QUOTE (Cochise @ Feb 15 2021, 02:43 PM)
Well, pretty much everything that came after 1993 would be on the table for me for initial consideration. However - as mentioned above - many of the things that happened would require a somewhat slow introduction and a well devised adaption to the setting that I'm trying to introduce them into ... and some would very likely end up on the cutting floor whenever I felt that their introduction would steer the setting too far away from the original Cyberpunk setting and too much into post-cyberpunk or even strong transhumanism territory (for that I have games like Eclipse Phase).
This last bit of your post nails what I
think that you're saying; your "perspective," as it were.
I just wanted to get it out there front and center that I understand where your coming from even if it's not my cup of tea. My preferred blend of tea will follow in good faith.
Oh, before I get too far, thanks for answering the edition question. Even without your previous comments, your extended comments went a long way to reinforcing it for the forgetful (
et moi!).
I think I referenced this earlier in another thread: I'm predominantly using SR3 with strong influences from SR1 and SR2 and at least part of that is caused by what I tried to convey above about SR4 (and later) despite acknowledging that in terms of mechanics SR4 is by far better than my go-to edition.
QUOTE (Cochise @ Feb 15 2021, 02:43 PM)
It's the "approriate" implementation where things get tricky and - unlike with some of the official stuff - I regularly drop ideas when they - despite sounding interesting - end up not passing my personal reflection on whether or not that particular progression seems logical and reasonably probable within my / the established setting.
No, this makes sense and tracks well with what you have said previously (IIRC).
QUOTE (Cochise @ Feb 15 2021, 02:43 PM)
Even if I deem things to be worthy to be integrated into the established setting I tend to make those changes only over the course of longer campaigns and in case of technological and large sociological shifts never as seemingly instantaneous as it happend within official material (particularly during edition transitions).
Again, this makes sense. Profound changes can be made on the outer edge of society (technology, human systems etc.) but they usually time to implement. The filter through the various systems ala "Systems Theory" which trends to homeostasis--the desire/resistance for something to stay in the
status quo?
QUOTE (Cochise @ Feb 15 2021, 02:43 PM)
...failed to apply the necessary filters and then ended up with an adhoc introduction and some off-hand retcon-like explainations as to why the SR universe suddenly brought about the exact same changes that took the real world one to two decades without "properly" developing the revised world buidling towards that particular change.
So, I'm going to push back a little bit here. Things like wireless communication and AR were around for a long time before
Shadowun was published. IIRC the first AR experimentations were done in the '60s. Again, contemporary fiction and roleplaying materials had introduced these without defying the "punk" part of the genre.
This particular intersection between
Shadowrun occurred over a fairly short period of time, with SR1 in (ish?) '89, SR2 in '92, and SR3 in '98. Punk was still alive, though diminishing during this period (I remember it clearly--so much fun), and also transitioning to a new movement/aspect.
So, yeah, this could be taken to reinforce your argument.
Shadowrun was already a little (a lot) retro in terms of futurism, basing itself more off the '70s and mid-'80s. It was it's own distinct thing that was clearly not keeping up with futurism and more (appropriately?) sticking to its sci-fantasy origins?
BUT...
Why is SR4 updating this to a more real world, culturally-relevant approach
verboten?
"Hey, there's this old technology that's showing the length of the teeth in
Shadowrun and most of it's secondary dentine," (an age-related thing), "and, more, this stuff has been around for over a decade. Maye it's time to introduce this stuff"?
It too--what?--almost two decades to introduce wireless networking into the
Shadowrun universe? That's not particularly fast and, if nothing else, the fact that it took
another crash seems more problematic than anything else?
QUOTE (Cochise @ Feb 15 2021, 02:43 PM)
Pretty much the entirety of SR3 used technological paradigms for their computer tech that stemmed from the mid 1970ies up to the very early 1980ies (just as the previous two editions had done).
Hmmmn. Would it be correct that you're taking this from a setting/genre purity/protectionism angle? That's what your subsequent bullet points seem to suggest and, indeed, your post in general.
As I'm seeing it, is this just not the whole "my table" approach, or the notion that ultimate any GM is going to have to figure out what to do to integrate new materials into their setting and, perhaps, mixed with the notion that the original setting(s?) are... errr, yes, fixed?
Put another way? You take the setting that you like and you work upward from there. (Maybe a little bit downward and then back up, too.)
QUOTE (Cochise @ Feb 15 2021, 02:43 PM)
...but never a good / plausible explaination as to where that actually came from or why the megacorps would allow something like that to come into existance under their stipulated powers.
Could it be that the kind of distributed cell networks that might allow this to work were not thought about at the time? Indeed, how do these work culturally and in separation from the Matrix. Fascinating question. That and HAM Radio.
(Again, I realise that this agrees with a part of the point that you're making.)
QUOTE (Cochise @ Feb 15 2021, 02:43 PM)
Then came the "apocalyptic" end of both SR3 and its Matrix with (its IMHO still super lazy) Crash 2.0 and thus the setting reset for SR4.
FWIW, I have not been particularly impressed with the
story as it transitions to SR4 and SR5/etc. It just got a little bit wild and redundant as I was looking at things. Still, though, that's a "my table" thing.
QUOTE (Cochise @ Feb 15 2021, 02:43 PM)
SR technology made an instantaneous jump that equaled 2+ decades in our real world without any explaination on how and why that mirrored development truly came to be.
Indeed. Fully get what you're saying. From the narrative progression idea you're not happy? It was too sharp? No setup?
I can see why that would burn.
QUOTE (Cochise @ Feb 15 2021, 02:43 PM)
...heavily dependant on Noir elements (as bad as I am as a GM to portray those) paired with certain heavy technological and social anachronisms and of course all those technlogical and sociological fears that gave birth to the genre as a whole in the first place. To me this has certain ramifications on what should and should not be done in terms of setting evolution and therefore strongly affects the filters that I personally apply whenever I think about introducing certain new technologies...
Fully get that.
It's where I push back in part because I'm not sure that I've even felt that a setting was so--and forgive the use of this term--sacrosanct such that you couldn't blend other elements into it. After all, it's "cyberpunk" with magic with a backstory that involves magic-tech apocalapyse and, depending on what you can stomach, a future that is pure space fantasy.
(All of which makes it supercool in my eyes.)
With that said, I do agree that handling the integration of technology should be very much a narrative arc. Introducing "wireless matrix" should definitely have been a long-term squabble between corps. On the other hand, and equally, some might have justifiably seen this as a fix to the 2050 setting nd, well, that's all cool.
* * *
Again, though, it's all cool.