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Nu Cyberpunk Expand / Collapse
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Posted Tuesday, July 25, 2006 12:32 AM
Knight

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I like the point of not calling it Cyberpunk. I'd probably call it "No Future" - it covers the punk attitude, and how the people actually living through it wonder how come they have so little future, and what went wrong.

The dictionary definition (to paraphrase Chambers) of cyberpunk is a form of science fiction literature set in a dystopian future characterised by the relationship between humanity and technology (From cyber - and punk).

To quote Webster's (because it's easier to find online)

" The McGraw Hill edition of the Random House Webster's Collegiate Dictionary (1991) defines "cyberpunk" as "1. science fiction featuring extensive human interaction with supercomputers and a punk ambiance. 2. Slang. a computer hacker"

 Following the above, if you want a Nu-cyberpunk game, it would need to futuristic, have a punk attitude, and some technology people interact with more than they do today. The people who populate that world will follow definition 2, in that there will be those who use knowledge and skill to beat the system and hack the world to their advantage, and there'll be a big load of "script kiddies" who copy the big boys.

 In terms of modern SF gaming, I really like Transhuman Space for GURPS. While I get bored by many aspects of the GURPS engine, the sourcebooks reflect a pretty hopeful vision of the future, in which Biotechnology and artificial intelligence have gone as far as they could by 2100, and humanity's slowly spreading through space, even while civil war keeps brewing in parts of Central Africa, and there' s a huge underclass across the world. It's purposely not cyberpunk - it's not dystopian. It could be made hugely dark if you wanted to though.

Somehow, people always seem to prefer games in a troubled setting, where the conflicts are obvious, as opposed to starting in a place where everything seems happy and normal and only by digging beneath the surface can you find the trouble.

Nu-cyberpunk - it'd probably be as varied as the original was, and full of ideas that won't be taken up on.

No, you probably don't remember my character from the events I've been to.

Post #7495
Posted Tuesday, July 25, 2006 12:42 AM
Prodigal

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Tom Nowell (7/25/2006)
Somehow, people always seem to prefer games in a troubled setting, where the conflicts are obvious, as opposed to starting in a place where everything seems happy and normal and only by digging beneath the surface can you find the trouble.

  Interesting point...


  WARNING: the information above may have been subjected to dangerously high levels of ignorance.

OOC (and on Pagga): Carrie
Post #7498
Posted Tuesday, July 25, 2006 12:00 PM
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I've heard the term "Post Cyberpunk" applied to things like Neal Stephenson's work a fair bit, and I think it'd apply pretty well for what's being talked about here too. Of course, nothing wrong with a bit of neologism if nu-cyberpunk sticks better.

I'll second the Transhuman Space mention, and throw in media references to Ghost in the Shell: Stand Alone Complex (Anime Series), Transmetropolitan (Warren Ellis comics), Accelerando (Charles Stross novel).

It does seem that the cyberpunk genre is rapidly merging with the transhuman one - Bruce Sterling was heading that way from pretty early on with the Shaper/Mechanist stories. Others are doing it more and more as well, now, with the focus seeming to move away from "what's cool and bleeding edge, and how can I get it into a story" and towards "how will these things that are already starting to happen affect people and society".

I've already been mining the above (and other) resources with a mind to running small local post-Cyberpunk game focussing on identity, what it is to be human, when you stop being human and start being something other. I've not gotten very far with it yet, and I'm not yet even certain if it'll happen, but I've had some interest coming up from my local player base.

--
Eggwhite
ST Runnymede DA:Vampire MET LARP
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Post #7606
Posted Tuesday, July 25, 2006 1:19 PM
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Eggwhite (7/25/2006)
I've already been mining the above (and other) resources with a mind to running small local post-Cyberpunk game focussing on identity, what it is to be human, when you stop being human and start being something other.

  That sounds interesting.  You'd think it would be a theme which comes up often in larp, given the amount of non-human characters in most systems, but somehow it's an atmosphere which is hard to capture.  I think it's because it's hard to OC suspend disbelief over the idea that a person covered in latex and facepaint is something non-human, while simultaneously feeling an IC sense of disbelief that something so weird really exists.


  WARNING: the information above may have been subjected to dangerously high levels of ignorance.

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Post #7644
Posted Tuesday, July 25, 2006 1:39 PM
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If you find a decent Vampire LARP where the whole "personal horror" theme is being used, you'll usually find certain aspects of the same kind of play in there as people play out being on a path or gradually losing their humanity.

Of course, you'll usually also try to find the people who are trying to get their humanity down to one so that they can do what they like, or who have generated their character on "path of whatever I was going to do anyway".

Similarly, the UA tabletop RPG has it's madness meters and Cthulhu has it's san - both of which, if actually played with rather than only referred to when it's all gone or maxed out, handle changes to who you are and what that might mean. They're mechanics rather than themes, but the fact that those games have those mechanics shows us the kinds of games that could potentialy be looked to for inspiration.

EDIT: To clarify - I'm not saying I'd use these mechanics (although I do like UA's madness meters), just that the games they're from have themes that relate to loss of humanity and loss of self or identity which could be drawn from.

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Eggwhite
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Post #7653
Posted Tuesday, July 25, 2006 2:50 PM
Prodigal

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  I like loss of sanity as a theme in a character.  I've had one character who essentially had a nervous breakdown caused by various IC things including being forcibly made into a vampire (this is in a non-Vampire fantasy system).  Having a character who winds up going over the edge, for whatever reason, is great fun- I haven't played anything with a mechanic for insanity, but I'd be interested in trying it, to see if it feels helpful.

  But somehow, I don't think I've ever really felt the boundary between the human and the inhuman to be an issue in larp.  With the character who became a vampire, the issue was not loss of humanity, but a feeling of being rejected by her god, combined with totally coincidental pre-existing phobias of blood and undead.  Similarly, I've enjoyed playing human characters who hate non-humans on principle, but it always winds up feeling like extended racism rather than anxiety over what really constitutes 'humanity', if that makes sense.  It's hatred of a different sort of person because they look funny and they're coming in here and stealing our jobs, and will probably murder us all in our beds.  The sort of deep, anxious uncertainty over where we draw the line over what it means to be human doesn't seem to come up.

  I'll bear in mind what you say about Vampire.  I'm not aware of any games running near me at the moment, and coming from a standard fantasy background I find the combat rules offputting, but I'd be interested in giving it a go.


  WARNING: the information above may have been subjected to dangerously high levels of ignorance.

OOC (and on Pagga): Carrie
Post #7701
Posted Tuesday, July 25, 2006 3:05 PM
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I'll bear in mind what you say about Vampire. I'm not aware of any games running near me at the moment, and coming from a standard fantasy background I find the combat rules offputting, but I'd be interested in giving it a go.


I'll warn you, you'll almost certainly see more bad than good with regard to people playing the loss of self and the loss of humanity - Places where I know good stuff happened would be Wakefield (never been there, but heard so much good about it being a fantastic game) and London (I've heard of both horrors and fantastic things. I didn't get on with their games, but could see the appeal it held for others).

It's not a theme that's often explored by everyone in a game as it's always quite a personal thing to play out - so if it's visible to an outsider then it's only going to be so over the long term.

The idea in vampire is basically the one that the more you do and the longer you last, unless you fight it all the time and work to avoid it, the last vestiges of your humanity gradually ebb away until you're a ravening beastie. Or until you throw away your humanity and make the decision to hold back that beastie some other way... As an observer in those games, you're probably not going to see much of that struggle unless you're playing through it yourself - all you'll see is usually either the fallout when it goes wrong or the different moralities people come up with to prevent it.

What I'd try and do in a post-cyberpunk game would be to make people think about what their character defines as human, what they hold onto to convince them that they still are human when they're half implants and their brain has been uploaded onto a computer to speed it up. Then, challenge those in game. Put those things they hold on to at risk, or demonstrate to them a different idea of what it is to be human through other characters. There'd need to be more to the game than that, but it's a skeleton to build on.

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Eggwhite
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Post #7710
Posted Tuesday, July 25, 2006 3:39 PM
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Eggwhite (7/25/2006)
I'll warn you, you'll almost certainly see more bad than good with regard to people playing the loss of self and the loss of humanity

  Noted.


Eggwhite (7/25/2006)
What I'd try and do in a post-cyberpunk game would be to make people think about what their character defines as human

  This sounds like a good idea.  How would you you actually go about doing it in practice?


  WARNING: the information above may have been subjected to dangerously high levels of ignorance.

OOC (and on Pagga): Carrie
Post #7719
Posted Tuesday, July 25, 2006 4:32 PM