The Big Book of Screamsheets

A few months ago, my VTM group, having hit peak chaos that you can achieve in V5, transitioned over to Cyberpunk Red. I have to say, I’m thoroughly enjoying the system, though I was distressed at how quickly I ran through the pre-written one-shots (called Screamsheets in the CPR ecosystem). For those not in the know, a screamsheet is a one-page sheet that mimics a local newspaper, often with a supplementary adventure to go with it. They’re an awesome way to kick off a session by giving the players something to look over and research while you get the last of your GM bits and bobs in a row.

Around the time I ran out of screamsheets, I was reading The Big Book of Cyberpunk for inspiration, which is a collection of over a hundred cyberpunk short stories. I realized that quite a few of them would make decent adventures on their own if you ripped the protagonists out and plopped the crew in. Thus, a new project was born: The Big Book of Screamsheets!

(Note: I’m calling it the “Big Book of Screamsheets” as an homage to the inspiration, not as a promise to publish 100+ screamsheets.)

Each screamsheet is inspired by a story from The Big Book of Cyberpunk. Reading the story isn’t required for running the sheet, and ‘inspired’ may be doing some heavy lifting. Sometimes, I lift the whole plot. Sometimes, I just take an element that I found to be interesting and expand on it. Also, because the story’s title could be a spoiler, I only include it in the GM notes at the end.

A bit about my style

Because I know my players will grab onto any potential hook like a terrier with a stolen bone, I don’t tend to put red herrings in my games. My screamsheets reflect this, with each story leading to uncovering a part of the underlying plot. Even in games that start with the crew getting the hook directly, the stories will help them uncover clues as to what the heck is going on. Each story has their own set of skills that can be used for research, as well as what information certain DVs will get them.

I also tend to take an ‘all roads lead to Rome’ perspective when it comes to plot: There are many ways to get pulled in, but everything will lead to one final resolution. That said, there isn’t one given outcome assumed. While one group may negotiate with words, another might use guns, and that’s perfectly fine.

When it comes to combat, I give some guidance as to how many combatants, but nothing is set in stone. Crank up the heat as needed.

Finally, I have a section on ways the crew could get paid, though not how much. I leave that to the GM since they know how much they want their players to feast or starve.

The Screamsheets!

Enough chatter! Let’s get to the screamsheets!

Leave a comment