MGibster
Legend
I'm about to start a Cyberpunk Red campaign this week, and in an early chapter on character generation, "Soul and the New Machine," we've given these three things that make a character a cyberpunk:
This isn't to say none of our characters in Cyberpunk didn't care about style at all. One player I knew in the early 1990s created a Fixer whose main weapon was a pistol that looked like Han Solo's blaster and every round was a tracer. And fashion could be important as how you dressed would make a difference in how you were treated by different groups. Don't dress like street trash in a Corpo environment and don't dress in a Corpo at a dive bar in the combat zone.
Another old example I can think of is White Wolf's Vampire the Masqurade which was supposed to be about personal horror, but for a lot of us at least, it was more like superpowered weirdos in trench coats and katanas kicking butts and taking names. I don't think that's what White Wolf was going for originally.
Are there any games you can think of where there's a disconnect between the audience and the creators?
- Style Over Substance: It doesn't matter how well you do something, as long as you look good doing it.
- Attitude is Everything: It's truth. Think dangerous; be dangerous. Think weak; be weak.
- Live on the Edge: The Edge is that nebulous zone where risk-takers and high rollers go.
This isn't to say none of our characters in Cyberpunk didn't care about style at all. One player I knew in the early 1990s created a Fixer whose main weapon was a pistol that looked like Han Solo's blaster and every round was a tracer. And fashion could be important as how you dressed would make a difference in how you were treated by different groups. Don't dress like street trash in a Corpo environment and don't dress in a Corpo at a dive bar in the combat zone.
Another old example I can think of is White Wolf's Vampire the Masqurade which was supposed to be about personal horror, but for a lot of us at least, it was more like superpowered weirdos in trench coats and katanas kicking butts and taking names. I don't think that's what White Wolf was going for originally.
Are there any games you can think of where there's a disconnect between the audience and the creators?