Showing posts with label Alienation. Show all posts
Showing posts with label Alienation. Show all posts

Sunday, 23 March 2014

Alienation: the Thingification!

Last week's Alienation post - an alternative cyberware "humanity" system for Cyberpunk 2020 - has received some great feedback which I'd like to answer here. I'm going to save questions about the maths in the Rejection guidelines for a different post, but otherwise i'll try to cover the big stuff here...

The big things in this post:
  • Should INT be the main attribute in the Alienation roll?
  • Expanding the table - including sense/memory loss and more...
  • Different tables for different cyberware. EDIT: forgot to do that. Will deal with it in another post...
For those who missed it, the original rules googledoc is here. 

To recap:
  • The aim of the rules is to replace cyberpsychosis with a more setting neutral system. "Metal turns people into inhuman monsters" is such a defining idea that it becomes central to a cyberpunk setting. It doesn't fit a game based on Neuromancer or Ghost in the Shell or Deus Ex, let alone a more optimistic "transhuman" game. 
  • These rules give cyberware a Rejection rating. When a character installs new cyberware - or has heart bypass surgery, or suffers a serious malfunction, or or - s/he makes an Alienation check. If the check is "failed" s/he rolls against a table to determine the negative effects of the installation.
  • "Alienation" effects represent adaptation problems caused by the discrepancy between the user's new capabilities and physical form and her existing mental architecture/social relationships, etc. A person who dedicates time and energy to adapting - to being "mindful" of his new cyberware - can use the Transhumanism skill to mitigate the risk of Alienation tests.
  • As a side note, these rules don't apply any kind of value judgement to cyberware installation or "metal." A metal robot installing fleshy parts a la The Bicentennial Man would take Alienation tests just like a cyborg...
I'd like to thank a variety of people for looking these rules over, particularly VFTE types Mort, Senior Officer Mikael Van Atta and Malek77, along with Nathan Hawks on G+. Classic artwork in this post from Cyberpunk 2013 owned by R Talsorian Games, used without permission.

So, to get down to responding to and applying feedback:

Monday, 10 March 2014

Alienation - alternative "humanity loss" rules for Cyberpunk 2020

Humanity Loss needs to go!


The following post contains an alternative system for Cyberpunk 2020 cyberware, designed to reflect the psychological effects of cyberware without the hard, arbitrary limits of the humanity loss system. It's designed to be flexible and player facing - presenting the possibility of significant psychological costs while giving the player the choice of determining exactly how they manifest in her PC. 

In addition, these rules don't come with a major setting assumption. This could slot into a game set in the early years of Transhuman Space or Cyberpunk 2020 or even Traveller 2300. It reflects any world where the pace of technological change is determined by corporate competition, where people are filling themselves with prototype gear before the psychological implications are understood or where 'runners find themselves loading up on heavy metal simply to survive. It doesn't force the GM into assuming cyberware has any one effect on people. The negative consequences are based on universal addiction and body image narratives that everyone is familiar with, even if they've been lucky enough not to experience them for themselves.

This post contains the rules - with a link to a googledoc for easier access - and then some designer's notes and philosophical nonsense. I'd love some feedback!

EDIT: A follow-up post full of people's feedback is here.