Gamers Hunter Edizioni
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about 1 month ago

Project Update: What 2220 Is Really About - Why 5E

2220 is first and foremost a world.

A cyberpunk setting built around a fractured future, where identity, technology and social conflict collide — and where reality itself is no longer entirely stable.
This is the core of what we’re creating.

What defines 2220:
  • A broken but ongoing future, not a post-apocalyptic world
  • A society shaped by megacorporations, control and inequality
  • A reality split between the Street, the Datasphere and the Connection
  • The presence of psionics, reshaping perception and human limits
  • Stories focused on identity, choice and consequence

Everything else — including the rules — exists to support this vision.

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SYSTEM & APPROACH

Over the past days we’ve seen a lot of discussion around systems — and that’s completely natural.
Every system, from Cyberpunk to many others, has its own strengths, identity and design philosophy.
There isn’t a “better” choice in absolute terms — only the one that best supports the experience you want to create.

With 2220, our starting point was never the system. It was the world.
From there, we chose a framework that could support that vision.
We went with a d20 system for its versatility, adapting it to fit the setting and the tone we wanted to achieve — not to replicate something else, but to shape a different experience.
Technology replaces magic.
And what would traditionally be spells becomes psionic power.

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PSIONICS IN 2220
In 2220, abilities are not mystical forces, but manifestations of the mind.
The system has been reworked to:
  • reinterpret spells as psionic disciplines
  • focus on mental and physical expression rather than material components
  • remove elements that didn’t belong in this world (such as resurrection or planar travel)
  • reinforce a tone that is more grounded, unsettling and coherent with the setting

The result is something that may feel familiar in structure, but very different in purpose and atmosphere.
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