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<blockquote data-quote="Graf" data-source="post: 2756042" data-attributes="member: 3087"><p>If you want to keep playing the same games then I suppose so.</p><p>But he’s not talking about playing cyberpunk in the 1980s… (which could be pretty cool). He’s talking about how views of the future have changed over the past twenty years.</p><p>Your snide dig about Cthulhu is specious because the 1920s are fixed… the “near future” just isn’t. You may like the version of the near future that was imagined in the 1980s by the folks at R. T but its hardly pecuiliar to expect that the world might be developed to reflect such minor changes to reality as... say... the internet.</p><p></p><p></p><p>I would be facinated to know how you define genre such that this statement becomes true.</p><p></p><p>From Neuromancer, to Cyberpunk, Shadowrun, Perdido Street Station, When Gravity Fails, Ghost in the Shell (especially 2) and most every other semi- or pseudo- cyberpunk related book/game/whatever that I can think of the question of how implanted cyberware impacts the psyche of the person is a central theme.</p><p>Heck, even Johnny Memonic in the movie lost his memory and past. I mean... what stories are you trying to reference here? Starwars?</p><p></p><p>They do because "you put a hunk of metal where flesh was, it works exactly like your arm, you never notice the difference except your stronger" makes for a boring story. Despite the main character having a fake hand nobody talks about Starwars being "cyberpunk" because cyberware that doesn't have any kind of impact on the character is very -out- of genre.</p><p></p><p>The fluff text for the optional rules like "piece of your soul" make it very clear the writer "gets" this, though the "you lose 400 exp" isn't anything that impacts roleplaying. How do you roleplay losing xp? Are you breifly stupider? Destracted by your glittering new mechanical appentage? Spending that time getting used to the new device?</p><p></p><p>I'd have been thrilled with some kind of novel new rules module or idea or different possible effect (Torg and others have had Cyberware as the path to god); BUT since the whole book is basicaly just a re-write of Cyberpunk 2020 its hardly fair to demand that this one section be new.</p><p></p><p></p><p>If you want to play cybersuperheroes then yah, it totally boned the system for you.</p><p></p><p>I personally don't like cyberpunk 2020 and don't play it. But of all the problems with the game cyberpsychosis wasn't one of them and is very much in genre.</p><p></p><p>I did go on about it a bit, and I could see that it detracted from the review for you but the actual cricism of the book on this point is iron clad.</p></blockquote><p></p>
[QUOTE="Graf, post: 2756042, member: 3087"] If you want to keep playing the same games then I suppose so. But he’s not talking about playing cyberpunk in the 1980s… (which could be pretty cool). He’s talking about how views of the future have changed over the past twenty years. Your snide dig about Cthulhu is specious because the 1920s are fixed… the “near future” just isn’t. You may like the version of the near future that was imagined in the 1980s by the folks at R. T but its hardly pecuiliar to expect that the world might be developed to reflect such minor changes to reality as... say... the internet. I would be facinated to know how you define genre such that this statement becomes true. From Neuromancer, to Cyberpunk, Shadowrun, Perdido Street Station, When Gravity Fails, Ghost in the Shell (especially 2) and most every other semi- or pseudo- cyberpunk related book/game/whatever that I can think of the question of how implanted cyberware impacts the psyche of the person is a central theme. Heck, even Johnny Memonic in the movie lost his memory and past. I mean... what stories are you trying to reference here? Starwars? They do because "you put a hunk of metal where flesh was, it works exactly like your arm, you never notice the difference except your stronger" makes for a boring story. Despite the main character having a fake hand nobody talks about Starwars being "cyberpunk" because cyberware that doesn't have any kind of impact on the character is very -out- of genre. The fluff text for the optional rules like "piece of your soul" make it very clear the writer "gets" this, though the "you lose 400 exp" isn't anything that impacts roleplaying. How do you roleplay losing xp? Are you breifly stupider? Destracted by your glittering new mechanical appentage? Spending that time getting used to the new device? I'd have been thrilled with some kind of novel new rules module or idea or different possible effect (Torg and others have had Cyberware as the path to god); BUT since the whole book is basicaly just a re-write of Cyberpunk 2020 its hardly fair to demand that this one section be new. If you want to play cybersuperheroes then yah, it totally boned the system for you. I personally don't like cyberpunk 2020 and don't play it. But of all the problems with the game cyberpsychosis wasn't one of them and is very much in genre. I did go on about it a bit, and I could see that it detracted from the review for you but the actual cricism of the book on this point is iron clad. [/QUOTE]
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