The community, or setting up a good street level immersion  

INTRODUCTION

<< Disclaimer: No revolutionary recipe here, nothing new under the sun. Just some advice for new GM. Old timers aren't gonna learn anything useful here >>


A Cyberpunk Masterclass (for GM) start with : It’s Always Street Level. (CRB p.392)


I've been a VtM Storyteller since the first edition, and without realizing it I've brought that experience to CPR and it works like a charm.


The main idea: VtM is based on " Name_of_the_town By Night", which describes a town, its inhabitants, the coteries and the plots that link them all together. I apply part of this formula to the community in which players will evolve at the start of the game.


This will root them in a Street level environment. 

OBJECTIVES

To build a community in which the PCs will become involved, and which will also create RP moments that are sometimes dramatic, but also full of hope.

Build a community in which PCs will get involved, and which will also create RP moments that are sometimes dramatic, but also full of hope.

CPR is a dark and gloomy world, but it's also a society rebuilding after difficult events, so there's bound to be hope. After all, they're rebuilding, and maybe things will be different this time. For now, the most influential people are the Edgerunners, the Nomads, some Gangs and, of course, the Corpos, which is already better than in 2020. CP2077 shows us that, unfortunately, the Corpos are going to take over again. But we're not there yet. 

THE CHOOSING A LOCATION

In general, I take a territory in a combat zone and make it less dangerous thanks to community effects, but I've also taken territories in less dangerous zones, the important thing being to have a "moderate" threat level. Heywood south is a good choice, for example, if you're aiming for areas outside combat zones. 

BUILDING FACTIONS

 These factions are not at war with each other, but work together for the good of the community, even though they have differences of opinion and method. This creates tensions that PCs may wish to ease.

Skeleton

A Protector: This is an NPC who has a vision of the region and is very attached to it. He may be a public figure, or act in the shadows, in which case he will have another NPC to represent his vision, or a shared vision.

The Enforcer: The muscle behind the Protector's vision. Usually a high-ranking Solo with a good reputation. Probably the laconic type, who doesn't pass on values, but applies them.

A Gang: the protective type, with strong-willed but highly intelligent NPCs at the head of the gang. They retain some of the attributes typical of gangs, such as violence and drug and/or arms trafficking. They are ambivalent and therefore interesting to deal with.

A bar/night club owner: This is where PCs meet to relax and meet their repairman. This is where neighborhood life is built.

A Fixer rank 4: This is their first Fixer, and PCs can decide to help him grow, replace him or find a more influential Fixer. The choice is theirs.

A Ripperdoc: He's an important person for the community and certainly for the players.

Flesh

A few players: bodega owners, local Tech (if there isn't one in your group), local street storyteller (Media)

Not relevant people: in terms of influence but who are important for RP purposes: street kids, bouncer, tattoo artist, etc.

Life

Finally, I don't hesitate to create links between the main NPCs. There are always secret stories that bind them together, explain their good or bad relationships and give life to the whole. It's up to the players to discover them as they get to know the inner workings of this micro society. 

ROOTING PCs

 I use this community to give PCs their first jobs. Always through the Fixer, but he usually gives the identity of the client. It's always street-level and always personal.

EFFECTS

 Players usually find themselves completely immersed in this community. This gameplay option also helps to brighten up the dark side of the world with positive events. The block party, the birth of a baby, evenings out at the club with friends.

What I avoid: Destroying the community - it can be attacked, but in the end it makes it stronger. And since the community is generally doing well, it's all the easier to get the PCs in trouble. They can bear the full brunt of the world's cruelty.

What I encourage: By getting involved in the community, PCs can make it grow, take the reins and turn it into an island of hope. Again, this doesn't mean they'll be happy and free from the suffering associated with their involvement. But thanks to their action, some people will benefit from a more encouraging environment in which to raise their families. 

CONCLUSION

 Nothing very original really, just my contribution on how VtM has influenced the way I create an interesting setting for my players. Sure, they have lots of adventures outside the community and quickly become bigger. But their roots are there, and without roots, there's no street level.

Young GM, don't forget that CP is street-level, and it's always personal. Later, after your first campaign, you can experiment with more epic things. But don't miss out on the street experience.