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Cyberpunk 3.0 released
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<blockquote data-quote="Byrons_Ghost" data-source="post: 2806247" data-attributes="member: 7396"><p>Interestingly enough, from what I've seen on the Talsorian bbs people still think the game is too deadly. So that hasn't changed much. Personally, I always liked the deadliness of the combat myself, at least from a setting genre standpoint. Theoretically, it was supposed to make PCs think before going into combat. In practice, it generally just let to them using BFGs on people who don't see it coming, which may be realistic but not overly dramatic, unless you want to explore the moral nuances of your PCs being cold-blood assassins.</p><p></p><p>For that matter, something always bugged me about any cyberpunk-style game that's been published...</p><p></p><p><HERESY></p><p>There's way too much emphasis on guns. From what I've read in the literature, most of the authors have guns as extremely uncommon, and in the hands of only the military or the megacorps. Gibson, Stephenson, etc, pretty much all their protagonists had very little in the way of weaponry. Case's rental of a firearms in the early chapters of Neuromancer is a good example. </p><p></p><p>Firearms on the Street were such a rare commodity that one had to have special connections just to get one for a short time, and no one would have the money to purchase one because they were literally priceless. Street muscle like Molly didn't just get wired reflexes or razor fingers because it was cool. They did it because guns were impossible to get, so one had to rely on personal weapons and martial arts, and had to be deadly in close quarters as possible.</p><p></p><p>Then we have 2020, Shadowrun, and just about every other cyberpunk-based game out there, which features tons and tons of firearms which just about overshadow more key setting elements such as cyberware or the Net. Maybe it's something to do with RPG wargaming elements, I really don't know. But the games always felt more like paramilitary games with advanced tech than actual cyberpunk settings. </p><p></p><p></HERESY></p><p></p><p>At least, that how it seemed with the games as written. Individual GMs can still alter things in their home games. I've wanted to do a 2020 game without firearms for a while, but never really gotten around to it. Not too many 2020 players in my neck of the woods.</p></blockquote><p></p>
[QUOTE="Byrons_Ghost, post: 2806247, member: 7396"] Interestingly enough, from what I've seen on the Talsorian bbs people still think the game is too deadly. So that hasn't changed much. Personally, I always liked the deadliness of the combat myself, at least from a setting genre standpoint. Theoretically, it was supposed to make PCs think before going into combat. In practice, it generally just let to them using BFGs on people who don't see it coming, which may be realistic but not overly dramatic, unless you want to explore the moral nuances of your PCs being cold-blood assassins. For that matter, something always bugged me about any cyberpunk-style game that's been published... <HERESY> There's way too much emphasis on guns. From what I've read in the literature, most of the authors have guns as extremely uncommon, and in the hands of only the military or the megacorps. Gibson, Stephenson, etc, pretty much all their protagonists had very little in the way of weaponry. Case's rental of a firearms in the early chapters of Neuromancer is a good example. Firearms on the Street were such a rare commodity that one had to have special connections just to get one for a short time, and no one would have the money to purchase one because they were literally priceless. Street muscle like Molly didn't just get wired reflexes or razor fingers because it was cool. They did it because guns were impossible to get, so one had to rely on personal weapons and martial arts, and had to be deadly in close quarters as possible. Then we have 2020, Shadowrun, and just about every other cyberpunk-based game out there, which features tons and tons of firearms which just about overshadow more key setting elements such as cyberware or the Net. Maybe it's something to do with RPG wargaming elements, I really don't know. But the games always felt more like paramilitary games with advanced tech than actual cyberpunk settings. </HERESY> At least, that how it seemed with the games as written. Individual GMs can still alter things in their home games. I've wanted to do a 2020 game without firearms for a while, but never really gotten around to it. Not too many 2020 players in my neck of the woods. [/QUOTE]
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