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[CyberPunk] CyberPsychosis
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<blockquote data-quote="painandgreed" data-source="post: 3637133" data-attributes="member: 24969"><p>Seems that most futureshock happened to the people who didn't keep up and get the cybernetic enhancements. Much like a person who doesn't have a cell phone or email in the present day. I really don't remember too many issues with people becoming sociopaths due to too many enhancements. Most were already sociopaths and that's why they wanted all those enhancements. Bladerunner: they were formed without humanity and were desperatly trying to find it. Robocop: he was made the way he was and became more human as he went on despite being all robot. Battle Angel Alita had the cyber crazies, but again, most were trying to offset their previous emotional problems by cybering up and there were plenty of mostly cyber characters that continued to develop socialy and spiritually. Bruce Sterlings shaper and machinist stuff presented neither as particularly socially disfuntional due to level of modification (in their own socieites anyway). It was the purely human "super brights" that were disfunctional and self destructive. I can't remember too many cyberpunk or post modern sources where cyber enhancements decreased their social or spirtual abilities. Where it affects the person at all, it tends to show them the importance of such and thus increase them.</p><p></p><p>Not to say that there aren't some sources that use that trope, but I don't think it's prevelant in the genre as a whole. I wouldn't mind hearing your sources though. I enjoy the genre although it's been years since I've read much. I need to break out Storming the Reality Studio again and give it a re=read.</p><p></p><p>It seems that the entire cyberpsychosis thing is in there as a balancing factor for role playing games (besides money). If you want to use it as such then do and if you don't, then don't. Decide on the flavor of your game and if you want every brain in a box to be a sociopath or just another guy. Other balancing factor such as money for maintenance and legal restrictions can be used to limit PCs from cybering themselves out.</p></blockquote><p></p>
[QUOTE="painandgreed, post: 3637133, member: 24969"] Seems that most futureshock happened to the people who didn't keep up and get the cybernetic enhancements. Much like a person who doesn't have a cell phone or email in the present day. I really don't remember too many issues with people becoming sociopaths due to too many enhancements. Most were already sociopaths and that's why they wanted all those enhancements. Bladerunner: they were formed without humanity and were desperatly trying to find it. Robocop: he was made the way he was and became more human as he went on despite being all robot. Battle Angel Alita had the cyber crazies, but again, most were trying to offset their previous emotional problems by cybering up and there were plenty of mostly cyber characters that continued to develop socialy and spiritually. Bruce Sterlings shaper and machinist stuff presented neither as particularly socially disfuntional due to level of modification (in their own socieites anyway). It was the purely human "super brights" that were disfunctional and self destructive. I can't remember too many cyberpunk or post modern sources where cyber enhancements decreased their social or spirtual abilities. Where it affects the person at all, it tends to show them the importance of such and thus increase them. Not to say that there aren't some sources that use that trope, but I don't think it's prevelant in the genre as a whole. I wouldn't mind hearing your sources though. I enjoy the genre although it's been years since I've read much. I need to break out Storming the Reality Studio again and give it a re=read. It seems that the entire cyberpsychosis thing is in there as a balancing factor for role playing games (besides money). If you want to use it as such then do and if you don't, then don't. Decide on the flavor of your game and if you want every brain in a box to be a sociopath or just another guy. Other balancing factor such as money for maintenance and legal restrictions can be used to limit PCs from cybering themselves out. [/QUOTE]
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