Cyberpunk TTRPG Systems: A Mechanical Overview
- Tsukiya
- 4 days ago
- 2 min read
This document presents a mechanical overview of prominent cyberpunk tabletop role-playing games.
Each system is described using the same criteria:
Mechanical identity
Player quality-of-life considerations
GM quality-of-life considerations
Typical use cases
No evaluative language or rankings are applied.
Cyberpunk 2020

Skill-based system using a stat + skill + d10 resolution model. Emphasizes lethality, equipment detail, and social consequence.
Player QoL
Extensive skill list and cyberware options
High character differentiation
Combat outcomes are decisive and fast
GM QoL
Single core resolution mechanic
Detailed gear and setting references
Requires tracking of modifiers and damage states
Common Use
Street-level cyberpunk with high lethality and reputational consequences.
Cyberpunk RED

Modernized revision of Cyberpunk 2020 with simplified math and clearer action economy.
Player QoL
Reduced complexity compared to 2020
Defined Roles with mechanical hooks
Streamlined combat flow
GM QoL
Clearer encounter pacing
Updated economy and equipment scaling
Improved rules clarity
Common Use
Campaign or mission-based cyberpunk with moderate crunch.
Shadowrun

Dice-pool system combining cyberpunk technology with magic and fantasy species. Multiple subsystems operate in parallel (combat, hacking, magic).
Player QoL
High concept density
Strong role specialization
Extensive customization
GM QoL
Deep setting and faction material
Subsystem management required
High preparation overhead
Common Use
Team-based operations with discrete specialist roles.
The Sprawl

Powered by the Apocalypse framework focused on mission structure and fiction-driven triggers.
Player QoL
Fast character creation
Moves map directly to genre actions
Low mechanical load
GM QoL
Minimal prep requirements
Mission framework generates complications procedurally
Fiction-first resolution
Common Use
Short to mid-length campaigns centered on contracts and fallout.
Carbon 2185

Cyberpunk setting built on the D&D 5e ruleset.
Player QoL
Familiar mechanics for 5e players
Class-based progression
Uses existing 5e expectations
GM QoL
Leverages known 5e encounter tools
Low onboarding cost for D&D-focused groups
Limited mechanical divergence
Common Use
Cyberpunk play for tables already fluent in 5e.
Neon City Overdrive

Rules-light, tag-based narrative system with minimal numeric tracking.
Player QoL
Very fast setup
Character definition via narrative tags
Minimal bookkeeping
GM QoL
Near-zero prep
High improvisational flexibility
Scales well for short sessions
Common Use
One-shots, demos, or improvisational cyberpunk play.
Cities Without Number

OSR-inspired cyberpunk system emphasizing sandbox play, factions, and procedural generation.
Player QoL
Clear mechanical consequences
Emphasis on planning and positioning
Advancement tied to world interaction
GM QoL
Extensive world- and faction-generation tools
Strong support for emergent campaigns
Moderate prep through procedural systems
Common Use
Open-ended cyberpunk sandboxes with player-driven goals.
Metro :Otherscape

Forged in the Dark–based cyberpunk fantasy system focused on crews, operations, stress, and consequence. Incorporates layered reality and mythic elements alongside cyberpunk themes.
Player QoL
Characters defined by playbooks and stress economy
Clear action resolution with position and effect
Advancement tied to crew activity and fallout
GM QoL
Structured mission and downtime phases
Consequences handled through established mechanics
Clocks and factions provide pacing control
Common Use
Operation-focused campaigns combining cyberpunk, faction play, and escalating consequence.
Comparative Snapshot
System | Rules Weight | Narrative Emphasis | Tactical Detail | GM Prep Load |
Cyberpunk 2020 | High | Medium | High | Medium |
Cyberpunk RED | Medium | Medium | Medium | Medium |
Shadowrun | Very High | Medium | High | High |
The Sprawl | Low | High | Low | Low |
Carbon 2185 | Medium | Medium | Medium | Low |
Neon City Overdrive | Very Low | High | Low | Very Low |
Cities Without Number | Medium | Medium | Medium | Medium |
Metro :Otherscape | Medium | High | Low–Medium | Low–Medium |



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