QUOTE (Koekepan @ Jan 28 2022, 05:51 PM)
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The punk has always been what you make of it. Punk is an attitude founded in a varying stew of fatalism, despair, and rage driving personal alienation, leading to an independence of spirit and rejection of status quo. This led to everything from drug abuse and monumental recklessness through to bootstrapping do-it-yourself culture. The basic element of elite performance requiring elite attributes has always been baked into the rules (and here Nath is quite right), but the rules don't create the narrative context.
Where the franchise as a whole tended to step away from serving the delivery of the punk ethos as a narrative element is when it moved towards a focus on the shinier parts, the higher powers, the glittering white and the stygian black rather than the greasy-handed, sweaty work around the fringes where the disenfranchised collect and strive to survive.
Where do you point your camera?
I would disagree with you about rules not creating the narrative context (especially when the topic at hand is which edition to choose!). Knowledge of the rules does give the gamemaster and the players a perspective of which results are likely and which are not, and thus of the risks taken by the characters. Fatalism, despair and rage just don't play the same when you know exactly how many dice you'll roll to resist damage from that light pistol pointed at you, or when you can casually summon Force 10 spirits to deal with problems. What I was referring to when talking about the need of a gentlemen's agreement between the GM and the players comes down to this: if you want some level of punk, you need to maintain some level of uncertainty and danger by not optimizing the dice pools and the probability curve too much, or at least maintain some pretense of it. Because of this, I'd say the rules actually matter much more than the camera angle of the sourcebooks. IMO, it does not matter that much if, say, reading the
Spy Games book delivers the cyberpunk ethos or not, as long as it does not
prevent gamemasters and players to play adventures in 2072 Denver that are true to the cyberpunk genre (whatever that is). It may does not
help or
entice them doing so, and you may consider the book as wasted dollars and paper for this reason, but that's a different debate.
What I meant in my previous post is that people who would agree that the line "moved towards a focus on the shinier parts, the higher powers, the glittering white and the stygian black" as you put it, would actually point out completely different period as for when it happened.
Corporate Shadowfiles and
Dragons of the Sixth World were published ten years apart, in 1993 and 2003, and you could blame one or the other, and a number of other books in between, as the moment this move took place. My theory is that most people
take note of that shift only when their game start to be less and less cyberpunk
because of the rules (for the reasons outlined above), and come to realize that the sourcebooks aren't of any help to get the cyberpunk back.