![]() Of course, knowing your players tastes helps as well. ![]() I tend to come up with "What-if" situations, then try to write them up as CP adventures. The first was finding and apprehending a terrorist agent bent on leveling Night city, the second was transporting him (he had to be alive at the end of the first mission) to the super-max prison / interrogation center that is most of current-day Utah (yes, I fenced/walled in most of Utah and made it a Super-max prison camp/state ). ![]() The closest I've come to a continuous "long-term" campaign was about 10 sessions which comprised a total of 2 "missions". Eventually the characters (at the players request, they wanted more hard core combat) were assigned to the NCPD CSWAT division and started looking for and destroying Cyberpsychs and illegal C-docs. Theyve got Protect and Serve over at Drive Thru RPG (if you dont mind PDFs) and if you look around the internet you can find boat loads of custom rules. A little slow at the beginning (beat cops and a couple of detectives) but it picked up (corporate espionage helps) as it went along. You could go for the PMC (Private Military Company) route (think Blackwater or any of the other mercenary companies that work in Iraq.) in which the characters are a team that stays together for mutual profit and does various jobs anywhere in the world (or just local if you wish).Īnother route that I've gone (and my players seemed to like it) was to have the characters all members of NCPD (Night City Police). CP (much like SR) tends to lend itself to one-shot "missions" as opposed to long-term campaigns.
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