The CyberRave campaign setting is a cybernetics-heavy, near-future campaign set a little more than two generations in the future. Megacorporations and smaller business ventures are as powerful as governments. Personal freedoms take a back seat to national and economic security. Consumerism runs rampant, and many people spend their entire lives in pursuit of a better lifestyle -- one filled with more and higher-quality material possessions. To achieve this, most people depend heavily on credit, and thus never truly own the things with which they define themselves. The rich get richer and the poor get poorer.
Information is the ultimate commodity. Governments and businesses vie to have the best thinkers develop new technologies. Market research and advertising techniques are only slightly less valuable than new scientific advances. The value of any material good or service can rocket or plummet based on new advances. The VRNet, successor to the Internet, provides new methods for gaining information, but it makes securing valuable knowledge more difficult.
A CyberRave campaign is about more than independent heroes fighting against a world of tyranny and corporate greed, though those are important elements. It's about exploring human nature and the construction of new societies.