Teflon Billy
Explorer
Previous to my receipt of Ex Machina, I received another publisher’s Cyberpunk game and read through it. Upon finishing it, I thought myself “hmmm, yep…that’s a cyberpunk game alright” and set it aside without much more thought.
And that was that.
Cyberpunk, I realized with some astonishment, had become quaint. I remembered the genre fondly for the gaming with which it had provided me (and took a walk down memory lane with my old, incredibly quaint Shadowrun collection), and for its cute literary visions of drugged-up badasses with rat-tail haircuts and bionic arms that seemed so…”true”…back in the day.
But despite all that, I set the product aside because, frankly, it was just not gripping me anymore.
Then at Gen Con, Guardians of Order’s Mark MacKinnon gave me a copy of their new Cyberpunk game; Ex Machina.
It was a whole different story.
Ex Machina convinced me that Cyberpunk is still vital, still current and most importantly still gameable.
The first chapter gives a very nice, very complete breakdown of the Cyberpunk genre and makes reference to some of the more obscure members of the movement (nice to see Paul DiFillipo get his props) as well as the “titans” (Gibson and Sterling)
It’s easy enough to review the mechanics right now: Ex Machina uses Guardians of Order’s flexible Tri-Stat system.
Character “templates” (which are more akin to D20 classes for you D20 afficianados reading) touch most of the bases necessary for the genre, including such cyberpunk stalwarts as the Street Samurai, the Hacker, the Suit and the Tech; as well as less obvious choices such as the Idol (celebrities, like Rick Rickenharp from John Shirley’s Penumbra books), Teleoperator (Neurally connected Vehicle Pilots a’la Cowboy, from Walter John Williams Hard Wired).
One of my favorite facets of the Tri Stat system in it various incarnations is that character generation assumes broad levels of competence, which can be flawed away should the player decide the character is less competent in certain areas. This is retained in this version.
I was worried that, using the same system as Silver Age Sentinels would result in a neutering of firearms lethality—a pretty crucial element to most cyberpunk combat—but the additions of the Shock value and Traumatic Wounds rules nicely ensure that when characters start shooting in this game, characters start dying.
The technology and equipment chapter is impressive in its scope as it provides not only a list of items, but also guidelines for establishing a background technological level for your world. This entire section, though not credited to him specifically, has the fingerprints of David Pulver all over it.
This is a good thing.
Pulver is, pound-for-pound, the reigning king of “Technology in RPG’s”, with previous credits that include GURPS Ultra Tech (which a I got a lot of use from) and GURPS Vehicles (which left me absolutely clueless with it’s attention to detail and complexity). The gadgetry here hews closer to the former example than the latter (whew!)
If the supplement had ended here, it would’ve been slightly better done than the other cyberpunk game I mentioned at the beginning of this review. It would’ve received a 3/5 rating.
It would’ve gone on my shelf and maybe been looked at again.
But the publishers elected to include four (!) sample settings as well, and they hired the right people to do them, and they are brilliant.
Bruce Baugh’s contributed setting is called Heaven Over Mountain,a nd examines the society which springs up around Earth’s first “Beanstalk” space elevator. Here is the blurb used to describe it…
…The Orbital Tower project, or as everyone calls it when not on the job, the beanstalk, draws on the traditions of biotechnology to simultaneously present the largest artefact in the solar system and an ecosystem so distinctive as to be almost an alien world unto itself.
It rises from Earth to orbit, via carbon nanotube, and is reinforced by biotechnology. The elevator is a living thing, governed and groomed by vast networks of humans and artificial intelligence. The city at its base, and those along its length, are focal points for political and economic power – yet only from the elite reaches of Heaven can one gain perspective and a sense of the world below; a huge fraction of the world's trade and manufacturing now depends on this one thing, a 25,000-kilometer-high tree with a mind of its own…
Amongst the four settings presented, Baugh’s comes closest to being “classic” cyberpunk, but the inclusion of all of your standard cyberpunk tropes viewed through the lens of the changes wrought on society by the “Beanstalk” makes this the “everything old is new again” setting. And it is fresh. Moreso than any of the others Heaven over Mountain is a fascinating read, given the amount of care and attention the author gives to making sure that everything makes sense. If there is an underclass, you know why. If there is an oppressive power group, you understand why they are oppressive. In the best traditions of the genre, there is no good or evil. Mostly, there is self-interest.
The sheer amount of material Baugh packs into his allotted 38 pages is substantial, including…
It’s impressive.
And it’s followed by something just as impressive.
Underworld is my visceral favourite of the settings presented. Its blurb is as follows…
…Underworld is to Cyberpunk what the Third World is to the United States. Where most cyberpunk worlds immediately evoke a futuristic metropolis, Underworld is the hellhole where the cheap labour is found.
Same world, different focus.
This is not the place to find the existential angst of a hard-bitten ex-cop or the messianic fantasy of an awakened uber-hacker. Underworld is a dusty mirror of the world “above” that has created and maintains it. The needs of the wealthy demand the existence of Underworld.
Underworld is a closed community, where drones toil endlessly for the corporate masters. Their lives in the factories an unending hell, yet life on the street is nasty, brutish, and short. Mafia, Yakuza, gangs, and strange societies divvy up the territory, each trying to survive another day…
Bleak doesn’t begin to describe it.
This is a world where America’s gap between haves and have-nots has increased to a degree that would make the top-hatted capitalists of Charles Dickens’ era choke. An undeclared war by the rich upon the poor has trapped most anyone possible into a life of indentured servitude.
As written, the setting is, largely about gang-warfare between groups of organized criminals in the absence of any law or order. Underworld is philosopher Thomas Hobbes’ “war of all against all” made flesh.
The authors, Chris Gossett and Brad Kayl (apparently a couple of guys the publisher met in Las Vegas who cranked out the mother of all pitches to land the gig) detail the various gangs, cabals, families and clans in great detail, and provide a depressing breakdown of how easy it would be for the rich to pull something like this off (starting, as always, with scapegoating).
They provide new rules/options for creatures living amongst the industrial detritus, behaviour modification chips in the brain, New equipment and some well-realized important NPC’s for the setting.
Mostly what they do is model what a society without law would look like. It ain’t pretty, but it sure seems gameable.
Next up is IOSHI, by Rebecca Borgstrom of Nobilis/Exalted fame.
I’m embarrassed to say this, but I, after several readings of IOSHI, have no idea what the setting is supposed to model, or how it is playable. I’ll admit right now that this is likely a failing on my part (and my attempts to digest the IOSHI setting are largely what delayed this review until now), and I suspect I'm missing something obvious.
I will give you what I have gentle readers, but I urge you to take what I say here with a grain of salt, because I am lost.
Here is the blurb…
…Individually Organised Science and Hobby Index. The development of human knowledge is strictly limited by the sophistication of the techniques used to organise and convey that knowledge. IOSHI (a.k.a. “the well”) conveys knowledge in the traditional fashion: datajacked into a two-level personal library stored on a chip in one’s brain. It serves as a significant boon to anyone who can afford personal or professional access. With a solid grasp of the state of the art, those who have learned from the well are just plain better.
IOSHI is a patented technology. Getting to the state of the art isn't just a matter of money; it's a matter of legal entanglement. By the time you've dragged yourself permanently out of the ghetto, the corporate power structure owns you -- usually a few hundred corporations own very small pieces of you, to be more precise…
Okay. A lot of the fiction included in the setting seems to suggest that there is some similarity of tone to Bruce Sterling’s Schismatrix and Shaper/mechanist stories (ie. People fighting tooth and nail over concepts and suchlike, rather than resources). The characters can apparently consciously include themselves in some manner of community or subculture, and program themselves with a variety of “aspects” which alter their personalities and abilities…
Okay, folks. I give up. Anything I say about this setting is just so much naughty word, because I do not understand it.
I’m just going to have to walk away from a critique of it. I will say this: there is very clearly something going on here. It’s complex and it’s high-concept. That’s about as much help as I can be. If you liked Ms Borgstrom’s previous work, I say give this a shot. Nobilis--and unbeleivably respcted and well put-together work-- also lost me.
Email me if you have any insights because I would in all seriousness like to know what I’m missing.
The final of the four settings is Michelle Lyons’ Deadalus, and of them all, it is the most human, causing the characters (and, I will bet, the players) to examine some beliefs that are held as truisms by most of the free world.
Here is the blurb for Daedalus…
…In a sort of 90-minutes-from-reality future, things haven't gone so well. The shadow government set up to free us from the fear of total federal collapse in case of a terrorist strike has instead become the real power in the world. Their think-tank of the brightest minds of the time is Daedalus – now free from the checks and balances that keep more available agencies from overstepping themselves, Daedalus has taken over.
The new government is devoted to the protection and welfare of the political and socio-economic state, no matter the cost.
It’s a happy place, where everyone is chipped and tracked; the watchers are scattered through the community, from local businesses, to church-group leaders, to the Regional Patrols … all the way up to the Department of National Security. But sometimes the programming crashes, and you are left alone in your mind…
This is brilliant stuff. Of the four settings Daedalus is the one I wish my kids would play, it doesn’t ask hard questions; it makes the players ask them.
And to its credit, the setting provides no answers to such conundrums.
The setting describes a totalitarianism that, with the chips in place, is making the world better as everyone marches forward in lock-step with the status quo.
It’s shocking to me that I think this, but I suspect that a large number of Americans—post 9/11—would be only too happy to have the Daedalus implants in place if they (as the setting posits) were originally used as a means to combat terrorism, and they were found to ensure that the normal white-bread “Plays in Peoria” culture would remain dominant.
It reminds me of a quote from William Gibson in an interview on Adrienne Clarkson Presents….
He said: “Good science fiction isn’t about the future—that might be where it takes place—but good science fiction is about right now…”
Daedalus is good science fiction.
So in closing, I love this. It has taken a genre on which I felt the sun had set, and made me realize that it’s not only still relevant…it’s about as relevant as it has ever been.
A look at the contributors list is shocking. It’s like looking at the RPG all-stars.
It’s as if they collected the names I would like to see doing each of the appropriate sections, and hired them to do so.
Techno-goodies and their effects on the world? David Pulver
Standard Cyberpunk Setting tuned-up for freshness and performance? Bruce Baugh
Absolutely Opaque Setting that leaves a humble EN World denizen like myself scratching his head and feeling retarded? Rebecca Borgstrom.
Thinking person’s cyberpunk setting? Michelle Lyons.
It’s all good.
Post ENnie awards, I was discussing with another Staff Reviewer/Judge (Hola Senor Gath!) about the sheer quality of RPG products hitting the shelves these days. His response was that if it kept up, we might have to declare a new “Golden Age of RPGS”
Between The Authority, BESM Deluxe, and now Ex Machina, it’s become pretty clear to me that Guardians of Order are definitely in the front ranks of those pushing the golden age forward.
5/5
And that was that.
Cyberpunk, I realized with some astonishment, had become quaint. I remembered the genre fondly for the gaming with which it had provided me (and took a walk down memory lane with my old, incredibly quaint Shadowrun collection), and for its cute literary visions of drugged-up badasses with rat-tail haircuts and bionic arms that seemed so…”true”…back in the day.
But despite all that, I set the product aside because, frankly, it was just not gripping me anymore.
Then at Gen Con, Guardians of Order’s Mark MacKinnon gave me a copy of their new Cyberpunk game; Ex Machina.
It was a whole different story.
Ex Machina convinced me that Cyberpunk is still vital, still current and most importantly still gameable.
The first chapter gives a very nice, very complete breakdown of the Cyberpunk genre and makes reference to some of the more obscure members of the movement (nice to see Paul DiFillipo get his props) as well as the “titans” (Gibson and Sterling)
It’s easy enough to review the mechanics right now: Ex Machina uses Guardians of Order’s flexible Tri-Stat system.
Character “templates” (which are more akin to D20 classes for you D20 afficianados reading) touch most of the bases necessary for the genre, including such cyberpunk stalwarts as the Street Samurai, the Hacker, the Suit and the Tech; as well as less obvious choices such as the Idol (celebrities, like Rick Rickenharp from John Shirley’s Penumbra books), Teleoperator (Neurally connected Vehicle Pilots a’la Cowboy, from Walter John Williams Hard Wired).
One of my favorite facets of the Tri Stat system in it various incarnations is that character generation assumes broad levels of competence, which can be flawed away should the player decide the character is less competent in certain areas. This is retained in this version.
I was worried that, using the same system as Silver Age Sentinels would result in a neutering of firearms lethality—a pretty crucial element to most cyberpunk combat—but the additions of the Shock value and Traumatic Wounds rules nicely ensure that when characters start shooting in this game, characters start dying.
The technology and equipment chapter is impressive in its scope as it provides not only a list of items, but also guidelines for establishing a background technological level for your world. This entire section, though not credited to him specifically, has the fingerprints of David Pulver all over it.
This is a good thing.
Pulver is, pound-for-pound, the reigning king of “Technology in RPG’s”, with previous credits that include GURPS Ultra Tech (which a I got a lot of use from) and GURPS Vehicles (which left me absolutely clueless with it’s attention to detail and complexity). The gadgetry here hews closer to the former example than the latter (whew!)
If the supplement had ended here, it would’ve been slightly better done than the other cyberpunk game I mentioned at the beginning of this review. It would’ve received a 3/5 rating.
It would’ve gone on my shelf and maybe been looked at again.
But the publishers elected to include four (!) sample settings as well, and they hired the right people to do them, and they are brilliant.
Bruce Baugh’s contributed setting is called Heaven Over Mountain,a nd examines the society which springs up around Earth’s first “Beanstalk” space elevator. Here is the blurb used to describe it…
…The Orbital Tower project, or as everyone calls it when not on the job, the beanstalk, draws on the traditions of biotechnology to simultaneously present the largest artefact in the solar system and an ecosystem so distinctive as to be almost an alien world unto itself.
It rises from Earth to orbit, via carbon nanotube, and is reinforced by biotechnology. The elevator is a living thing, governed and groomed by vast networks of humans and artificial intelligence. The city at its base, and those along its length, are focal points for political and economic power – yet only from the elite reaches of Heaven can one gain perspective and a sense of the world below; a huge fraction of the world's trade and manufacturing now depends on this one thing, a 25,000-kilometer-high tree with a mind of its own…
Amongst the four settings presented, Baugh’s comes closest to being “classic” cyberpunk, but the inclusion of all of your standard cyberpunk tropes viewed through the lens of the changes wrought on society by the “Beanstalk” makes this the “everything old is new again” setting. And it is fresh. Moreso than any of the others Heaven over Mountain is a fascinating read, given the amount of care and attention the author gives to making sure that everything makes sense. If there is an underclass, you know why. If there is an oppressive power group, you understand why they are oppressive. In the best traditions of the genre, there is no good or evil. Mostly, there is self-interest.
The sheer amount of material Baugh packs into his allotted 38 pages is substantial, including…
- The history of the Beanstalk, and the beanstalk consortium
- The math and science behind its construction
- The economics behind its day-to-day operation
- The power players behind its construction
- The elevator earth-terminus and its environs (in useable detail)
- The various “neighbourhoods” along its considerable length
- The myriad organizations, management factions, and anti-consortium groups present
- Current events
- Piles of rules additions/options for gameplay.
It’s impressive.
And it’s followed by something just as impressive.
Underworld is my visceral favourite of the settings presented. Its blurb is as follows…
…Underworld is to Cyberpunk what the Third World is to the United States. Where most cyberpunk worlds immediately evoke a futuristic metropolis, Underworld is the hellhole where the cheap labour is found.
Same world, different focus.
This is not the place to find the existential angst of a hard-bitten ex-cop or the messianic fantasy of an awakened uber-hacker. Underworld is a dusty mirror of the world “above” that has created and maintains it. The needs of the wealthy demand the existence of Underworld.
Underworld is a closed community, where drones toil endlessly for the corporate masters. Their lives in the factories an unending hell, yet life on the street is nasty, brutish, and short. Mafia, Yakuza, gangs, and strange societies divvy up the territory, each trying to survive another day…
Bleak doesn’t begin to describe it.
This is a world where America’s gap between haves and have-nots has increased to a degree that would make the top-hatted capitalists of Charles Dickens’ era choke. An undeclared war by the rich upon the poor has trapped most anyone possible into a life of indentured servitude.
As written, the setting is, largely about gang-warfare between groups of organized criminals in the absence of any law or order. Underworld is philosopher Thomas Hobbes’ “war of all against all” made flesh.
The authors, Chris Gossett and Brad Kayl (apparently a couple of guys the publisher met in Las Vegas who cranked out the mother of all pitches to land the gig) detail the various gangs, cabals, families and clans in great detail, and provide a depressing breakdown of how easy it would be for the rich to pull something like this off (starting, as always, with scapegoating).
They provide new rules/options for creatures living amongst the industrial detritus, behaviour modification chips in the brain, New equipment and some well-realized important NPC’s for the setting.
Mostly what they do is model what a society without law would look like. It ain’t pretty, but it sure seems gameable.
Next up is IOSHI, by Rebecca Borgstrom of Nobilis/Exalted fame.
I’m embarrassed to say this, but I, after several readings of IOSHI, have no idea what the setting is supposed to model, or how it is playable. I’ll admit right now that this is likely a failing on my part (and my attempts to digest the IOSHI setting are largely what delayed this review until now), and I suspect I'm missing something obvious.
I will give you what I have gentle readers, but I urge you to take what I say here with a grain of salt, because I am lost.
Here is the blurb…
…Individually Organised Science and Hobby Index. The development of human knowledge is strictly limited by the sophistication of the techniques used to organise and convey that knowledge. IOSHI (a.k.a. “the well”) conveys knowledge in the traditional fashion: datajacked into a two-level personal library stored on a chip in one’s brain. It serves as a significant boon to anyone who can afford personal or professional access. With a solid grasp of the state of the art, those who have learned from the well are just plain better.
IOSHI is a patented technology. Getting to the state of the art isn't just a matter of money; it's a matter of legal entanglement. By the time you've dragged yourself permanently out of the ghetto, the corporate power structure owns you -- usually a few hundred corporations own very small pieces of you, to be more precise…
Okay. A lot of the fiction included in the setting seems to suggest that there is some similarity of tone to Bruce Sterling’s Schismatrix and Shaper/mechanist stories (ie. People fighting tooth and nail over concepts and suchlike, rather than resources). The characters can apparently consciously include themselves in some manner of community or subculture, and program themselves with a variety of “aspects” which alter their personalities and abilities…
Okay, folks. I give up. Anything I say about this setting is just so much naughty word, because I do not understand it.
I’m just going to have to walk away from a critique of it. I will say this: there is very clearly something going on here. It’s complex and it’s high-concept. That’s about as much help as I can be. If you liked Ms Borgstrom’s previous work, I say give this a shot. Nobilis--and unbeleivably respcted and well put-together work-- also lost me.
Email me if you have any insights because I would in all seriousness like to know what I’m missing.
The final of the four settings is Michelle Lyons’ Deadalus, and of them all, it is the most human, causing the characters (and, I will bet, the players) to examine some beliefs that are held as truisms by most of the free world.
Here is the blurb for Daedalus…
…In a sort of 90-minutes-from-reality future, things haven't gone so well. The shadow government set up to free us from the fear of total federal collapse in case of a terrorist strike has instead become the real power in the world. Their think-tank of the brightest minds of the time is Daedalus – now free from the checks and balances that keep more available agencies from overstepping themselves, Daedalus has taken over.
The new government is devoted to the protection and welfare of the political and socio-economic state, no matter the cost.
It’s a happy place, where everyone is chipped and tracked; the watchers are scattered through the community, from local businesses, to church-group leaders, to the Regional Patrols … all the way up to the Department of National Security. But sometimes the programming crashes, and you are left alone in your mind…
This is brilliant stuff. Of the four settings Daedalus is the one I wish my kids would play, it doesn’t ask hard questions; it makes the players ask them.
- Is free will better than happiness and contentment?
- Is it ethically superior?
- What makes false happiness false?
- Should the PC’s be fighting to destabilize a happy and content population?
- Is it our personalities that make us human?
And to its credit, the setting provides no answers to such conundrums.
The setting describes a totalitarianism that, with the chips in place, is making the world better as everyone marches forward in lock-step with the status quo.
It’s shocking to me that I think this, but I suspect that a large number of Americans—post 9/11—would be only too happy to have the Daedalus implants in place if they (as the setting posits) were originally used as a means to combat terrorism, and they were found to ensure that the normal white-bread “Plays in Peoria” culture would remain dominant.
It reminds me of a quote from William Gibson in an interview on Adrienne Clarkson Presents….
He said: “Good science fiction isn’t about the future—that might be where it takes place—but good science fiction is about right now…”
Daedalus is good science fiction.
So in closing, I love this. It has taken a genre on which I felt the sun had set, and made me realize that it’s not only still relevant…it’s about as relevant as it has ever been.
A look at the contributors list is shocking. It’s like looking at the RPG all-stars.
It’s as if they collected the names I would like to see doing each of the appropriate sections, and hired them to do so.
Techno-goodies and their effects on the world? David Pulver
Standard Cyberpunk Setting tuned-up for freshness and performance? Bruce Baugh
Absolutely Opaque Setting that leaves a humble EN World denizen like myself scratching his head and feeling retarded? Rebecca Borgstrom.
Thinking person’s cyberpunk setting? Michelle Lyons.
It’s all good.
Post ENnie awards, I was discussing with another Staff Reviewer/Judge (Hola Senor Gath!) about the sheer quality of RPG products hitting the shelves these days. His response was that if it kept up, we might have to declare a new “Golden Age of RPGS”
Between The Authority, BESM Deluxe, and now Ex Machina, it’s become pretty clear to me that Guardians of Order are definitely in the front ranks of those pushing the golden age forward.
5/5