Shadowrun: Cyberpunk and what's next? |
Shadowrun: Cyberpunk and what's next? |
Guest_Crimsondude 2.0_* |
Feb 9 2005, 03:26 AM
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#26
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You know, I don't mind SURGE in the books because it's vague, and IRL because I know of only one PC who underwent it in the very beginning. Since then, no one seems to even acknowledge its existence. |
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Guest_Crimsondude 2.0_* |
Feb 9 2005, 03:34 AM
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#27
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No. They're citizens without the right to vote. But what I meant was that a handful of corporations are not going to control every aspect of life, ever. Even if the government subcontracts the garbage service to a corp (like they do 2 miles from my house), they are not ultimately responsible for every aspect of people's lives, i.e. trash pickup. Corps will not engage in activity which is not profitable. Replacing governments is generally not profitable (PCC notwithstanding), whereas contracting out government services (clearly) is. |
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Feb 9 2005, 04:51 AM
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#28
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Financial Adept Group: Dumpshocked Posts: 76 Joined: 4-October 03 From: Western NY Member No.: 5,682 |
Yes, but my point is given the oppurtunity(via at least in SR, several major rulings and circumstances), it *is* profitable to a corporation to control people's lives, *especially* thier employees, who they get an immense ROI on in that situation.
Same reason most companies include health benefits and such to employees, it isn't directly profitable, but in the big picture it benefits the beast. Fictional example: you pay joe wage-slave $100,000 a year, we'll assume he maintains a standard 1-1.7 rate of return a fairly standard figure by today's standards at least(aka, for the $100,000 a year you pay joe, his work generates on average $170,000 for the company, gross, not net). He lives in corp housing, eats corp food, shops at the corporate store, etc. Lets assume he spends 100% of his income and relies on some corporate 401k for his retirement. $80,000(80% I previously stated, probly lowball) a year he spends on corp produced goods/services. Most retail products/services maintian a 4:1 profit to cost ratio for retail, and the same for manufacturering (it costs $5 to make, you sell it to walmart for $20, who in turn sells is to you, the consumer, for $80). Since hes spending his 80% on corp goods/services from the corp, they get the very good 16:1 return, maybe %10 off for some employee discount plan or something, but won't confuse the math at this point for that. So, if the $100,000 a year they pay joe , he returns $70,000 to the company in productivity, *and* 75,000 a year in profits off sales. Meaning the company is in reality paying him absolutley nothing to do his job. Services like garbage pickup ($15 per week), water ($30/w), administrative($100 annual), security ($3,000 annual) even if the corporation paid for his housing a bills ($1200/m)(though this is unlikley..plus sourcebooks mention they give the housing at discounted rates in the few examples). These costs are far over-exceeded by the money joe brings back into the fold by being under the corp's thumb. If joe was "outside the fold" then its likley only about 30% or less of his income might see its way back to the corporation. Again, if given the option, it is *very* much in the corporations interest to basically run people's lives, like many things, theres no direct profit, but any aspiring accountant can easily figure out this would be a huge profit getter as standard policy ;>. (I'm pretty sure my costs are mostly accurate based on current RL costs, though I can't account for the vast volume and such a AAA corp could in theory use to affect the numbers, chances are they're very over-stated in this scenario, as well as the fact that said corp only has to pay cost(+oppurtunity) for services/goods it creates in the application of living condition maintenance). |
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Feb 9 2005, 06:22 PM
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#29
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Neophyte Runner Group: Members Posts: 2,001 Joined: 26-February 02 From: Michigan Member No.: 1,514 |
No. I was continuing Demonseed Elites metaphor.
From his second post. I agree it's a good thing for the game to grow-I just don't necassarily agree it has always grown in the right direction or used the right methods to grow. I do agree that we need to focus on what the game is from here, since I can't just change continuity. It's just that the areas I would look at would, obviously, differ from what DE might. Now as I write this I will clarify my own postion to myself, as well as you. Also by disagreeing with DE, I am not heaping blame at his door, or assuming she is the root of all evil here. I am simplely posting a different view point.
And to a certain degree I agree. I don't think they are cmpletely correct though. Some of these elements are just as important today as they were 2000 years ago, let alone 20. The relation between man and society, man and machines-the struggle for identity will always be a part of the human process. Alienation and social stratification are always going to exsist. They are part of what make the game so damn powerful to me. I think we need to capitolize on the games roots and future better.
I may be the only guy here who doesn't care if Wiliam Gibson is the founding father of cyper punk, or if Neal Stephenson says we're in the new age. Now I understand that some people think they have stuff to say, and that's fine-I am not denying they have opinions. I will say they don't have the market cornered. I've got plenty of opinions on the state of affairs.
Then I disagree with what you say is inhuman. Unobtrusively being loaded with 3 points of cyberware is still as dehumanizing as three points of obvious wares. That technology is being utilized better in a more socially acceptable fashion (If that's even true in the 6th world.) does't mean that we've suddenly accepted this as standard practice, or even if we have that doesn't mean some how we retain our "Humanity". All of that wetware has an effect. If your street sam suddenly gets a new piece of ware and avoids bullets less, is he not a little less connected to the real world than Joe average? I can't take a bullet and laugh, that's for sure.
And here is a case of the game world not being a good enough mirror of what the sixth world would be, because of difficult and hindersome rules. Face it seperating the party is tough for a skilled GM. Decking isn't easy, it's a drawn out and complicated process on the best of days. let alone on its worse. But just because we as players can't utilize the game in this fahion well doesn't mean that when we write the game we should give up on this concept or some how write it out.
I agree thsi has happened, and I think it is a mistake. In my ow game they remain faceless. None of my players have ever met Damien Knight, or encountered a dragon. And we're cool with that. Because in our game those players in the game of life move in circles far above my players. f they were to meet those people it would be under cirumstances so drastic as to be life changing fo them. (How often do people get to really meet the president? I think of it sort of the same way.)
I like that we explore these groups, but I don't see their function in the same way.
A mistake in some ways, but realistic. I don't think these groups change the near absolute grip Mega's have on the world. After all how much economic clout does the DF have? Still not enough to directly compete with Aztechnology in my opinion. I think we just run different games here.
I guess that depends on how you run your game. I don't see it in the same way you do, which decking, rigging, and nearly anything could fit into in my opinion.
You're serious? we fundamentally view not only the game world differently but the real one apparently too. Since when has any ritual, religion or ideal connected more than segments of a society? This post has been edited by Pistons: Feb 9 2005, 07:26 PM |
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Feb 9 2005, 06:27 PM
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#30
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Neophyte Runner Group: Members Posts: 2,001 Joined: 26-February 02 From: Michigan Member No.: 1,514 |
Okay I ca't figure out why my post is fuxxored.
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Feb 9 2005, 06:37 PM
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#31
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Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
you have to note who's being quoted. {quote=mfb}blah blah.{/quote} replace the {} with [], obviously.
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Feb 9 2005, 06:51 PM
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#32
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Shooting Target Group: Members Posts: 1,757 Joined: 11-December 02 From: France Member No.: 3,723 |
Nah, you don't need to specify a name. I think it's only because he mispelled on that one, at the beginning:
"[QOUTE]And yeah, I agree that SR is growing up and that it's a good thing, and that the players should struggle less with Shadowrun's moving away from cyberpunk ideals and focus more on what Shadowrun should be from here. [/QUOTE] " |
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Feb 9 2005, 07:11 PM
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#33
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Neophyte Runner Group: Members Posts: 2,078 Joined: 26-February 02 Member No.: 67 |
Paul, you're interpreting some of my opinions too far. I don't have anyone in my games interact with Damien Knight or Lofwyr or anything. They never get that close. But in the game world, when a megacorporation does something now, it's usually attributed to a personality. Damien Knight is going for this, or Lofwyr wants that. It's not very faceless. The corporations seem to have distinct faces more than just "Ares."
And the relationship between man and technology is still immensely important, just different. In the game world of Shadowrun, people seem less alienated and dehumanized by technology and more adept at working technology into humanity or adapting humanity to technology in a synergystic fashion. Which reflects our current real life views about technology and how they have changed since the 80s. In the 80s, America was losing jobs to Japanese zaibatsus and was worried about acid rain and greenhouse effect from industrial pollution. That went to American dot-commers living it up and a cellphone, iPod, and hybrid car for every man, woman, and child. We've come to accept, even shape, our relationship with technology. If there's an underlying anxiety now, it's in extremist and fundamentalist groups utilizing our technological society against us in terrorism. Which has crept into Shadowrun in interesting ways (what is the Renraku Arcology situation if not an originally-optimistic technological infrastructure being usurped by fanatics?). Personal views about religion aside, Shadowrun has never stressed a dehumanizing factor in magic. Pretty much the opposite, with its focus on neo-tribalism or the integration of mages into society through corporations. There's a whole lotta communal activity in Shadowrun magic, from an economy of traded foci and formulae, to magical initiatory groups, to a shaman communing with their totem. |
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Feb 9 2005, 07:22 PM
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#34
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Mr. Johnson Group: Dumpshocked Posts: 2,587 Joined: 25-January 05 From: Berkeley, CA Member No.: 7,014 |
Cybermancy? Blood Magic? Bugs (specifically, the Universal Brotherhood)? Corporate Wagemages? Dragon/IE overlords with hidden agendas? The Great Ghost Dance (the magical equivalent of nuclear weapons)? Secret conspiratorial magic societies (Illuminates of the New Dawn, half of the folks in Threats)? Not to mention considerable latent racism against the new metahuman races (remember, Brackhaven almost won the UCAS election). While I'm not discounting your view that magic has beneficial effects in the Sixth World, it also has had a deletorious effect on humanity as well. Magic is just another tool for people to inflict destruction and injustice on other people, just as technology is just a tool for better or for worse. More people are scared of magic than embracing it in the Sixth World, and rightly so. Magic has also "marked" those who practice it with crosshairs... remember the adage "Geek the mage first?" There are a number of ways that Magic is portrayed as beneficial and as dehumanizing. I think this is the way it should be... this isn't "World of Darkness", where Magic is ONLY used by the powerful to maintain their power, nor is it some sort of happy fun fairy land like Narnia where magic can only do (mostly) good. Shadowrun takes the concept of Magic and couches it in realistic terms, which is part of why the setting is so compelling. |
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Feb 9 2005, 07:36 PM
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#35
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Neophyte Runner Group: Members Posts: 2,078 Joined: 26-February 02 Member No.: 67 |
Most of these things aren't common knowledge to the people of the Sixth World. And corporate wagemages? Most shadowrunners might scoff at the lifestyle, but most normal people don't. Being a wagemage is virtually easy street. There is some prejudice against magic, but it certainly doesn't seem pervasive in Shadowrun. Dunkelzahn was elected president of the UCAS, afterall, and he's a millenia-old giant lizard who could melt your brain with a thought. And he got in on a message that couldn't really be described as anything but optimistic and inclusive, even in a cynical world like SR. Maybe his message was all a lie, but it must have been a comforting lie. Besides, that's partially my point. In cyberpunk, it wasn't about the application of technology (or in SR's case, magic). It was that technology, itself, and the culture it creates, was a dehumanizing force. Neither technology nor magic, nor the societies they create, is really a dehumanizing force in Shadowrun now, it comes down to who is using it and how. Which is more in line with our views as a society today, in real life, as opposed to say, the 80s. |
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Feb 9 2005, 08:07 PM
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#36
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Mr. Johnson Group: Dumpshocked Posts: 2,587 Joined: 25-January 05 From: Berkeley, CA Member No.: 7,014 |
And that's exactly why mundanes are afraid and jealous of magic... corporate wagemages are in positions of power and high salaries, by virtue of a single talent that only 1 in 100 possess. It is like the resentment common middle-class/lower-class people have against doctors, politicians, and lawyers (who comprise less than 1 in 100 of the population) and other high paying professions... the feeling that "I'm poor because these fat cats are rich and they are taking all of my money". Also, prejudice against magic has a subset of prejudice against the metahuman races, which is one of the single biggest culture shock factors of the Sixth World. I'm in agreement with the notion that magic and technology aren't universally dehumanizing, realistically... well-written cyberpunk shows both sides of the story, with a focus on "the gutterpunk looking upwards". But both elements CAN and ARE dehumanizing in some cases, and Shadowrun still carries those themes, and those themes are, in fact, some of the more compelling things about the setting as a whole. Shadowrun just does it with a holistic and wide-angle POV rather than from the narrow POV from the streets. |
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Feb 9 2005, 08:14 PM
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#37
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Moving Target Group: Members Posts: 527 Joined: 30-January 04 Member No.: 6,043 |
I think magic can be a little dehumanising, on the shamanic side of things. You've got people striving to emulate their totem, be it Snake, Crab, Fenrir, etc. Some of these totems can lead to some pretty bizarre people, especially if things get played up. And then there are toxic shamans...
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Guest_Crimsondude 2.0_* |
Feb 9 2005, 08:37 PM
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#38
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Guests |
They strive to live up to the principles of their totems, not emulate them.
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Feb 9 2005, 08:46 PM
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#39
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Moving Target Group: Members Posts: 675 Joined: 26-February 02 From: Seattle Member No.: 2,034 |
Company towns have existed, and do exist now. Places where the corporation owns the land, the houses, the furniture, everyone works for the corporation, etc. Throw in a company controlled pension you loose if you quit and the corporation might as well own the person after a couple decades.
I actually find the snow crash style of things more plausible than the company town model, and very compatible with the old feeling of shadowrun. People living prepackaged lifestyles in corporate owned neighborhoods. This is actually a reasonably large business for disney today. They have at least a few such "towns" where people are living their whole lives in the disney bubble. The big trend in malls today is supposedly the "town center" which is physically modeled after a real small downtown, but without the civil rights and with a bunch of huge parking lots next-door. Throw in a bunch of cross promotion, incentives, etc then transfer the tribalism many americans today feel about thier government to their corporation and it is very easy to see a large swath of people interacting primarily with one corporation. I knew quite a few people who were ridiculously loving of thier corporations during the 90's when they all expected to get rich from them. Sheesh talk to somebody who works at microsoft for years (not somebody who leaves, somebody who stays), it can get extreemly creepy. |
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Feb 9 2005, 09:03 PM
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#40
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Neophyte Runner Group: Members Posts: 2,001 Joined: 26-February 02 From: Michigan Member No.: 1,514 |
I'm sorry I didn't mean to imply your game specifically. I apologize for using you as my whipping boy/girl. (Sorry I honestly have no idea what your gender is, and have been too lazty until this point to ask. I believe you are male, am I wrong? :) ) It was my intent to say that sometime the material presented in the books is meant more as a snap shot of a small part of the sith world. It is not, I think the writers intent to be all inclusive, but rather to set themes for us, the players, to draw from. My problem is themeatic, not a specific section of writing (Usually. I admit to my own personal pet peeves.) or specific author.
I agree with this asessment completely. I agree with you. I do think that's a bad move on the games part as a whole. That's why I don't emphasize those parts of the game in my own game. I am betting your game may be similar, but even if it isn't as long as you're having fun who am I to really criticize? The golden rule for me is do what's fun. My group just has a weird idea of fun. (Think Ronin meets the hopeless feel of the end of Dawn of the Dead with a Pulp Fiction tyle narrative, and you got our game. Yeah I said Tarantino. :) )
Now see, and I am having fun dwelving off like this DE (Best conversation I have had all week. Period.), I see it differently. I think we are, as awhole, even more isolated and alienated. Alone. How many people turn to the internet for their interaction these days? How many of us get the lions share of our socialization through machines? Automated banking, and more, have allowed us to remove the (wo)man from business. I can live athome, telecommute, order groceries to be delivered, with direct deposit to pay on my check card, buy my moie tickets from automated teller- the list goes on. I can have even less human interaction than any other time in human history. I think this would be evenworse in the sixth world. A situation exacerbated by the sixth worlds many disconnects-magic, the matrix, rigging. Man is now closer with the tools he uses than at any other time in history-imagine what the sixth world would be like? That's my view point.
What you see as acceptance I see slightly differently. For me it's the difference betwen saying Okay and Mea Culpa. Society seems to have given in at points, as if Machines have dictated our future. How many people do you know, or does any one her eknow that live on their cell phones, their schedule dictated by it, or by their job?
I think that misses a lot of things. I know a lot, A LOT of people who don't own computers because they're afraid of them or don't understand them. Technology has alienated all sorts of people-how much of th world actually has access to computers? To the internet? Technology is the privilege of those witht he money to have it.
Agreed.
Which I think is the writers loss. Think of how mundanes must feel? Magic is this X factor. This unexplainable X factor that just shows up at random, no socioeconomic factors that can be controled, no heritage or genetics that can be reliablely screend for. It'd be like winning the lottery, and the prizeis being a freak that everyone wants to use and th public thinks of as a walking human nuclear weapon. Wow, what a great prize right? Now sure there are some coping systems right? Neotribals, or hermetic orders-but those are selective too right? Some discriminate based on all sorts of factors besides just having magical capabilities-race, gender, nationality, etc...So it's not like you just won the powerball, fucked Miss America and moved into the white house at the same time. |
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Feb 9 2005, 09:11 PM
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#41
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Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
why is socialization online less valid that socialization face-to-face? i'd call it more post-humanization than de-humanization. which is, i think, where SR--and cyberpunk as a whole--is heading. the 'threat' is no longer from big, monolithic, faceless entities; it's from small, fast-moving, ever-mutable groups who are taking advantage of the great power available to the individual.
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Feb 9 2005, 09:20 PM
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#42
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Moving Target Group: Members Posts: 527 Joined: 30-January 04 Member No.: 6,043 |
I think that's what I was trying to say. But you're right, there's a difference. It's a matter of degree, and I'm sure there are shamans all along the range from "emulate" to "live up to principles." I'm talking about the extremes. |
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Feb 9 2005, 09:56 PM
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#43
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Moving Target Group: Members Posts: 527 Joined: 26-February 02 Member No.: 1,118 |
I wrote a section for SOTA:2063 on health spells' applications into genetic engineering and bioware, as well as the engineering of certain Awakened traits, under the catch-all term "Magenics". This was stated as a push toward the more biotech(rather than cybertech, though not in exclusion of) friendly idea of post-Cyberpunk, which I think Shadowrun has a unique path towards, vis-a-vis its integration of magic and technology. I am a fan of certain cyberpunk authors' works, and the genre itself, but having read a few post-Cyberpunk novels, such as The Diamond Age and Transmetropolitan, and been very impressed, I am of the mind that Shadowrun has the means (see above) and the drive to evolve a bit into the post-Cyberpunk genre/era.
Cyberpunk was a product of the 1980's, a time when the Japanese were producing the absolute cutting edge of technology, Japanese corporations were overtaking markets where American interests had prior flourished, glass and chrome corporate culture was at an alltime peak, computer technology for the home user was a new and innovative concept, and biotechnology was a futuristic bogeyman that rarely made the headlines. Greed was good and the idea of genetically engineered or nanotech-augmented humanity had by and large not been considered. It turns out that the Japanese didn't take over the global economy, information systems integrated with, rather than mutating, culture and society, and cocaine-snorting men in five thousand dollar suits with cellphones the size of small cars ceased to be the apex of corporate haute couture. It was a different time, and a different mindset. Some of its predictions were true, others proved as vacuous as the idea that we'd all be in flying cars and living on the moon by the year 2000. Post-cyberpunk is a more organic, yet equally fantastic and high-tech, vision of the future. There's still cyberware, because in the end metal just plain outperforms meat in certain fields. There is more emphasis on bioware, on genetech, and on nanotech. That this evolution, in Shadowrun, occurs simultaneous to the presence of magic, grants Shadowrun the opportunity that no other game has, insofar as evolving into a unique and intriguing Awakened post-Cyberpunk world. When I'm not attempting to get certain existing rules ratified for sanity's sake, I'm working on ideas along this thread. I'll probably continue attempting to submit my ideas for Magenics as opportunity arises. I think Shadowrun, like all other things, should be an evolving work-in-progress. Fantasy is eternal, based on cultural myth more than current culture, so D&D, while stable, is also less capable of any form of novel evolution. Shadowrun, on the other hand, has great evolutionary opportunity. But that's just my opinion. I think it's a pretty solid one, but in the end it's most important that a game evolve in tune with the beliefs of its players, more than the beliefs of one crackpot writer, or one freelancer, or one production line manager. |
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Feb 9 2005, 11:43 PM
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#44
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Moving Target Group: Members Posts: 983 Joined: 26-February 02 Member No.: 326 |
I thought it was derivative survival-horror pap, cleverly integrated into the existing Shadowrun canon, but if you'd like to look deeply for a more literary agenda, please, feel free.
That perspective views city-dwelling progressive humans from 20 - 30 as being the only people in society. Which they're not. The fact is, there are a large number of people who do not fit in this modernistic mold; you're describing the razor's edge as if it were the entire razor. Despite the permeation of technology in every factor of our living - on the razor's edge, and some way further down the blade as well - we have become even more isolated as individuals from that technology. 200 years ago, there was very little technology that could not be understood in its entirety by any single reasoning being. One man, for instance, can, in fact, build a steam engine. Today's technology, conversely, is inexplicable, and an increasing number of increasingly complicated things happen behind black plastic boxes whose function we are only dimly familiar with. If technology in Shadowrun has not followed a similar track, it is to the detriment of the game, and I would consider such to be supremely unrealistic. With more of technology being a removal of the human mind from its physical constraints, with much more technology being hidden away and horribly unexplicable, the disconnection of humans and their machines, as well as the disconnection between humans who use the latest technology and those who do not, should get /wider,/ not narrow. Of course, this is only my perspective, informed by a different set of information than your own, and used to fill a different purpose, most likely, in my game than your perception is. That's why I'm somewhat careful about describing your own perceptions as being incorrect; rather, I would characterize them as different from my own, serving a different purpose, and at worst, less realistic given the history of technology in our civilization. |
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Feb 9 2005, 11:57 PM
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#45
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Neophyte Runner Group: Members Posts: 2,001 Joined: 26-February 02 From: Michigan Member No.: 1,514 |
A valid point certainly. I examined my comments and realized that I was looking at life in a very traditional fashion. Same for humanity-and then I realized I have no good reason why. So yeah I agree that post humanization could describe some of it. Maybe not all, but some. As for the rest:
I think if I wrote that sentence it would read like this:
Obviously my version differs from your own. |
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Feb 10 2005, 12:00 AM
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#46
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Neophyte Runner Group: Members Posts: 2,078 Joined: 26-February 02 Member No.: 67 |
I do like to look deeply into it, since I helped write it. ;) I won't deny it was some survival-horror fun. But, like this thread, I do a ton of serious thinking about Shadowrun, and I did when I worked on the Arcology material also. You should see the huge discussion I'm having with Lars and Peter on one of the freelancer groups right now. We put a lot more serious discussion into this stuff than people might think. And yeah, I realize those cultural descriptions don't describe everyone, but they describe roughly the same facet that cyberpunk originally reflected. It's just that the feelings that cyberpunk developed off of don't particularly resonate today, especially with people who grew up in the years after the cyberpunk-inspired 80s. And WK, if only I could write Shadowrun material like Transmetropolitan. I just don't think I could get away with so many four-letter words. :grinbig: Paul, You're right, your wording differs from his a bit. But if you turn on the news on a given night in America or talk to most people and ask them about their concerns, they revolve a lot more around those mutable groups than anything else. |
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Feb 10 2005, 01:03 AM
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#47
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Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
heh, not really. i agree with your statement; that's how things are in SR. but my statement was referring to real life, explaining why the changes outlined in your statement are occuring. i didn't make that as clear as i could have. god, can you imagine trying to write a ruleset that accurately portrays transmet? |
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Feb 10 2005, 01:13 AM
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#48
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Moving Target Group: Members Posts: 527 Joined: 26-February 02 Member No.: 1,118 |
Heh, it's the post-Cyberpunk theme and ideas, not the actual world, that I found inspiring in Transmet. I don't think anyone capable of making an RPG that simulated the world of Transmetropolitan would also be capable of being allowed to wander about unmedicated and unrestrained.
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Feb 10 2005, 01:58 AM
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#49
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Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
they let neal stephenson roam the streets...
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Feb 10 2005, 02:00 AM
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#50
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Running Target Group: Members Posts: 1,032 Joined: 6-August 04 Member No.: 6,543 |
Tell ya what you get bioware that you can make in a day,and then have it be stable,I will then say cyberware is gone.
But the facts simple, that once you get the resources to build cyberware, you can do so at speed and in numbers. Bioware on the other hand well. Now as for a little trick, we live in a world with less care about other people. We live in areas where we do not know who lives next to us, or care what happens down the street. We live in a world where tens of people are killed each day. We do not blink. Yet we spend months of our times when a rich black guy, or some random white guy kills his wife? We live in a world that will have you pay for the honor of being a walking add and have you think it is cool. |
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