aware that anyone would simply use them as the sole game event.

“Why don’t we just go to Cuba, instead? I hear Cuba’s nice this time of year.”

That quote really helped define a lot of my gaming… because when the PC said it in my campaign, I realized I wanted being able to go to Cuba2 to be an option. I didn’t want to ever say, “No, the game is here, and you have to stay here…”

I wanted my game to be able to chase them.  If others had taken the Cuba Plan, I would have to had ideas for Cuba.  “You took a contract.  Now you have to pay…” being only the most obvious of the bunch.

So when in the Cyberpunk game three of the PCs decided to do something that wasn’t handled by the module… We didn’t want to fight. Our characters wouldn’t have made it a fight.  I don’t know how it broke the game… and that’s what makes it a stinker.

  1. You know, the, “They were left at my house and then we moved and I don’t even remember the kid’s name now,” kind of tradition.
  2. Cuba is not a fun place in my Shadowrun universe, but sure! Go there! [rubs hands together]

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