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by EDG

Cybergeneration: Revolution 2

January 10, 2000 in Reviews

“My parents became Cyberpunks and all they left me was this dark future.”

Cybergeneration, R. Talsorian Games’ followup to their highly successful Cyberpunk 2020 line, puts a somewhat unique spin on the Cyberpunk world. The year is 2027, and the Edgerunners have all but vanished; the Corporations have taken America and the world, and arcologies stand where cities once sprawled. Most adults have been assimilated, and spend their days working dull, soulless jobs and their nights dreaming of the days when they had s real future. A deadly plague sweeps the land, killing most people over 20 who encounter it. The adults have only one chance left, one hope of destroying the Megacorps and returning America to a free state.

Their children.

Cybergeneration is a game not for children, but about children. It concentrates heavily on the works and days of the children of the Edgerunners, forming street gangs and rebelling relentlessly against the evils of the Megacorps. The design of the book reflects this, from the almost attention-deficit organization to the scrawled typeface used throughout the book. (Fortunately, it’s used only for headers and page numbers – else, the book would be unreadable.)

Character creation in Cybergeneration is, unfortunately, mixed in with the introductory story. While this might make for an interesting way to introduce new players to the game, it’s frustrating for more experienced players to have to edit out the adventure in order to make a character – and as there are parts of the adventure which should only be read by the GM, it’s difficult to allow a player who’s in the adventure to look through the book in order to create her character. There is a character creation summary, but it almost requires a player to refer constantly to the regular creation rules due to its extreme brevity.

On the other hand, had the adventure been later in the book, and character creation been more cohesive, it would have been a lot of fun. New characters are guided through generation by an Edgerunner named Morgan Blackhand, and creation is treated as though the character were simply giving information about herself. This tends to create more of a connection with the character, more of a sense of /being/ the character.

For the most part, skills and statistics work the same way in Cybergeneration as they do in Cyberpunk, and indeed, rules are provided for converting Edgerunners to the Cybergeneration world. Add Stat to Skill, then roll 1d10 and add that to the total; if your combined total is higher than the target number, you succeed. Thus, there are always a certain set of activities that a character will almost always be able to do. The exception to this is on a total fumble – a 1 on 1d10, which is an automatic failure. On the other hand, the system is also infinitely open-ended – if you roll 10 on your d10, you roll again and add; another 10 means you roll again, and so on, allowing for spectacular successes on a cinematic scale.

The setting and background is what really makes Cybergeneration, though. Regardless of what system you use with the game, the essence remains the same – you are children, rebelling against an oppressive authority. The wonderful thing about this game is that if you’re playing it dark and gritty, with characters who are all guns and sex, you’re missing a lot of the point. Characters in Cybergeneration are no older than 17, and as such are still idealistic, hopeful youths, many of whom have never actually seen someone die and most of whom aren’t yet out of puberty. Cybergeneration allows the player to relive youth, rebelling against anything as long as it’ll look cool.

The Verdict

High Point: background and setting

Low Point: character creation is poorly organized and jumbled in with the first adventure

Looks: 4 (out of 5)

Concept: 5 (out of 5)

Originality: 4 (out of 5)

Playability: 4 (out of 5)

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by EDG

Shadowrun 3rd Edition

April 9, 1999 in Reviews

Shadowrun holds the distinction of the first successful “toss two genres in
a blender and stand back” game. After a succesful nine year run, FASA has
produced a third edition of this popular RPG.


The Setting


The backbone of any successful game is its setting. Shadowrun takes the
cliches from two completely different genres, fantasy and cyberpunk, and
combines them in a way that is both familiar and wildy new. To summarize:
for reasons unknown, elves, dwarves, and orks have returned to the world and
magic is once again possible. Corporations rule the world as national
governments are largely ineffectual. Peoples who did not forget their mystic
roots, such as Native Americans, have harnassed the power of magic and
forged it into political and economic muscle. The trappings of a typical
cyberpunk dystopia are all there: ridiculously wealthy coporate elites dwell
in isolated enclaves while the vast mass of the poor eke out a miserable
existance in post-industrial ruins. In short, the world is a grim, gritty
place.


The Characters


Players take on the role of shadowrunners, mercenaries employed by
corporations for covert illicit activities, such as sabotage, assassination,
and theft. Character creation uses a simple set of priorities. Players begin
with five priorities and assign one each in race, magic, skills, attributes,
and resources. The race priority determines whether the character is a
human, elf, dwarf, ork, or troll. Magic controls what kind of spells, if
any, a character has access to. A higher priority in skills, attributes, or
resources gives the character more skills, higher attributes, or more cash
for equipment, respectively.


Shadowrun allows for a very wide variety of character types. For example,
players who want a spell slinging character can choose to become a mage,
traditional pointy hat and wand types; a shaman, holistic spell workers who
choose an animal as a totem; aspected magicians, specialists in a particular
type of magic; or adepts, warriors who use magic to enhance their physical
abilities. The character creation rules allow for a lot of flexibilty
without much complexity.


The Mechanics


Shadowrun uses dice pools for task resolution. To do anything, players roll
a number of six sided dice (usually equal to a skill level) and count up
the number of dice that come up equal to or higher than a GM-selected target
number. The basic mechanics are simple and apply to everything, from writing
a computer program to whacking someone with a samurai sword. What’s puzzling
is that, with such a simple basic rule in place, FASA went on to pile
loads of specific sub-rules on top of it. The game system tries to cover
ever conceivable action or event with specific rules. Maybe I’m a bit used
to making stuff up on the fly, but most of the rules I’d never use, since
they are too specific and non-intuitive. That being said, the basic
mechanic is solid enough, and simple enough, that I don’t see any need to
play Shadowrun with a different set of rules. Just keep in mind that, if
you’re like me, there’s going to be a lot of rules that you’ll have no use
for.


Playing the Game


There’s not quite a full set of tools in this book for the novice Shadowrun
GM. Shadowrun includes a nice overview of typical shadowrunner activites,
from breaking and entering to industrial sabotage. This is fertile ground
for adventure seeds and gives a beginning GM a clear picture of what
Shadowrun adventures entail. That being said, the sample background included
in the book is short on really useful data. While Shadowrun is set mainly on
the streets of the urban sprawl, the write-up on Seattle as a sample setting
is curiously high level, taking a very general overview on the city and the
area around it. I would have much preferred a sample city neighborhood with
gangsters, street samurai, and thugs rather than a general overview of the
city as a whole. Aggravating the problem is a complete lack of stats for
adversaries. There’s no sample NPCs or monsters (besides dragons) for the GM
to use, a serious failing, especially for beginning GMs. There are sample
characters in the character creation chapter that a GM could adapt for his
own uses, but there should be at least a basic overview of the typical
security grunt or Mafia goon.

The Verdict



Overall, the Shadowrun game packs a very fun setting, a simple basic
mechanic (even if at times the rules are bloated), and flexible character
generation rules into a quality package. I recommend this game but caution
you to expect to fork over money for a few supplements if you do not have
the time or inclination to create a lot of your game from whole cloth.