Street-level runners work for factions in a corporate-dominated cyberpunk city, taking jobs, upgrading their bodies and dodging trouble.
Old-school (OSR)Cyberpunkd20classesfaction playheistsrandom generationCampaignsNeeds a GM
6.2
Geek rating
From 16 firsthand play reports in 5 r/rpg threads. The threads alone average 6.9.
Player rating—/ 10
No visitor ratings yet.
Discussion5.5/ 10
88 r/rpg posts named it, October 2023 to October 2026.
Rules weight
Medium. Hype 5.5 for its age.
Have you played it?
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Didn't work for usOne of our best
What players say
At the table
Across five r/rpg threads, the players who report actual play mostly like Cities Without Number. They praise the character building, the Trauma and Soak combat, and the city and hacking tools. Their complaints are about d20-style gunfights, a mission-heavy structure, and the amount of GM prep and rules tracking. Many comments in these threads are comparisons with other games, not play reports.
What works
Soak and Trauma make gunfights feel dangerous but fair, and the grittier combat gets praise. (thread) (thread)
Character creation and Edges gave each player a distinct niche. (thread)
The Subject+Verb quickhacking in narrative scenes made hackers feel like "digital wizards", and one GM named hacking as a favorite. (thread) (thread)
The city creation system and the scenario tools got a cyberpunk game running for GMs who had struggled with the genre. (thread)
The rules are easy to mod, and one play-by-post group ran the Shadowrun setting on them with good results. (thread) (thread)
What tables struggle with
Combat-focused play can leave characters nearly untouchable, so the GM has to limit gear and vary enemy tactics. The Graced option was called overpowered. (thread)
Some players dislike the D&D-style gun combat. Levels also fit poorly outside a zero-to-hero campaign. (thread) (thread)
Traversing a large hacking network felt bad to play, and hacking has several separate limits to track. (thread)
The game is mission-heavy, downtime is never defined, and enemy variety felt thin. (thread)
It is mechanically dense, and Heat stops players from going loud without long-term consequences. (thread)
Who it suits
GMs who want strong city and scenario-building tools and are willing to manage gear and enemy tactics.
Groups that enjoy character-building depth and a hacker who acts through quick narrative hacks.
Tables running a zero-to-hero campaign rather than one that wants levels de-emphasized.
In players' words
"It's a good system, but has some issues that need a good gm to manage" (thread)
"The hacking network cyber-dungeon-crawl felt *bad* to play." (thread)
"Cities Without Number is the only Cyberpunk game I've ever been able to really run, and his city creation system is the only reason I was able to get one running." (thread)
The threads behind it
Each thread is rated for the play it describes, from the firsthand reports in it. Load one here or read it on Reddit.
6.8
My Group's Thoughts on Cities Without Number
A group that finished a six-session mini-campaign and a few other players and GMs report that character building, Soak and Trauma combat, and quick hacking are fun. They also report problems with mission-heavy structure, vague downtime, and the network-traversal hacking, so the experience is mostly good with real friction. 5 firsthand · 26 comments
Kevin Crawford fans, how are Cities Without Number and Ashes Without Number?
The few people who say they ran or played Cities Without Number mostly like it. They praise the city creation tools and the hacking, but a couple find it dense, with hacking and Heat that don't suit every table. Most of the thread is praise for Kevin Crawford's games in general, reading impressions and purchases, plus comments about Ashes Without Number that were ignored here. 4 firsthand · 74 comments
What are people’s opinions on Cities Without Number as a cyberpunk alternative to the big 2?
The thread is a broad opinion poll on CWN against Shadowrun and Cyberpunk Red, and most comments are impressions or comparisons rather than play reports. The few that read as real play say CWN is a solid, flexible system that needs a competent GM to keep combat and one overpowered option in check, and one commenter found the combat dull. 3 firsthand · 76 comments
Cities without number (CWN) vs Cyberpunk 2020 vs Cy_Borg
The thread is mostly a comparison with Cyberpunk 2020 and Cy_Borg, and only a few commenters appear to have actually played CWN. Those who did call it straightforward, flexible and moddable, with interesting characters. They also find it the weakest of the Without Number games, with D&D-style gun combat and levels that don't suit every campaign. 3 firsthand · 39 comments
Using Cities Without Number in the Shadowrun setting?
The thread is mostly about Shadowrun editions, and only one commenter reports playing CWN: a play-by-post Shadowrun-using-CWN game that worked surprisingly well. The only reservation was d20 combat, which that player mostly dislikes, and they saw the missing Shadowrun options as a plus. 1 firsthand · 25 comments