These are the simple but functional cyberpunk rules for savage worlds I'm using in my Savage Cyberworlds cybercthulhu campaign. The rules may be subject to changes but I'm mainly quite happy about them.
A while ago I wrote a post about how I ended up with Savage Worlds. The post got some critique for me judging games just by reading rules; it's true, you can't tell how a game plays without actually trying it. But there are other factors that may matter when choosing a game system than just how it plays.
I happened to stumble upon this site when looking for new background musics for my rpg sessions; it's really worth checking! I am now categorizing them where they fit best (scifi/space, fantasy or both (or something else)). For my purposes, it was searching music with 'epic' feel that gave me what I wanted.
I wasn't immediately converted to Savage Worlds after finding it. I first disliked the idea of the system; As I've written a lot of SW materials, I thought of telling how I got into the game after trying several other ones, including trying to create my own rpg rules. If you're very critical about the system you want to use, this post may be an eye-opener.
There's a few words I'd like to share with you about using 3d-terrain and/or maps/tiles - what to use and why, and share my experiences about some maps and tiles I've used. And while I love modelling and creating cool terrain setups in my games, I've been moving towards using map tiles in my games instead of 3d props, and there's several reasons for that, which I'm going to tell you more about below. I've also added a few review-ish about tiles/terrains on this post.