From the introduction:
"Remember the good old days, when contracts were underworld, security systems were there to be hacked, and the finale in every run was the showdown on the 20th sub-level? Those days are back, with the cyberware you know, the AI you fear, and the mission payload you know is there somewhere."
There is a certain aesthetic that comes to mind when I think about cyberpunk. It is not a place of sleek design and Apple minimalism, but flickering LCDs and spraypaint. It has no glitz. No glamour. It is dystopian wreckage to it’s core, riddled with addicts high on second-life wetware, hackers plugging data-cables in their body’s cyberware, Runners disemboweling corporate security on rooftops and in between them all: a high-tech, low-life world colored in overcast grays and neon lights.
Cyber Sprawl Classics is a homebrewed hack for Dungeon Crawl Classics meant to run adventures in this world. It is not a stand alone work, and requires Dungeon Crawl Classics Role Playing Game (or knowledge thereof) to run effectively. That being said, I’m going to skip introduction to the dice chain, character generation, XP and other aspects of the core rules and assume you, the reader, has availability to them.
It’s suggested (but not required) that you also have reference to The Umerican Survival Guide for firearms and explosives fumble/crit tables. However, an adept Judge should be able to mold the effects of those situations with only the DCC rulebook. Mutant Crawl Classics Role Playing Game can prove a decent guide for Androids, Holograms and other potential threats.
Judges wishing to run the fantasy-cyberpunk mashup of Shadowrun can easily insert Wizards (as Mages) and Clerics (as Shamans) from the DCC rulebook. At best, demihumans should be simple PC fluff and have no racial perks.
Enjoy the run.