Astroprisma: Expansion Overview and Cybersphere Update (Solo RPG)

Daniel (@dungeondive) returns to Astroprisma, the one-book sci-fi cyberpunk solo RPG he covered in detail last month, with a correction to make and six expansions that have finally landed.

The correction first. His original review criticised the Cybersphere hacking section for omitting the legend that explains what the map nodes mean. Viewers pointed out it is there — one page earlier, in the settlement-activities spread. Daniel splits the blame honestly: partly him, having missed it across five read-throughs, and partly a book whose colour-coded, self-contained spreads train you to expect the hacking rules on the hacking pages. Either way, the complaint is withdrawn.

Then the expansions, ranked. Exo Anomaly (bundled with his copy) takes the top slot because it generates the connective tissue between the big set pieces — the genuinely hard thing in solo play, where the large events are easy to roll and the small ones aren’t. Cloud Nine Casino is a five-chapter infiltration for a drug called Ambrosia, with mini-games and a fashion-magazine equipment list. Wanted offers six bounties plus tables for contractor, hiding place, complication and twist. Below those: Vaporwave 3000 (a three-level in-fiction MMO dungeon you return to as the campaign scales), Sea of Neon (a mall-planet with districts, side quests and drones), and Ceramic Skin (a cyborg starting class and a twelve-location site).

Two listening recommendations close it out: The Black Dog’s Feral Grace and the Eno/Lanois/Eno Apollo.


Is an expansion that fills in the small connective moments worth more to your campaign than one that drops in a whole set-piece adventure?

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