Showing posts with label cyberpunk. Show all posts
Showing posts with label cyberpunk. Show all posts

Tuesday, May 13, 2025

The 90's RPG Nostalgia Bug

 I've been thinking lately about how getting older impacts your perception of current value in change vs. the experience held from long ago. Or, put another way, the contrast between where gaming is now vs. where it was (for me, at least) in that golden era I hold in memory that is the late 80's and early 90's. 

I think a lot of people who get bitten by the nostalgia bug tend to think of their gaming experiences in their teens, but despite being a very active member of the fanzine gaming community in the eighties during my middle and high school years, I don't actually have a lot of "fond" memories of that time to fill with nostalgia....despite being so active in gaming, I didn't get to actively game very much at all until I was in college. I spent most of those formative years on a remote ranch in the middle of nowhere, so gaming was something I did on rare occasion during trips, or vicariously through the fanzines and play-by-mail resources. My sister and I managed some one-on-one gaming, but my first real, consistent game group didn't manifest until I was driving 63 miles one-way to my first year in community college. 

That first group was great! We were all around the same age, having the same new freshman college experience, and the group was very forgiving of my desire to mainly run DragonQuest (the SPI edition mixed with the somewhat sanitized TSR edition) and Runequest 3. They eventually convinced me to pick up AD&D 2nd edition and the rest is history. My college years were laden with consistent weekly games throughout the next six or so years, with campaigns designed to last one whole semester each. It was fun stuff.

So for me, my fondest memories of gaming are during college. I started thinking about how it would be fun to look back upon that time, and contrast how things were then with where things are today. How many of the RPGs I loved back then are still around now, and how many would it make more sense for me to find some old copies of on Ebay to "relive" that moment in time? How many back then are actually not worth revisiting? And....how many are still around today in a recognizable manner?

So first off, what were the games I ran iin college? I have a fairly modest list:

AD&D 2nd Edition - this was the go-to system. I ran AD&D in its new incarnation pretty much weekly from late 1989 all the way until D&D 3rd edition arrived on the scene. 

Runequest 3rd - I actually ran a fair amount of this early on using just the Standard Boxed Set and later ran the Deluxe book with more enthusiasm by 1992ish. My Realms of Chirak campaign initially started as a Runequest campaign in its very first form (there was also a Gamma World connection).

DC Heroes (MEGS Edition) - I ran a lot of this in the 80's and by 1992-93 I ran a very fun campaign using the 3rd edition of the DC Heroes MEGS rules.

MegaTraveller - This was the edition of Traveller I truly cut my teeth on. I had run a miscellany of Traveller Classic in the 80's, but the vast majority of my Traveller campaigning was during college with MegaTraveller. I even actually used the Imperium setting for most campaigns back then, too. I was one of those gamers who eventually washed out with The New Era, but I did give it my best shot.

GURPS 2nd and 3rd - I used GURPS for most of my campaigning that didn't fit neatly anywhere else. I used GURPS for most of my Cthulhu Mythos games as well, interestiingly; I preferred it a bit over Call of Cthulhu (which was I believe up to 3rd and then 4th edition in the 90's).

Call of Cthulhu - I only ran a bit of it (I used it as a resource for GURPS Cthulhu mostly) but it counts; it was pretty pivotal in terms of my horror gaming preferences.

Metamorphosis Alpha - not the original but rather the Amazing Engine powered game! I ran a lengthy and very fun campaign using this singularly unusual edition.

Dark Conspiracy - I loved the first edition of this game, it was amazing; I have heard it is now owned by Mongoose Publishing, and I am keen to see what lies in its future. Dark Conspiracy was a fantastic weird, dystopian horror setting and I ran a lot of it.

Kult 1E and 2E - the other horror game I ran a lot of; when I wasn't running GURPS Horror or Dark Conspiracy was Kult, which was as close to "Clive Barker the RPG" as one could get, even now. Back then Kult was a fantastic, creepy reality-warping deep dive into weird non-Cthulhu horror and I loved it.

Mutant Chronicles - I loved this RPG and collected all of it. I managed to run a couple campaigns, but it never quite took off the way I'd like it to.

Cyberpunk 2020 - this was the second most played system in my college years behind AD&D. Cyberpunk was highly formative for the time, so much so that it resides in memory as a fantastic reflection of where we imagined a future we'd live to see might go....and how so very different (and yet similar) that future actually is now that 2020 is in the rearview mirror.

There were likely other RPGs I dabbled in, but those were the big ones for the most part.

So where do these RPGs stack up by contrast today? Unsurprisingly (as this hobby does not grow as much as it seems) just about every one of these games is either still around in a new edition or has had a recent revival within the last 10-15 years. But are the new editions comparable in experience, particularly in terms of the nostalgia factor? This is my own personal take:

AD&D 2nd Edition - well, we all know where this went. It got more complicated (3E), then jumped the shark (4E), then revived itself spiritually (5E), and lately may have both jumped the shark and stagnated at the same time. But interestingly, I no longer feel an overwhelming desire to play the original 2E edition.....I would rather, like many other older gamers, look to what is new in the OSR community where the spirit (rather than the design) of the game thrives. My current poison of preference is Shadowdark or just sticking with D&D 5.5 or Tales of the Valiant. So Nostalgia does not win here (yet).

Runequest 3rd - The thing I liked about Avalon Hill's edition of Runequest was that Glorantha was optional. I could use the rules to make my own setting (as I did), or to run adventures in a mytho-historical earth. The current way to do this is with the admittedly excellent Basic Roleplaying RPG, but unless you have the reprint monographs that were based on Runequest 3, you won't have all the resources that originally were packaged in the Runequest 3 Deluxe Set. Runequest Glorantha in its modern incarnation is, while a fine system, entirely focused on Glorantha and is not welcoming to Runequesters who were fans of the mytho-historic earth settings. Chaosium is thankfully rectifying a bit of this with the new Vikings RPG using BRP, but even then....not the same as what the original Runequest 3 accomplished. So for my purposes? Playing this game in its original incarnation is a strong preference.

DC Heroes - interestingly this game had a successful Kickstarter reprint that may release later this year. I will be curious to see where that goes. I loved playing this back in the day, but my enthusiasm to revisit it is conditionally dependent on the players I have; the group I ran for in 1992-93 was very much in sync with the spirit of a comic book superhero RPG; these days it is harder to find such a group.

MegaTraveller - my memory of this edition is that it was great for the day, but it only got more convluted before it got less. Thankfully the great thing about Traveller is that its current edition with Mongoose Publishing is arguably the best edition to date, and this is one case where the contemporary version of the game can scratch that nostalgia itch quite easily.

GURPS - This is a rough one. I do believe that the current edition of GURPS (4E) is its most comprehensive and well organized, but something changed in the translation from 3rd edition to 4th edition that made the game a harder sell and less "friendly" for lack of a better word. GURPS 4E has an entire line of resources today in the form of "How to GM" books that suggest something was lost in translation from 3E to 4E. Unfortunately I suspect that it had a lot to do with the fact that 3rd edition was more concerned with parsing out content by setting book, and providing a flexible but less complete core experience, which accidentally meant is was more digestible and modular....while 4E became more comprehensive, but like Hero System, it also became more overwhelming and less welcoming to the new gamer, or the crowd that used to be able to do pick up and go games of GURPS. I mean....remember when GURPS provided a quick random character generator and it didn't pose any problems for quick play? Yeah....unfortunately the shift in design focus to 4E removed that convenience, replacing it with awkwardly formatted templates and a never-ending focus on mechanical rigor. So maybe finding an old copy of GURPS 3E might not be such a bad idea here.

Call of Cthulhu - like Traveller, this one only got better with time. You can even find 1st and 2nd edition in print again if you want thanks to a Kickstarter, and the 7th edition can be as nice or cruel to players s you desire. Call of Cthulhu's contemporary experience is if anything even better than it was back in the day, or maybe my ability to run campaigns with it is simply easier now thanks to experience? Either way, the newest edition of the game scratches that nostalgia itch just fine.

So how about the rest? Well, with Mutant Future you had a revival but it scrapped the original game engine and wedded it to the 2D20 engine from Modiphius, which was a mistake in my opinion. Then Kult worked out a Powered by the Apocalypse hybrid approach, and while it works....it's also somehow no longer quite the same feel as the original game (imo). Then there's Metamorphosis Alpha, which got a reboot on the original from Ward and Goodman Games, which is definitely cool but unfortunately my unique niche case for running the Amazing Engine edition is, I feel, unreplicatable....I will forever remember that campaign fondly for the unique and unrepeatable moment it rests within. 

Cyberpunk 2020 is also unique. I gotta be honest....the new Cyberpunk Red looks great and my son loves it. But when I crack it open I wish I was opening Cyberpunk 2020, and it just doesn't hold up to that edition in time, unfortunately. Worse yet, If I do look at CP2020 I can't imagine going back to it; the 90s really are gone, along with that vision of a future 2020. The new 2020's are both much less exciting and in many ways slowly getting worse than the megacorporate dystopia that was softened by cool cyberware; and the video game exemplifies a fantasy now, not a future projection. Cyberpunk Red and 2077 are both visions of an alternate reality; the next wave of future punk fiction will be a sober look at where the real 2020's today are taking us, which is unfortunately into a bleaker future than anyone really wants to game in (since we're living in it, instead). 

The shining light is Dark Conspiracy, which barely survived the GDW crash in the late nineties, to be tepidly kept on life support in some poorly realized updated editions. So maybe now with Mongoose in control we will finally see the game get properly revived with the dedication it deserves. We shall see!

 

Monday, July 31, 2023

The Indie/Zine RPG Review Part X: Running out of Time


Running out of Time (Old Skull/Gallant Knight)

$20.74 (PDF+soft cover)

What it is: The latest in the "Powered by Into the Odd Engine" games from Old skull and Gallant Knight, this one completes a trilogy of releases covering zombie survival, space horror and now cyberpunk survival. Running out of Time holds up nicely to its sister titles in terms of graphics and presentation, it is a good looking little book clocking in at 42 pages, the shortest in the series.

The System: The basics are identical to the other systems I have been reviewing, in that you have three stats, from 3-18, you roll saves against the stat or lower, and combat starts with damage so all conflict has immediate high risk. It's the same mechanical process as the rest, with a specific alteration in the form of Time as a life mechanic.

This is the first rulebook I've read in this series to have at least one noteworthy gaff....there's no stressful event table. Maybe they didn't intend to include one, but its not there and feels like it kinda should be.

The Setting: Running out of Time has its own gimmick, and surprisingly that is not being a condensed rules lite Cyberpunk experience. Instead, it is about a Cyberpunk world in which the currency that drives everything is time; the game requires PCs to roll 1D6 to start to see how many days they have left to live. You are presumably playing desperate people who have reached the end of their time bank. Run out of time....and you die. The game doesn't explain why or how this is, so I guess you as GM can decide....maybe its a nanovirus that shuts you down, or a chemical cocktail the releases in your system. Why does this happen? Also not really clear. It's a universe run by this gimmick that, to me at least, makes little sense in any justified context. Be that as it may, the game's entire economy, direction and even character advancement is driven by this concept.

This gimmick defines the setting and play focus, but not nearly enough time and effort is placed in explaining why the world is like this, which is really necessary for buy-in. As a result, it is so far among my least favorite of the "Into the Odd Engine" systems I have looked at. 

Aside from that, the book includes myriad charts for rolling up people, places, factions, corporations and events in your megacity. 

The Supplements: None for this one, but it could serve well as a resource to flesh out specific kinds of worlds in Screams Amongst the Stars.

Who is this for? Well, it could make for an interesting session or three at minimum, if you have a group willing to run whole-heartedly with the time as a vital resource concept, or flesh it out. I personally feel it is too gimmicky, and think the game needed to include enough useful data to make the time-as-resource/currency concept make more sense. Even a chart you could roll on for different explanations...anything. It's a stretch otherwise, and a gimmick I think that will run out its welcome quickly as it requires players to constantly seek more time in largely randomized job events....the intent might be to force forward motion on the group, but the reality (I suspect) might just be frustration and annoyance. 

Friday, March 3, 2017

Cyberpunk is here and it is Wetware

So CRISPR technology has been growing for a few years but it's essentially here. There's a great Vox article right here on what CRISPR is and what it does...and why we should realize that our fundamental understanding of the future of life has irrevocably changed (we just don't realize it yet). See also this Gizmodo article.

Short vesion: CIRSPR is a very efficient, very cheap and very fast gene editing/splicing technique that basically makes pretty much anything involving gene editing and splicing possible. We're looking at the infancy of transhumanism with CRISPR and I don't even think I'm exaggerating.

And now there's this: conversion of computer data to biodata and back. Poor Johnny Mnemonic and his 128MB data limit. They should have been etching code on to your DNA!

They key issue with the story above appears to be how efficient the process was: there's enough room to effectively etch lengthy programs, videos, virus....you name it. More impressive than etching this data onto DNA was the fact that it could be read back and converted with no loss of data.

Yes, the cyberpunk future is here. It's just a bit wetter and more transhumanist than we might have thought....


Monday, June 22, 2015

Five Basic Roleplaying Sourcebooks I Would Really Like To See


With the recent changes at Chaosium, followed by the Big Ass Sale which has cleaned me out as I acquire all remaining BRP/CoC books I don't already own, it got me to thinking about what Basic Roleplaying still could use in the way of sourcebooks. Here are five tomes I would like to see in BRP's future, and maybe you would, too:

#5. BRP Zombies
We have GURPS Zombies which, like most GURPS books, works well as a sourcebook for any RPG (although 4E is slightly less useful in this regard than the old 3E sourcebooks, I admit). Sure, there are also dedicated zombie apocalypse games out there, but BRP's baseline "rules of realism" work exceptionally well for zombie apocalypses. I ran a BRP zombies campaign not too long ago that was an amazing experience, and introduced at least one new player to RPGs in general...it's a brutal genre, but an in-depth guide would be well worth exploring.

#4. BRP Bestiary
It goes without saying that one of the strengths of D&D is it's ability to produce copious quanities of creatures for adventurers to fight. Although your average BRP game is going to be about more than just slaughtering monsters and taking their stuff, that's a style of play that nonetheless resonates well, and having a large volume of monstrous foes to pick from has always benefited those games that need it...hell, look no further than Malleus Monstrorum for Call of Cthulhu to see an example of how this works for the horror genre.

#3. BRP Post-Apocalypse
Rubble & Ruin is a great monogaph but it is more like a taste of what we could have. I'd love to see a book for BRP that gets the Will McAusland treatment, but powered by BRP. Just imagine what that could look like...or even something robust enough to support an in-depth Mad Max styled campaign without any extra work on the GM's part. Rubble & Ruin was a good start: we need a glorious, full color finish! If we can get an amazing pirate book like Blood Tide, I think BRP Post-Apocalypse should be a no-brainer.


#2. BRP Cyberpunk/Transhumanism
Although the rules say you can construct cybernetics from the super powers rules, and having done so I would say yes, that is a reasonable work-around, it's still better to have a dedicated system (or extrapolation) on cyberware and wetware, along with a detailed world/setting guide that discusses the future cyberpunk dystopias and transhumanist singularities that we could build stories around. I'm thinking of more of a "world/setting creation book" than a premade setting....too often author bias makes the specific setting books of limited value. We need GURPS Ultratech and GURPS Biotech but for BRP, essentially....along with some glorious world design rules.

#1. Future World
This is the top dog....and it could even include the aforementioned cyberware/wetware rules. Magic World works as a great intro game because of its focus on fantasy. A SF-focused rulebook or even toolkit guide for SF gaming would be a much needed addition to BRP. Something which includes cusomized professions and skills, world generation, star travel, ship design, trade and commerce, exploration rules, alien design, cyberware, robots, androids, wetware and more. A "campaign design" book rather than a single setting book like we've been getting...something akin to Savage World's Science Fiction Companion, which as you all know is one of my favorite little toolkit books.


Monday, January 14, 2013

Cyberpunk 2077 Videos

First off Watch this:



Next up, here is Mike Pondsmith talking about the game, its legacy, and what is to come. Great to watch, and great to see Mike Pondsmith talk about one of the greatest contributions ever to grace tabletop RPGs that doesn't involve dungeons or dragons, hands down:



I don't have a lot on my radar, but I'd say that in the realm of video games, this one is on top. Going to be a long wait, but worth it.

Some of the early press releases seemed to imply that there would be an official revamp/revision of the tabletop edition of the game to precede or accompany the video game. I haven't seen or heard any more about that, hoping it's a Thing and not just reading into the press releases too much. Hmmmm.

Next: maybe Mike can license out Mekton?

Tuesday, July 10, 2012

Cyberpunk 2020 Getting a Revival



Story is here, discussing how the  CD Projekt RED use of Cyberpunk as the basis for their forthcoming new RPG (these are the guys who did The Witcher, fyi) is leading to a revision of the original Cyberpunk into a modernized retake of the setting rather than a retro cyberpunk world.

Back in the 90's there was one game I played almost as much (and sometimes more) than AD&D 2nd edition and Runequest 3: Cyberpunk 2020. CP 2020 was absolutely an amazing system, the Interlock engine (before Fuzion bastardized it) was excellent for the sort of games one could tell in the dark future of the Cyberpunk universe, and it seemed at least somewhat plausible back in the early nineties.

Today, of course, not so much. But I would really love a revision that brought the actual CP 2020 universe as envisioned therein up to a sort of "2040 retake" or something similar. Maybe 2050. We seem to me moving a bit slower on the singularity curve these days than guys like Ray Kurzweil are willing to admit.

Anyway, moving the game into the future mostly requires serious cleaning up some of the archaic tech (this game models the Cyberpunk future prior to the internet taking off, cell phones, tablets, virtual worlds as we know them now, or just about anything else we'd consider plebian today). It could use some more focus on transgenics, too. The scary megacorporations? I think they are still as relevant (if not more so) today than ever. Hmmmm maybe tone down the Japan-fetishism a bit, though.

I think it's interesting that CD Projekt RED now owns the game, and it sounds like they plan to publish it. Also nice to see they are retaining Mike Pondsmith for it. Regardless of how one might feel about CP v3, Mike's writing is a serious strength, and CP 2020 would not have been nearly the success it was without his authorial voice and ability to set mood and tone just oozing off the page.