Description
MegaTokyo, 2032. Corporate power, rogue Boomers, hardsuit warfare and buried conspiracies collide in a living cyberpunk campaign inspired by the original Bubblegum Crisis. Investigate crimes, choose your allies, build relationships, fight high-stakes battles and shape a persistent world where factions remember what you do and major choices can change how the story unfolds.
Author's Note
A new campaign inspired by the original **Bubblegum Crisis** continuity. *Neon Requiem* is a **level 1–20 cyberpunk RPG campaign** blending investigation, tactical combat, faction politics, personal drama, romance, corporate intrigue and player-driven choices in MegaTokyo. The story grows from street-level survival and early Boomer incidents into corporate conspiracies, faction conflicts, advanced hardsuit warfare and city-scale threats. Major missions are broken up by social, recovery and downtime adventures so players can work, repair gear, build relationships and live in MegaTokyo between crises. A normal engaged playthrough is estimated at **100–120 hours**, with main-story-focused runs around **70–90 hours** and exploration-heavy campaigns potentially reaching **150+ hours**. Player agency is central. You can cooperate, refuse, negotiate, investigate, withdraw, change allegiances, seek help, operate independently and solve problems through combat, stealth, social interaction, electronic warfare, engineering, medicine or other supported approaches. The world is persistent. Injuries, equipment damage, evidence, NPC survival, faction standing, relationships and location changes can carry forward. Canon is the foundation, but player actions can change later outcomes. The campaign contains mature themes, violence, strong language, corruption and optional adult themes. **Neon Requiem is now being released for play but has not yet been fully playtested end to end.** Its structure and quest content are complete, but balance, continuity and AI-behaviour issues may still appear. Feedback is welcome. ### Current Friends & Fables Quest-System Limitation Reliable triggering and advancement of user-authored quests has been an ongoing issue in testing. Franz may begin a quest hook correctly without adding the quest to the active log, or may narrate beyond the current Step before the quest system advances. Safeguards are included to stop narration when quest state becomes desynchronized, but the built-in quest system may still require **manual intervention**. **If a quest hook appears but the quest is not active:** manually assign the exact named quest in the Quest UI. **If a Step should have advanced but did not:** manually advance the quest to the expected Step before continuing. Do not continue while the narrative and Quest UI disagree. Treat the visible active Quest and current Step as authoritative. Manual assignment is bookkeeping only. It does **not** mean your character accepted the mission or lost the right to refuse, delay, investigate, withdraw or choose another supported approach. If Franz stops OOC because of quest-state desynchronization, this is intentional protection against skipped Steps, wrong locations, missing scene setups or incorrect NPCs/Monsters. The campaign is being released in this state for play and testing. Using the structured quest system may require occasional manual quest assignment or Step correction.
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