[CyberPunk] CyberPsychosis

HellHound

ENnies winner and NOT Scrappy Doo
(Cross-Posted from CircvsMaximvs and my cyberpunk forums, View From The Edge)

This is the million-dollar question when working on a CyberPunk styled RPG. To incoporate a version of cyberpsychosis or cyber-rejection or not.

For those not familiar with the RPG genre, this is the game mechanic that restricts over-use of cybernetics in a character, by having cybernetic systems reduce a character's stats - in the original CyberPunk RPG, this was represented as Humanity Loss, which in turn reduced the character's Empathy stat (used for most interpersonal rolls). Shadowrun had it impact Essence instead of Empathy, which only really affects magic-wielding characters. The vast majority of RPGs in the genre have followed the lead of CyberPunk, with cybersystems dealing damage to the game's "Charisma"-like ability score.

Because one of the side-purposes of newTribes is to be able to use the supplements from the game for CyberPunk, we were stuck with working with a variant of cyberpsychosis from the get-go. However, Dex and I are already both in favor of the system as presented by CyberPunk and Grimm's CyberTales. You can read Dex's late-90's commentary on the topic here:
[sblock] I've been poking through your Cyberpunk mailing list (the CPML), and wanted to add my 2cents re. people griping that the cyberpsychosis rules in CP are merely a game mechanic, and aren't realistic.

I agree with your argument that until clinical trials are held, it will be difficult to gauge what realistic effects will be had. Until then, we can extrapolate from what we have now, and I offer the following examples:

Tattoos and Body Piercing. Over the years, we've had thousands of clients get pierced or tattooed, and comments such as, "I feel so much stronger now", "I know it's just a little ring in my belly, but I feel much better about myself now" were not uncommon. And many of these people were discriminated against because of their appearance. Many of these people were marking their belonging to a certain subculture or group, and thus distinguishing themselves from other groups. Once they got one piercing or tattoo, they would come back for more saying how "addictive" they were. Whenever they had a photograph taken of them, they'd have to stick out their tongue to show their piercing or roll up their sleeve to show their ink. Others would play constantly with their tongue jewellery to the point of pissing off friends or coworkers. Some would scrimp and save every paycheck so they could get more metal, better metal, shinier metal, or more ink, brighter colours. They'd start to come into the shop more than once a week worried that their piercing was getting infected. Or come in and moan and groan about how they got fired because they had a piercing or tattoo (not because they were chronically late or lazy).

Is it just me, or does this sound like classic Egotism, Alienation, Obsession, and Paranoia? Why is it SO difficult for people to accept that knowingly changing your body changes the mind and spirit? I guess the whole Modern Primitive thang is foreign to these guys, having not experienced it, so they can't possibly understand- their thought processes are too mired in western-judeo-Xian ruts to jump out. Too bad.

Hmmm- maybe they'd appreciate looking at it from the other viewpoint- of a clicical disorder like self-mutilation. It is a psychiatric condition where people cut or harm themselves in order to make themselves feel better about their bodies, exerting control over them, or making their bodies look and feel better. What kind of special someone does it take to voluntarily cut off an arm for these same ends?

Many people who have had amputations feel as though they have lost a part of themselves when they lost a pinkie, toe, etc. Think of the effects people experience after vasectomies or hysterectomies! Flesh and bone can never TRULY be replaced by plastic and metal.

There are plenty of examples in modern psychiatry today of people who claim that their dental implants contain tracking devices, or of the government tracking us through microchips in our money. Sure, these aren't the most balanced people to begin with, but give them some good ol' edgerunner stress and environment, and you're looking at some cyberpsychosis potential.

But first and foremost, I wish people would remember that it is CYBERPUNK, and it is a GAME. Cyberpunk is the exploration of a dark future in which the clash between metal and meat is explored. And games need rules. And these rules work (with some tweaking).[/sblock]

I'm using two versions of these rules to keep cybernetics in check.

The primary theme of newTribes is futureshock, and the formation of smaller social groupings (tribes) in order to insulate one's self from the worst of the alienation caused by futureshock. Futureshock causes alienation, and anything that you have that makes you different from your tribe will increase this alienation. Therefore, cybernetics cause alienation, as they make you different.

Further, since the newTribes environment has a lot of uncontrolled XDR strains of various bacteria, invasive cybersystems also weaken the body's protection against them, providing a second reason to avoid major implantation surgery. I'm also considering something akin to "the black shakes" from the Johnny Mnemonic movie.

But the main controlling agent will remain alienation - which really helps push the concept of futureshock and alienation to the forefront of the game and of many of the decisions we'll be making while working on the extended rules set. I think the biggest rules set here will be dealing with stress. I like game systems that handle attacks and damage not just in the physical sense, but also handles social combat. I'm figuring that characters in newTribes will have a physical and a mental damage track, and while body armor and toughness will reduce physical damage, tribal status (aka friends) and mental toughness will reduce psychological damage. And we'll have alienation reduce the benefits of these defenses against psychological damage. Therefore, as a character insulates himself from physical harm through implants, he leaves his psyche more and more at risk.

In d20 Future, cybersystems are restricted only in that if you have too many, you suffer a negative level. However, in OGL Cybernet, cyberware has "Self Loss" that impacts Charisma, and the loss appears to be taken almost point for point from the system from CyberPunk 2020.

How would you handle it?

Should it be handled?

Should another mechanic be used instead to control cybernetics?
 

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I do think it ought to be handled if you intend to call your system a part of the "cyberpunk" genre. One of the genre elements is loss of humanity through various means - cybernetic implantation being one of them.

Exactly how I'd handle it does depend upon the rest of the surrounding system, so I can't speak to that in a general way.
 

I agree with Umbran.

My own personal experience was that the rules, if anything, didn't really go far enough (but some of my old players may take exception to this POV).When I ran CP2020 I tended to run very low to the Street, often gutter-level games. The PCs where usually scrounging everyone else's discarded single-use / disposable tech to survive. It was pretty much taken for granted that when the group TecHack shoved a tactical implant into your head that he had kitbashed from the guts of old celphones, goggleconsoles, and toaters, there where likely to be a few minor "treatment effects", including but not limited to sudden complete loss of motor function, death, or possibly actually exploding when you came too close to a celtower. Minor things like paranoia, psychotic episodes, or suddenly being able to see the Hounds of Tindalos that are following you, where looked upon as a sign that the operation was a relative success.

OTOT, your more transhuman-leaning folk might prefer playing a game where the changes in the definition of "humanity" is explored without having a rule that enforces a specific type of change (especially a generally negative one).
 

kaomera said:
I agree with Umbran.

As do I.

OTOT, your more transhuman-leaning folk might prefer playing a game where the changes in the definition of "humanity" is explored without having a rule that enforces a specific type of change (especially a generally negative one).

As a transhumanist myself (although firmly a biochauvenist), I would agree. But this game isn't about that, it is about technoshock and cyberpunk motifs. Thus the whole alienation angle for 'humanity loss'.

And it sounds like you run Cyberpunk games the way I typically did. I'm running a higher-end game right now, but that is because the theme is one of seeing the changes occuring to the CP world as we fast forward the time-line 20 years over 30 games. You can read up on my current CyberPunk 2020 game here: www.butiamletired.com/cyberwiki
 

HellHound said:
As a transhumanist myself (although firmly a biochauvenist), I would agree. But this game isn't about that, it is about technoshock and cyberpunk motifs. Thus the whole alienation angle for 'humanity loss'.
Yeah, but I was really just trying put out there that a lot of this comes down to how the game (in any single instance) is actually going to be played. I've seen a lot of differing play styles in CP2020, and mine actually evolved out of me and my players each trying to do something (two differing somethings, I mean) quite a bit different from what we ended up with. And I've never seen CybGen played anything at all like it seemed like it was "supposed to be played".

But that's a consideration of play, not design. I think I'm twirling myself out of the arc of the conversation you had in mind here. Perhaps this will be helpful: Such a system seems like it is, by definition (or at least pretty much), an integral part of the game you're trying to design. Some may not want such a system, because it's not a part of the game they want to play (and that's leaving out the whole question of what game they end up playing once all the participants desires have to be reconciled with one-another); and they're right, too. Thing is, they aren't trying to design the game, you are. So >shoop< the rule goes in. [And, as a further aside (because I am, after all, a machine built to digress and only to digress) "Alienation" is a way cooler sounding term (in 2007, at least) than "Cyberpsychosis"; add a mechanic that rewards players for facing and dealing with that alienation in a meaningful way, instead of just penalizing them for overbuying the chromez (because reduced resistance to the nano-gunk covers that) and you'll have me all a'twitter...] Now, you aren't trying to play the game (at least not trying to play it for the end-user) so, maybe, >shoop< they yank it back out. But that's their decision. >shrug< That make any sense?
 

I don't mind Humanity-style limits on cybernetics, but I was never that thrilled with restricting them just to cybernetics. If it's some sort of medical problem, like the viruses you mention, or something where the tech is unreliable, then I can see it as part of the setting.

Mechanics wise, though, I would prefer that Humanity loss (or whatever) not be tied solely to cybernetics. I'm thinking more along the lines of Unknown Armies' madness meters, with cyber implants being substituted for supernatural encounters. This makes cybernetics one of several stressors available in the setting. Sure, substituting your arm for a machine gun is going to change your attitude and outlook and cause stress. But so does getting shot at every night, or betrayal by loved ones.

A few (unsolicited) thoughts on Alienation: I like the idea of it, but there's some things that aren't clear. For example, what if one's tribe is centered around cybernetic upgrades and bleeding edge tech (as I assume many will be)? Would the PC still get alienated from them? Or will these tribes have a certain tech that they follow, and there will be a certain set of technology which causes Alienation?

It seems to me that the Alienation stat isn't so much of a personal characteristic, as it is a measure of how well one is accepted by the tribe. Sort of like honor in OA. Is that correct?
 

I always prefered the Grimm Cybertales version of humanity loss, it wasn't the most precise/accurate but for a game system it worked well. If I were to convert to D20 'Punk I would port the rules over almost directly as is.

Big if tho.. I like CP2020 as-is :)
 

HellHound said:
How would you handle it?

Should it be handled?
The design answer to these two questions is usually "sidebars". Feature it as prominently or discretely as you think you should (the 7 or so responses here say it has some prominence) and then wax philosophical in a couple sidebars:
For a more transhuman approach you might forgo the use of Humanity checks under such-and-such circumstances....
Oh, and while cyber-anything is not my thing, I think you've discover the long lost "Charisma based saving throw".
 

Primitive Screwhead said:
I always prefered the Grimm Cybertales version of humanity loss, it wasn't the most precise/accurate but for a game system it worked well. If I were to convert to D20 'Punk I would port the rules over almost directly as is.

Big if tho.. I like CP2020 as-is :)

I'm running a CP2020 game right now using my variant of the Grimm's Cybertales HL version.

I love that game to death. But there are things I need to change.
 

The cyberpsychosis rules in RTal's cyberpunk are inspired by Molly Millions' psycological problems, but that misses the point. Molly had herself turned into a killing machine because she was already a basket case, her modifications probably made her more functional rather than less. Everyone else's cyberpsycosis rules are there because RTal put them in and they never went back to the source to see how appropriate the rule was.
 

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