Cyberpunk 2020 vs Oceania 2084
Compare Cyberpunk 2020 and Oceania 2084 side by side. See differences in complexity, dice, genre, and more.
| Cyberpunk 2020 | Oceania 2084 | |
|---|---|---|
| Genre | Cyberpunk | Scifi, Cyberpunk |
| Tags | Combat-Heavy, Skill-Based, Deadly, Lore-Heavy, Corruption, Crunchy, Tactical, Simulation, Gritty, Character Building | GM-Less, Narrative, Collaborative, Drama, Roleplay-Heavy, Solo-Friendly, Crunchy, CC-Licensed Rules |
| Core Mechanic | Roll 1d10 + the relevant stat + skill and meet or exceed a difficulty number. Opposed checks compare totals, with ties favoring the defender. A natural 1 automatically fails the check. A natural 10 adds one extra 1d10 to the total. | Resistance characters' Acts normally succeed as narrated within a six-phase Day in Dystopia. When a Value is challenged, roll d6 against the linked Emotion: Good Values succeed on a roll above it and Bad Values on a roll below it. |
| Dice | d10 | d6 |
| Complexity | High | High |
| Availability | Paid | Free core rules |
| Runnability | 5 of 5 book tools | 4 of 5 book tools |
| License | All Rights Reserved | CC BY-SA 4.0 |
| Third-Party Publishing | Noncommercial only — Homebrew Content Policy | Not yet researched |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | R. Talsorian Games | Jocher Symbolic Systems |
| Year | 1993 | 2024 |
| Languages | English, Italian, Japanese, Polish | English |
| Best For | Groups who want dangerous urban jobs with customized cybernetic characters and detailed firefights. Campaigns can draw on personal enemies and corporate power struggles in Night City. | Groups who want a politically explicit dystopian campaign about preserving private bonds under state surveillance. It suits tables comfortable sharing narrative authority with an adversarial Big Brother player, character turnover, and post-session debriefs. |
| Highlights | Role-specific abilities give specialists distinct ways to influence a job. Lifepath events establish enemies and allies that can become campaign hooks. Cyberware trades mechanical upgrades for Humanity loss that reduces Empathy. | Acts normally resolve through narration rather than task rolls, keeping attention on what resistance costs instead of whether a character can perform it. Value Tests turn public loyalty and private belief into emotional pressure: success shifts a shadow emotion, and failure causes an outburst or Stress. Physical Notes written by dead characters grant 2 Hope when another dissident finds them; a Note carried into interrogation can be confiscated as evidence. |
| Considerations | Extended Net infiltrations use separate procedures that can leave other characters waiting. Armor layering and damage to specific body locations require repeated calculations during firefights. A sufficiently damaging head hit kills outright regardless of remaining health. | The campaign assumes the regime eventually breaks or vaporizes its dissidents, so it does not support a conventional revolution or heroic victory arc. The Big Brother player tracks a concealed surveillance economy and interprets its Reaction tables, making that role more demanding than a neutral facilitator. The game requires a shared willingness to portray propaganda, betrayal, and emotional distress, even though it includes safety and debrief procedures. |