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Old 09-13-2022, 09:43 PM   #46
Fred Brackin
 
Join Date: Aug 2007
Default Re: Cyberpunk, Space Travel, and Setting Design

To add to tshiggins well thought out words about punk attitude another core element of the punk attitude is self-destructiveness.

This interacts strongly with the "cyber" part as cyberpunks do things that really aren't good for them. This is a core concept in old school cyberpuk games that have "Humanity" scorers or "essence" counts. This also ties into the nihilism. If you're going to die young anyway then why not leave a chromed out corpse?

If yout ake out the"punk" attitude you can end up with what is sometimes called "cyberprep". Cyberpreps still get modified but they don't just throw away their humanity. Much of the time they don't even get visible modifications.

Cyberprep might not be as extreme as some forms of Transhumanism that are still very dismissive of "humanity" and seek to get rid of that but don't live in grubby slums while they're doing it.

Another crossover thread for old school cyberpunk is taking the "What dt he PCs do" and filling it up with things borrowed from the "Heist" genre seen in Ocean's Eleven or Mission Impossible.

The cyber in UT and Bio-tech is generally much closer to cyberprep than cyberpunk. It doesn't tend to be self-destructive or gaudy even.

So there's st a little mroe to think about. How "punk" do you want your PCs to be in terms either of attitude or self-destructiveness? Then you decide if your campaign s going to emphasize the rage agaist the machine or are your PCs probably going to be professionals for hire?
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Fred Brackin
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