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Not your father's Cyberpunk
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<blockquote data-quote="Zenon" data-source="post: 114253" data-attributes="member: 352"><p>I'm probably going to repeat previous posters, but here goes:</p><p></p><p></p><p></p><p>Call me old fashioned, but I prefer the 80's style cyberpunk like Gibson's Neuromancer. Netrunners gathered around monochrome green phosphor screens, trading black ice on bulletin boards. Cyberware that's not as good as a replacement rather that better than the real thing. So I'm retro, don't hold it against me. If I see a game with something better that catches my eye, I wouldn't reject it.</p><p></p><p></p><p></p><p>Faceless corporate power grinding the little guy down. Corps so big that in their own territories the have their own laws, but not so big they can stand toe-to-toe with national governments. Super-toys that most people can't have or can't afford. Restriction on weapons that are legal to carry. Rules for improvising equipment. Any equipment guide should have the past twenty years worth of stuff in it because it will be the most mainstream.</p><p></p><p></p><p></p><p>Magic. Super-duper nanotech. Make it gritty and personal. Everyday should feel like a struggle to survive.</p><p></p><p></p><p></p><p>If anything, I could stand from an updated netrunning section like another poster said. Originally I thought that the Netrunner CCG would make a great addition to Cyberpunk 2020. I could set up the Corp net using cards and the netrunner would have his cards that represented the program he had. I could then play my cards while dealing with the rest of the group while he did his run. Having a good system for netrunner is a top priority.</p><p></p><p>The humanity loss in CP was a good idea. I can think of two sources of the top of my head that show that as your power increases, you no longer consider yourself part of humanity. Both are relatively old:</p><p></p><p>Star Trek (original) "Where No Man Has Gone Before" - brief synopsis - Gary Mitchell gains super ESPer power and has delusions of godhood.</p><p></p><p>"The Watchmen", DC Comics - brief synopsis - Doctor Manhattan, the ultimate superhero. He can do just about anything. Melt a tank, teleport masses of people, see the future. But he has trouble relating to how people feel, no longer seeing how his actions affect those around him.</p><p></p><p>Ok, you can laugh at the examples, but both have had an impact on how I see people gaining "miracle" or "super" powers from cyberware would consider themselves.</p><p></p><p>BTW, does anyone have a link to the Cityscape by Battlefield Press? It sounded interesting...</p></blockquote><p></p>
[QUOTE="Zenon, post: 114253, member: 352"] I'm probably going to repeat previous posters, but here goes: Call me old fashioned, but I prefer the 80's style cyberpunk like Gibson's Neuromancer. Netrunners gathered around monochrome green phosphor screens, trading black ice on bulletin boards. Cyberware that's not as good as a replacement rather that better than the real thing. So I'm retro, don't hold it against me. If I see a game with something better that catches my eye, I wouldn't reject it. Faceless corporate power grinding the little guy down. Corps so big that in their own territories the have their own laws, but not so big they can stand toe-to-toe with national governments. Super-toys that most people can't have or can't afford. Restriction on weapons that are legal to carry. Rules for improvising equipment. Any equipment guide should have the past twenty years worth of stuff in it because it will be the most mainstream. Magic. Super-duper nanotech. Make it gritty and personal. Everyday should feel like a struggle to survive. If anything, I could stand from an updated netrunning section like another poster said. Originally I thought that the Netrunner CCG would make a great addition to Cyberpunk 2020. I could set up the Corp net using cards and the netrunner would have his cards that represented the program he had. I could then play my cards while dealing with the rest of the group while he did his run. Having a good system for netrunner is a top priority. The humanity loss in CP was a good idea. I can think of two sources of the top of my head that show that as your power increases, you no longer consider yourself part of humanity. Both are relatively old: Star Trek (original) "Where No Man Has Gone Before" - brief synopsis - Gary Mitchell gains super ESPer power and has delusions of godhood. "The Watchmen", DC Comics - brief synopsis - Doctor Manhattan, the ultimate superhero. He can do just about anything. Melt a tank, teleport masses of people, see the future. But he has trouble relating to how people feel, no longer seeing how his actions affect those around him. Ok, you can laugh at the examples, but both have had an impact on how I see people gaining "miracle" or "super" powers from cyberware would consider themselves. BTW, does anyone have a link to the Cityscape by Battlefield Press? It sounded interesting... [/QUOTE]
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