gonna be starting my next Cyberpunk: RED campaign soon. I’m gonna be using a new game structure where the crew has a Big Job that they’ll be tackling over the course of the campaign, with the option (shamelessly stolen from the wonderful Cities Without Number) at the end of every session to pick a Side Job that I’ll have generated, in the event the crew needs some quick cash - either because of in-game time pressures like rent or because there’s a target in the Big Job that requires them to buy some specific gear in order to reach. the intention here is to have the Big Job be the sort of long form heist/conspiracy that is common to the genre while also maintaining the gig-to-gig playstyle that the game is intended to produce. very excited to see how well it works out.
also, semi-related question to anyone that happens to see this and has also run RED: do you use the beat charts in the core rulebook? I’ve always felt that they were very ill-suited to the game. like, the designers made an otherwise very trad challenge game that benefits from the whole “situations, not plots” paradigm, and yet the entire GM advice section of the rulebook basically just consists of “have every session follow a linear chain of pre-planned plot beats and if the players deviate from it uhhh just improvise something :)” like what am i supposed to do with this. how do you make THE cyberpunk ttrpg and not include a procedure for running heists. probably my biggest gripe with the system tbh.













