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Cyberpunk Red: One Year Later
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<blockquote data-quote="Grendel_Khan" data-source="post: 8470166" data-attributes="member: 7028554"><p>I hear you, but I think--apologies in advance if this seems aggressive--you might doing a tiny bit of overthinking yourself. Should humanity loss really be about intent? What happens if someone gets a prosthetic that isn't all that great, but has a compartment for a pistol? Should that trigger less humanity loss than a super-chromed-up monstrosity with a pop-out spur and jump-jets? By your framing--which, again, makes a lot of sense--I'd say yes, but then would you regain some of that lost humanity by later downgrading? Does that still make sense?</p><p></p><p>I also get that, mechanically, Humanity loss (and similar stuff in other games) is about reigning in PCs. But when I think about the cyberpunk fiction I've really loved, cyberpsychosis isn't really a factor. Is the Major in Ghost in the Shell, with her full body replacement, on a razor's edge between sanity and psychosis? Is Batou? They seem deeply human and almost unnaturally level-headed, to me. And is the cop who refuses to get any mods more human, and less disordered? Or in Neuromancer, is Molly's personality a product of her being modded, or her life experiences, which were rough throughout and include what sounds like a pretty brutal recovery from the procedure?</p><p></p><p>I feel like there are smarter ways of handling PCs' mods now. Could just treat the body like equipment slots, and where you're full, you're full, no need to moralize the decision. A game where all the players are full-body borgs seems totally fine to me. There could still be a ton of variety in what different PCs get, whether they all start fully modded or work toward it.</p></blockquote><p></p>
[QUOTE="Grendel_Khan, post: 8470166, member: 7028554"] I hear you, but I think--apologies in advance if this seems aggressive--you might doing a tiny bit of overthinking yourself. Should humanity loss really be about intent? What happens if someone gets a prosthetic that isn't all that great, but has a compartment for a pistol? Should that trigger less humanity loss than a super-chromed-up monstrosity with a pop-out spur and jump-jets? By your framing--which, again, makes a lot of sense--I'd say yes, but then would you regain some of that lost humanity by later downgrading? Does that still make sense? I also get that, mechanically, Humanity loss (and similar stuff in other games) is about reigning in PCs. But when I think about the cyberpunk fiction I've really loved, cyberpsychosis isn't really a factor. Is the Major in Ghost in the Shell, with her full body replacement, on a razor's edge between sanity and psychosis? Is Batou? They seem deeply human and almost unnaturally level-headed, to me. And is the cop who refuses to get any mods more human, and less disordered? Or in Neuromancer, is Molly's personality a product of her being modded, or her life experiences, which were rough throughout and include what sounds like a pretty brutal recovery from the procedure? I feel like there are smarter ways of handling PCs' mods now. Could just treat the body like equipment slots, and where you're full, you're full, no need to moralize the decision. A game where all the players are full-body borgs seems totally fine to me. There could still be a ton of variety in what different PCs get, whether they all start fully modded or work toward it. [/QUOTE]
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