🎪 First Impressions: Commons Rider
Dec. 5th, 2025 06:53 amFirst Impression: Commons Rider
What is it?
A neofeudal Cyberpunk game based on the Conflict System.
(The Conflict System apparently is one the author created for another game).
Is it playable out of the box?
I’m not even going to guess, that’s how little I’m engaging with this title.
Amendments:
?
Tools
5-10 d6, 2-3h per session
Price:
$1
Verdict
🎪 Cyberpunk is not my jam
The ‘Conflict’ system is… complicated. It involves dice pools and a lot of judgement: how expensive would it be to do this thing vs. that thing (this is akin to a difficulty class, only you have one system for deciding how many dice you roll, another what number you roll against, and then you take your successes and buy actions; you don’t roll against ‘I hit it’ directly.
I can see this system being interesting to run, but also carrying a greater-than-average mental load. This will become easier over time, but I’m not sure how smooth the negotiations-with-self will be; it would need a lot of switching between player and GM mode. The fact that this is a tag-based system where you decide what traits your character has and what those traits mean, mechanically also points to a high cognitive load, and if I needed another reason not to engage further with this game, this is it.
What is it?
A neofeudal Cyberpunk game based on the Conflict System.
(The Conflict System apparently is one the author created for another game).
Is it playable out of the box?
I’m not even going to guess, that’s how little I’m engaging with this title.
Amendments:
?
Tools
5-10 d6, 2-3h per session
Price:
$1
Verdict
🎪 Cyberpunk is not my jam
The ‘Conflict’ system is… complicated. It involves dice pools and a lot of judgement: how expensive would it be to do this thing vs. that thing (this is akin to a difficulty class, only you have one system for deciding how many dice you roll, another what number you roll against, and then you take your successes and buy actions; you don’t roll against ‘I hit it’ directly.
I can see this system being interesting to run, but also carrying a greater-than-average mental load. This will become easier over time, but I’m not sure how smooth the negotiations-with-self will be; it would need a lot of switching between player and GM mode. The fact that this is a tag-based system where you decide what traits your character has and what those traits mean, mechanically also points to a high cognitive load, and if I needed another reason not to engage further with this game, this is it.