Design

'Cyberpunk: A Life on the Edge' is a linear based outdoor Cyberpunk LARP with a degree of tactical combat and very light practical skill checks, run at outdoor venues.

The setting is a mashup of the classic Cyberpunk fiction, the Cyberpunk 2.0.2.0 tabletop RPG, Cyberpunk Red and the Cyberpunk 2077 video game.

Some of the concepts, equipment and corporations might have the same names but they're not guaranteed to be like they are in other media: we're doing our own pastiche of it for our own entertainment and bearing in mind what is practical at grassroots LARP.

We refer to the group of player characters as the Operators.

What's a 'linear'?

Linears are self-contained short 'missions' that head out from a central location, interact with some crew/NPC characters, the site itself and maybe a puzzle or clue based task. Afterwards you return to the central location, in this case usually the Cybar.

Until the linear is given to the characters to do then it doesn't 'exist' and the areas outside the Cybar are just part of its immediate surroundings that you can explore if you wish but there will be nothing of note to find.

Once you're on a linear then the various site locations will 'fill in' for the locations related to the mission.

What do players do?

Each episode is self-contained and consists of multiple 'linears', typically one every 45 minutes or so, which are optional for characters to join. Some linears need more or fewer characters to complete and we'll try to signpost this.

These linears are usually offered to the characters by in-game 'patrons' but they can also be generated in response to player actions or specific, direct requests.

There is a general assumption of 'rolling consequences' to generate story ideas. When a missile is accidentally set off it is going to land somewhere.

Characters typically earn in-game money (Eurobucks or Eddies) doing these jobs but the game economy is 'cyclical' ie. any money acquired will most likely be spent on medical treatment, equipment and so on. Money is just an excuse to do things, not an end in itself that has any purpose.

Most content is of the action/adventure variety and we do not dwell on the more political Cyberpunk themes of oppression/rebellion beyond "The Corporations are the bad guys and trying to fuck you over".

Why Patrons?

A staple of a lot of Cyberpunk and 'caper' media is a fixer or Corporate figure that gets the protagonists to do a less than legal or dangerous task for money. We have embedded a mix of 'patrons' into the game who can dish out jobs, offer medical care, gear or information to push the events in-game along and keep people entertained. It's not a PvP factional/fest game so things need to be centrally driven.

From game to game and patron to patron how much of this is directed specifically by the event GMs or just made up by them on the spot will vary, we trust our patron crew.

PvE or PvP?

A Life on the Edge is very much a 'player vs environment' game where the characters engage in missions, have gunfights and do tiny heists.

There may be a small degree of antagonism between certain characters but it is not the focus of the game. Generally characters will need to be co-operative to succeed but this will not prevent them from having secrets from each other.


Camp attacks

The Cybar is considered under a pax so 'camp attacks' which are a common event in some LARP are much less likely to happen. This is partly for practical reasons as fights around the buildings at night can get messy with Lasertag reflec.

However the Cybar is not protected by some magical shield against violence (like some LARP). If players wish to start a fight with somebody who shows up or even among themselves then that's up to them.

If some in-game event from a linear is unresolved or naturally follows characters back to the Cybar likewise there's nothing stopping it happening there.

Broadly players should not need to "watch their back" or "set guards" at the Cybar unless something is clearly unresolved or about to kick off.


Character Advancement

There is no significant form of character advancement in A Life on the Edge. Although buying 'more stuff' can make a character more effective in a reflection of the setting.

Cyberware can make you stronger and tougher. Skill chips can give you skills your character otherwise shouldn't have and Combat Drugs give you an edge for just a short while.

None of this is tied to play time though and if you lose your stuff you lose these 'advancements'. If you're a relatively new character and feel the need for more stuff ask somebody if they'll loan you the money. We have a nice web of debts building up between players. Or you could loot if off the bodies of the dead. They're not using it.

If you're really stuck ask Scars Alice. She almost never says no, but she will coming looking for it later so you better be able to pay her back.


Downtimes

A Life on the Edge operates a 100% optional quite informal downtime system. If you want to tell us what your character is doing between events or what plans you have then that's great. It gives us something to work with and it is likely to turn up in the next event in some fashion.

Something to bear in mind when doing this is most events are considered to have happened a matter of days or weeks since the last so no large projects can be conducted.