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[CyberPunk] CyberPsychosis
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<blockquote data-quote="Kichwas" data-source="post: 3640727" data-attributes="member: 891"><p>Humanity loss through cyberware is -NOT- part of the original literary genre.</p><p></p><p>It's a game balance mechanic in the Cyberpunk RPG, that's all. It also connects in a sense to a distorted perception of the genre, but it is not generally a major aspect of the literature, nor even a minor one. It is as much a defining element of Cyberpunk as Aslon is of fantasy - it might be an isolated theme in a few works here or there, but you won't find it as something even on the radar in the larger view.</p><p></p><p></p><p>Unless your game design suffers from an inability to balance your gadgets mechanics, you don't need it.</p><p></p><p>And it's not even present in all of the RPG adaptations of the genre. Most of which are based not on the literature, but on Pondsmith's game. The few with literary inspiration separate from Pondsmith tend to not include this mechanic.</p><p></p><p></p><p>If you are going to write a Cyberpunk RPG or setting, I strongly suggest first throwing out or locking away <strong>ALL</strong> of your Cyberpunk-claiming RPG material. Next read 10-20 different novels in the genre, and an assortment of movies. Different authors for every piece if possible.</p><p></p><p>While I do not like the book, Neuromancer is a must because it shapes the views of so many fans. But Software is required because it nearly started the genre for authors. Beyond that, get at least half your literature from material written in the 90s or later, and at least one from something written before the 70s (yes, they exist, and if you can't find them you don't know your Cyberpunk).</p><p></p><p>It also helps to have one or two anime in there, a lot like getting an anime or video game can help today with connecting to younger fans of fantasy. You may not like it, but your fans are getting emerged in it and you should at least understand it.</p><p></p><p>But don't open those RPGs until your own work is at least 90% complete.</p><p></p><p>If you do RPGs, you already understand action and plot for RPGs, and other than that those books have nothing of value to give you other than a lot of preconceived genre ideas that may or may not be totally off base.</p></blockquote><p></p>
[QUOTE="Kichwas, post: 3640727, member: 891"] Humanity loss through cyberware is -NOT- part of the original literary genre. It's a game balance mechanic in the Cyberpunk RPG, that's all. It also connects in a sense to a distorted perception of the genre, but it is not generally a major aspect of the literature, nor even a minor one. It is as much a defining element of Cyberpunk as Aslon is of fantasy - it might be an isolated theme in a few works here or there, but you won't find it as something even on the radar in the larger view. Unless your game design suffers from an inability to balance your gadgets mechanics, you don't need it. And it's not even present in all of the RPG adaptations of the genre. Most of which are based not on the literature, but on Pondsmith's game. The few with literary inspiration separate from Pondsmith tend to not include this mechanic. If you are going to write a Cyberpunk RPG or setting, I strongly suggest first throwing out or locking away [b]ALL[/b] of your Cyberpunk-claiming RPG material. Next read 10-20 different novels in the genre, and an assortment of movies. Different authors for every piece if possible. While I do not like the book, Neuromancer is a must because it shapes the views of so many fans. But Software is required because it nearly started the genre for authors. Beyond that, get at least half your literature from material written in the 90s or later, and at least one from something written before the 70s (yes, they exist, and if you can't find them you don't know your Cyberpunk). It also helps to have one or two anime in there, a lot like getting an anime or video game can help today with connecting to younger fans of fantasy. You may not like it, but your fans are getting emerged in it and you should at least understand it. But don't open those RPGs until your own work is at least 90% complete. If you do RPGs, you already understand action and plot for RPGs, and other than that those books have nothing of value to give you other than a lot of preconceived genre ideas that may or may not be totally off base. [/QUOTE]
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