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Mr. Crawford had done a good job of making a system run your cyberpunk game with an old school d20 familiarity. The biggest thing about Cities Without Number is it's compatibility with Stars Without Number; this will add a lot of richness to your ongoing SWN game. If you're committed to the level/class style of game play, this is an excellent game to have.
My only critiques are that all of the setting material and tables are trapped in the early 90s and that the class/level based system isn't the best way to do cyberpunk. If you bring your own setting and use the tables to fill things out, they have value but I don't think it's the best way to build a setting from scratch.
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I'm a sucker for Kevin Crawford ever since first SWN. Now I never played his games until few weeks back but I always looted them for ideas, atmosphere and world creating tables - and that was all great. Yet I felt OSR isn't really for me. As a GM I went through loads of games but never really found a knack for OSR....
However other thing I also never really found a good (well for me) way to play was Shadowrun and cyberpunk. So... When Cities without Numbers went to Kickstarter I backed it if only for typical looting as usual. But now... Here I'm. Writing my first review here. I decided to go and play the game as written with all the rules and tools.... And here I'm again....
I f** love this game. My players love this game so much. We are excited to play. I'm excited to prepare missions. Everything flows perfectly. Every system is clean, fun and connected to the rest of the game. For me as a GM preparations are finally as much fun as playing. So my place is running short. 11/10.
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I have yet to play, but everything I'm reading makes me extremely excited to. The gameplay is simple and straightforward. The hacking mechanics are interesting and unique. The worldbuilding section is INSANELY useful, even if you don't want to run the system.
I wish there were "character sheet" style sheets for vehicles and drones, as they can have a lot of information to include and there isn't as much space for them as I'd like.
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The rules are terribly organized and poorly written. Overrated.
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I mean, it's free stuff.
Gotta love free stuff.
But on top of that it is high quality free stuff with a very generous license for people to use the art for their own projects and it gives all the artists credit.
I mean, what's not to love?
Well, there could be more of it. But then again asking for more free stuff when you already got free stuff is a bit greedy :P
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Being a big fan of Godbound, my friend purchased the pdf for me.
And after that i purchased a physical copy for myself. It's just that good to me.
It's mostly just 'more Godbound' which is certainly a plus for me. But i find most of the words cool and/or fun and the making new words guide is practical where the main rules are lacking in one regard, which is its lack of examples and guidelines.
But this book is not without flaws.
And it's mostly just Entropy for me (but a few other minor things) which in the physical copy, but not the pdf, had basically the same power twice. This has hopefully been corrected in future physical prints. And Entropy just has poorly planned and executed powers which is a real bummer since the lore blurb and the concept is really cool.
Getting this book without also owning Godbound is a bit 'Eh' since the guide on making pantheons and religions is neat and might be helpful, but getting the book solely for that would not feel worth it to me.
But others might value the guides more and they are a good chunk of the book.
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I find the system rather "Eh", but that is mostly my dislike of D20 games, but where it really shines is the faction system.
The faction system is EXCELLENT! It meshes great with the inbuilt starmap maker (which is also great) and the created factions are cool and you really feel what their capabilities are. One could have a game just with different factions duking it out using the faction system.
I really like it.
It is however a bit more complex than for example the faction system in Godbound which might feel a bit needlessly complex for some.
So i'd use the faction system for other games to really flesh those out.
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I've been a big fan of the author for serveral of his published games. Most of them being in the XX Without Number series.
This by far is my favorite setting and ruleset. There is enough meat and chrome here to run games for ages, and honestly by changing the window dressing on some of the missions/jobs generated to fit your particular setting you have endless years of grist and side quests for any setting.
10 out of 10.
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Nothing really to add beyond what others have said here already, except that one aspect of the game that I think has been overlooked is the Dreamlands section, which is a hidden gem for creating worlds of weird fantasy. If you want to leave all the modern, real world stuff behind and campaign in a truly unique world of Jack Vance/Talislanta style weirdness, SL has everything you need to do exactly that. And that's just one part of the game!
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Very slick system, I really enjoyed this one. It's a nice blend of old school gaming with modern game design. I really like the setting as well.
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As of this date I've been running consistent session's in CWN since the first draft of the playtest materials. It's a solid game. If you are familiar with other works by KC then you basically know what you will find. An evolution of stars/worlds system with a new twist designed for cyberpunk and more details fleshed out for this specific genre. The additions of Edges/Soak/Trauma are all great additions to the system.
In a broader review for those unfamiliar with the "Without Number" systems. It is a solid cyberpunk system that has a nice selection of cyberware, fantastic worldbuilding tools, and is flexible enough to be used in your favorite cyberpunk that may already exist (If you've ever said 'I love the setting of Shadowrun but hate the system.' This game may fit the bill for you.) Its Rules light enough to be easy to run, but has enough crunch for players to latch onto and come up with characters that they love.
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This goes for all the "Without Number" titles: they are quite good. The free versions are excellent and not to be missed. The amount of rock solid content that is being given away is incredible.
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This may be the campaign and rules system that I give up my own fantasy campaign for. This system is a delight to read as a GM/DM. It focuses on real sandbox play and provides really effective tools to support that play. The authors are master game designers!
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Been running a campaign for roughly 2 years now, its kept my friends together even as we've drifted apart through graduation.
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