QUOTE (KarmaInferno @ Apr 8 2012, 09:15 AM)

Here's the thing.
Patrick's post was written from a genre perspective.
Neurosis wrote from a player perspective.
They're both right.
Augmentation in classic Cyberpunk has always been a "damned if you do, damned if you don't" situation. Having to continually get augmented more and more, just to keep up with the competition, is a pretty classic trope of the genre. As is the increasing de-humanization that comes with augmentation.
Cyberpunk stories are rife with characters that get some for whatever reason, and find that they're now saddled with sometimes crippling drawbacks they weren't expecting. As befits a dystopian setting, augmentation is that "quick path to power" which always ends in tears. Even those minor side characters that don't get heavily augmented, like the sarariman with the accounting implants, or the construction worker with an industrial jackhammer cyberarm, their implants serve as shackles enslaving them to corporate masters, even if they don't realize it.
This is why most Cyberpunk games place additional 'cost' on augmentation. Whether it's cyberpsychosis, or essence loss, or whatever, you lose essential humanity when you get metal to replace your meat. If you're playing a game where getting cybernetic implants does NOT somehow eat your soul, you may be enjoying yourself, who knows, but you're not playing a Cyberpunk game.
Okay, two things - one, who are you to tell me what I'm playing?
Two -
where's the mechanical support for what you're telling me here?We have Essence loss, which is a fine mechanic for supporting the fact that 'ware is invasive and unnatural. It also screws non-magical types
hard after enough play, but who cares about that, right?
...and that's it. I looked! The only other hardline, mechanical downside to 'ware is nuyen spent. There's also some optional mechanics in the corebooks (which is really where we should only be looking, as its the text that establishes the world and everything else is optional) regarding a social penalty to dealing with other people when you're heavily cybered...but that's it.
So it's great that you guys say "THIS is Shadowrun!!!" but there's nothing in there but fluff and one single hard rule to support it - and that's fluff that people pay as much attention to as they do the dark and brooding shit from Vampire the Masquerade.
Cyberpunk was an 80s vibe in a world where Watchmen was viable. Nuclear war, endless oppression, Japan was going to take over the world...and then the world
grew up and things changed. So did Shadowrun, to its own benefit. It became its own thing. That's a good thing.
Trying to drag it kicking and screaming back to the 80s will do nothing but alienate the folks that want to play it now and make only a smaller niche happy. And besides, there are games that do a better version of what you want out there now -
Technoir comes to mind.
QUOTE
Players want to play a cool character. They want to be powerful or stylish or badass, and often all of the above. RPG games are all about escapism, after all, so who wants to play Sammy Sad Sack, who is being forced into a life of pain and heartbreak and is doomed to die a whimpering death in some back alley gutter?
The trick is, of course, to somehow maintain that dystopian feel while still catering to player wants.
Which is why, again,
you support the genre you want by putting in rules that enforce that feel.You're trying to tell me that this stuff is in there, but I own every corebook with the exception of the Blue Book, and there is
no support mechanically for the game you are trying to tell me exists. Is it little surprise then that people don't play it the way you guys are describing?
I may have a little emotional investment in this for sure, but shit son, stop telling me that things are there when they're not. People have been playing Shadowrun differently for at least two decades and it works because that's what Shadowrun evolved into. All anyone is going to accomplish by hitting the reset button and pretending nothing past 2050 existed is like cutting off your nose to spite your face. It isn't going to work.
QUOTE
I am reminded of the scene from the movie 'Last Action Hero', where the protagonist Jack Slater finally meets Arnold Schwarzenegger. After considering his life so far, all Jack can say is, "I have always hated you."
I guess this is a context thing?
"Tell me that's a smoke grenade."
"Okay. *pause* It isn't."