A corollary to my point about cyberpunk being present in all editions of Shadowrun. The simple definition of transhumanism is using science and technology to improve human mental and physical capabilities. By that definition Shadowrun has had transhumanist trappings from the very beginning. In SR4 the actual word transhumanist starts to get used because it has become a bit more prominent in SF culture, but Shadowrun has been about enhancing (meta)humanity with technology and magic since 1989.
So I really don't understand the notion that SR4 is ++transhumanism and --cyberpunk.
So I really don't understand the notion that SR4 is ++transhumanism and --cyberpunk.
What's your definition of "cyberpunk?" My understanding of cyberpunk is pretty well summed up by the first couple paragraphs in the wikipedia article:
Now, tell me which part of the above description does SR4 not fulfill that SR1-3 did fulfill? Shadowrun has always taken the focus broader than hackers for the protagonists and has never done more than dabble with noir but aside from those minor quibbles Shadowrun has had all of the signature elements of cyberpunk from SR1 to SR4A. While SR4 added a few transhumanist elements, I don't believe they removed any of the cyberpunk elements. Perhaps your bias against transhumanism, as evinced by your use of "transemo", is coloring your perception of SR4.
As an aside, what do you even mean by "transemo?" All I understood was that you meant it to be negative.
Now, tell me which part of the above description does SR4 not fulfill that SR1-3 did fulfill? Shadowrun has always taken the focus broader than hackers for the protagonists and has never done more than dabble with noir but aside from those minor quibbles Shadowrun has had all of the signature elements of cyberpunk from SR1 to SR4A. While SR4 added a few transhumanist elements, I don't believe they removed any of the cyberpunk elements. Perhaps your bias against transhumanism, as evinced by your use of "transemo", is coloring your perception of SR4.
As an aside, what do you even mean by "transemo?" All I understood was that you meant it to be negative.
Perhaps it is my coloured perception of SR4 but here is how I see things being different. In sr1-3 characters grafted huge chunks of metal and technology onto their body in order to advance. sr4 seems to have characters integrate technologies within their bodies to get to the next level (Nanies, gene splicing). one is external one is internal. It started with 3rd edition, when they allowed ghouls, and vampires as playable characters, with the changes to regen. The other thing with later versions of sr is that magic has be cranked up to 11, and has displaced technology for augmentation, it started with Otaku, then excellerated with technomancers and mages who get more powerful through possession. All this points to a going beyond humanity that sr 1-2 never touched. That is how it is more transhuman than cyberpunk. It will be even more so once sr4 embraces cyberbrains, cyborgs and full digitization to the matrix.
It's not cyberpunk because the "cultural fermentation" has left for warring pantheons (dragons and new megacorps). I haven't heard of acid rain, burnt out cars, smog and neon for a dog's age. The feel of megacorporations has even changed.
Personally I see cyberpunk as an offshoot of trans-humanism that focuses on the world sucking and technology eating away at your soul rather than helping you become something more. Trans-humanism (evolving human, becoming more than human) can be found in Philip Dick novels, cyberpunk just takes these ideas and looks at them through the eyes that becoming more than human isnt a good thing. D&D is ultimately a Trans-humanist game, where when your hit epic level you are becoming more than human.
It's transhuman in definition, but not the SF genre that has grown in prominence.
Well, SR has always been about exploring both, imo. Cyberzombies and ghouls side by side with the street sams and mages. I guess if those are your definitions I would have to say that SR has always been a little on the tranhumanist side of things though; Dunklezhan's fascination with metahumanity in large part stemmed from the potential he saw in technology to be a force for good, rather than the purposes we were using it for.
Some of it is technology. Much of it is magic and contageon based. I know I hear more about ghoul and zombie based shadowrun games than I do anarchistic or corporate espionage. Maybe the old themes are boring, and the new ones fit more of the video game generation, it just seems to be a flavour that lost it's pink mohawk.
I dunno. Just because players have often opted out of the noir setting doesn't mean the game did. Heck, they kept the Private Investigators/Detective around long after it was pretty obvious nobody used those characters. The original Into the Shadows anthology starts with a short story about a former cop turned investigator and maintains a very film noir tone to it.
You look at the older published adventures like Mercurial, Dreamchipper and even Killing Glare from 1993. All have very noir-esque elements to them. Looking after a famous dame while investigating who wants to kill her and why. Hookers being murdered, seedy underworld locations, classic detective work. Two old criminals who've abandoned their pasts get outed by an old friend turned enemy and the protagonist(s) have to determine what's truth and what's perception? Sound pretty noirish to me, not just dabbling.
THe problem is, players have typically glossed over and abandoned the noir setting because, honestly, most of them probably just aren't familiar with the genre and were enticed by the cyborgs and wizards. It's not really a bad thing, as everyone has their play style. But the original FASA setting stuck to its roots.
You look at the older published adventures like Mercurial, Dreamchipper and even Killing Glare from 1993. All have very noir-esque elements to them. Looking after a famous dame while investigating who wants to kill her and why. Hookers being murdered, seedy underworld locations, classic detective work. Two old criminals who've abandoned their pasts get outed by an old friend turned enemy and the protagonist(s) have to determine what's truth and what's perception? Sound pretty noirish to me, not just dabbling.
THe problem is, players have typically glossed over and abandoned the noir setting because, honestly, most of them probably just aren't familiar with the genre and were enticed by the cyborgs and wizards. It's not really a bad thing, as everyone has their play style. But the original FASA setting stuck to its roots.
I don't think that sr4 is any less of a game, I think that it just has a completely different flavour from sr 1,2, and start of 3. It seems to deny the fact that it has changed in an attempt to be all things to all people. Yes we can shoehorn punk into sr4, but out of the box, it has become something else.
Well, first to clarify noir =/= cyberpunk; so new discussion direction.
I will agree that they've toned back the noir elements, but that's not the same as making it anti-noir. All of the basics are there if you want to run a noir campaign. I would suspect that it's fallen by the wayside due more to the fact that most people don't enjoy playing the "classic" noir style for more than a few games. Most roleplayers tend to play more for catharsis than "roleplaying" per se. And noir campaigns don't typically offer much of that.
Just my theory on it. I did enjoy the Maltese Falcon bit in the 4A book though
I will agree that they've toned back the noir elements, but that's not the same as making it anti-noir. All of the basics are there if you want to run a noir campaign. I would suspect that it's fallen by the wayside due more to the fact that most people don't enjoy playing the "classic" noir style for more than a few games. Most roleplayers tend to play more for catharsis than "roleplaying" per se. And noir campaigns don't typically offer much of that.
Just my theory on it. I did enjoy the Maltese Falcon bit in the 4A book though

I don't think anyone is saying they are anti-noir or anti-cyber punk. but they just have thinned those elements so much that you can't really say that they are.
this all boils down to that in SR1 we had a very strong NAN love, Cyberpunk, Noir, Pink Mohawk game that over time has toned it down. By the time SR3 came around it had already changed and SR4 was an even bigger change. I really feel the parallels to what happened to Forgotten Realms are strong only the SR devs didnt dial the changes up to 11(like the D&D devs) more like 4 or 5. Its still Shadowrun at the core even if its missing many of the bits I found most interesting. Most of those bits are still valid and could be shoehorned back in but why bother, as long as I can still find people willing to play 2e 

I miss the NAN influence. Also the threat of Japanese takeover and influence are gone. They seem, more arms length. I miss the old lingo. Somehow it made shadowrun a little more crunchy. Just switching to everyday swearing made shadowrun more bland.
I still don't get what you say is missing in 4E?
Strong NAN love? NAN is still there, it still controls huge chunks of North America. It's still a major player in Seattle, Denver.
Cyberpunk - how exactly did they dial down the cyberpunk? Barrens, Gangers, Chromegangs, Powerful Haves, sheepish followers, destitute have nots. Megacorps running roughshod over local gov.
Pink Mohawk? have you read the LA source book
It's got Mohawk galore.
Noir.. it's still there. The Investigator is still part of the game. None of the fluff or the crunch took any noir away really.
Strong NAN love? NAN is still there, it still controls huge chunks of North America. It's still a major player in Seattle, Denver.
Cyberpunk - how exactly did they dial down the cyberpunk? Barrens, Gangers, Chromegangs, Powerful Haves, sheepish followers, destitute have nots. Megacorps running roughshod over local gov.
Pink Mohawk? have you read the LA source book

Noir.. it's still there. The Investigator is still part of the game. None of the fluff or the crunch took any noir away really.
None of these elements get any real face time from what I have read. They don't seem to get any mention in adventures.
I can't really speak for SR1, but I'm pretty sure VR2.0 was a complete overhaul of the Matrix rules you found on the SR2 corebook. I think the first Virtual realities was the same for SR1. So yes, they didn't change as frequently as I initially thought, but there are enough complete overhauls of the Matrix system in the game's past that it's not really a surprise that it happened again.
As for Krug's "you've been doing it wrong" remark, well, I haven't been doing it at all, really. As I said, my preferred SR rulesystem is GURPS
. I was just repeating what seemed to be the online consensus on Matrix rules from the days of SR2 and 3: "it's boring, it's too complex, use a NPC decker", etc.
Regarding Ghost in the Shell, I was actually referring to the first manga, from way back in 1995. There was plenty of hacking there, though not all of it was wireless. SAC itself has AR and wireless networking in general as a much more important element of the story. Everyone in that setting has an implanted commlink with a lot of extras, and one of the main antagonists managed to get away with a public act of violence by disguising his face and voice with an AR overlay (forcibly inserted into every surrounding commlink via hacking).
As for Krug's "you've been doing it wrong" remark, well, I haven't been doing it at all, really. As I said, my preferred SR rulesystem is GURPS

Regarding Ghost in the Shell, I was actually referring to the first manga, from way back in 1995. There was plenty of hacking there, though not all of it was wireless. SAC itself has AR and wireless networking in general as a much more important element of the story. Everyone in that setting has an implanted commlink with a lot of extras, and one of the main antagonists managed to get away with a public act of violence by disguising his face and voice with an AR overlay (forcibly inserted into every surrounding commlink via hacking).
VR2 was a new set of mechanics and changed from corebook, it was mirrored in 3e. 1e and 2e corebook were similar. I think the perception was that it was going to be hard, and most people skipped it because there wasn't the incredible walkthroughs to teach people like there was in 3e. 4e would suffer from the same issues, but there is more of a community and hand holding. Before you simply bought the book and tried learning it with your group. (the internet wasn't as developed as it is now)
Did anyone else think that the major GitS was a mary sue? Like a Talon squared. I haven't read, but watched every release. Sometimes it was balanced and cool, the other times, there were epic characters that would basically do anything they wanted to. Too often I had to suspend all belief because the plot was so over the top rediculous. Hacking everyone's commlink while you are running from cops? Come on. Not only that, but not everyone would have a commlink, yet somehow they were all hacked too. AR is a cool concept and will continue to develop. As will wearable computers. The problem lies with people exploiting things, so much that they become unweildly.
Think of it this was. What was the tagline for Shadowrun 1-3?
"Where man meets magic and machine"
I don't know whether that's transhuman or cyberpunk, but I do know that it's about what happens when you push too far past being human.
This element is sadly lost in SR4, where it's about... something. I can't figure out what.
Have to give props to this point. It's just well put."Where man meets magic and machine"
I don't know whether that's transhuman or cyberpunk, but I do know that it's about what happens when you push too far past being human.
This element is sadly lost in SR4, where it's about... something. I can't figure out what.