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

Monday, December 14, 2020

Cyberpunk 2077 and Cyberpunk Red - Nostalgia for a Dystopian Future


 As I was playing Cyberpunk 2077 this weekend while reading the hefty new tabletop RPG edition in spare moments, I realized that this is definitively a product that caters to the specific corners of my own youth that fill a nostalgia niche. Nope, it turns out that my specific disdain for much of the past is not because I don't "get" the nostalgia craze....it's because that craze needs to be specifically curated for each individual. 

For me, some of what might constitute nostalgia has never quite "gone away" and as a result it continued to harbor my interest over the decades....I never moved on from the Alien film, for example, and instead continued to enjoy all subsequent movies (both for better and worse) as well as the novels (also for better or worse). D&D has been constant and pervasive, a lifelong hobby I never took a twenty year break from like some of my high school and college friends did. As a result, for me D&D is an arc of progress over many years, and was never frozen in amber.

With Cyberpunk 2020, I had a game I played intensely for about four years in college, and I was deeply obsessed with it (and secondarily with its source inspirations in Gibson, Stephenson, Williams, Rucker, Dick and others). But then something happened around 1995-1996, in which I moved several states away and ultimately dissolved my Cyberpunk collection. As the years closed in on 2020 the game itself remained firmly a dwindling speck in my rearview mirror. As a result, when Cyberpunk 2077 and Cyberpunk Red materialized late this year, a year in which the dystopian part of the Cyberpunk element manifested in full (but without any of the cool Cyber or Punk parts of the equation), it suddenly dawned on me that I had, here, an example of something that neatly fits into a nostalgia angle for me. 

Cyberpunk 2077 is particularly compelling. I had picked up a very nice laptop with a GTX 2070 Max Q GPU specifically with the idea in mind that I wanted to run this game. As I was playing Cyberpunk 2077 over the weekend (on ultra settings with the ray tracing turned up to the max) I realized that this game at times felt like a fever dream memory of the adventures we played back in college, a canvas of something trapped in the books and dice and character sheets, and of course our imaginations, now enmeshed in graphics and storytelling that brought them sharply in to light. 

Cyberpunk 2077, if anything, feels a bit anachronistic. It's simultaneously almost too close to modern urban nightmare living and also the elements of contemporary culture are painted in broad predictive strokes as to what this will look like in our future. An ominous city in which sunlight lurks high above, while a seething mass of humanity that is barely recognizable as such chases personal enhancement and gratification in a dystopian nightmare bordering somewhere between Corporate Rule and the personal libertarian ideal to shoot back if shot at, mixed with a firm belief in nihilism shot through with the odd moments where you can be in the Kabuki district looking at racks of dirty cyberporn magazine and suddenly a lone child runs by and I am thinking, "Yeah, someone somewhere still needs to be making kids in this horrifying universe....I wonder where those people are?"

I imagine that a generation which has grown up in today's actual internet environment might find some oddities with Cyberpunk's vision of the future, even as it seems to have so many eerie truths to it. Like my son's sometimes amusing and at other times bizarre interpretations of what Star Wars is really about, it is divorced entirely from what started it. If you weren't even alive when the fiction and game that built a subgenre rose to prominence and eventually fell back in to obscurity, what does it feel like to look at this insanely dark vision of the future now, when it seems genuinely closer and more poignant than ever before. 

Musings aside, I do have some pragmatic comments on the video game. Most notable is that I think if you're going to play this, try to do it on a machine that can run it at "ultra' graphics with all the Ray Tracing effect maxed out. I ran it both with and without Ray Tracing. Without Ray Tracing it looked good, but maybe not as good as, say, "Horizon: Zero Dawn" or many other titles specifically built to take advantage of the now "last" generation of consoles and PC GPUs. With Ray Tracing on I suddenly got a glimpse of why this feature is seen as a big deal; it leads to some moments in the game where there's an eerie sense of surreal reality to the environment as it almost "just about" lines up with what your brain would interpret as real.....almost, I say, because then an NPC walks through you or some odd thing happens that remind you its a video game.

So my suggestion is: get this game, but get it on the best rig you can afford, and stay away from last gen tech for playing it (especially PS4 and original Xbox One). Also, and I can't stress this enough, get it especially if you have a nostalgic fondness for classic Cyberpunk, I don't think you'll be disappointed.

As for the book Cyberpunk Red....more on that soon. I will say this: while Cyberpunk Red is definitely a sequel to the predecessor editions of the game, and it's a really nice looking book in true CP tradition, the video game seems to be at once an homage and reinvention of the setting as much as anything; Cyberpunk 2077, functioning as it does, but in a "realistic" timeline of 57 years from now. The actual 2077. Cyberpunk Red, meanwhile, builds in the history that has come before and so far looks like it could work well either to continue that existing tradition, model the future in CP 2077, or of course let you build your own dystopian future history to suit to taste.  

Thursday, July 16, 2020

Making RPGs Fun to Read

I've been perusing a lot of Dungeon Crawl Classics content lately, and one commonality in the DCC community is a reverence...nay, borderline obsession with Appendix N. This is obviously relevant to DCC, which is a game which has staked its success on depicting fantasy gaming as one might imagine it would look in the 70's based on the fiction at hand for the time. When you read Mutant Crawl Classics and notice it's own Appendix "M" references a movie like Zardoz and a seminal work like Hothouse, you know they're not kidding! MCC drips Zardoz and Hothouse from its pores.

In the course of this, however, it becomes incredibly clear that Goodman Games' two amazing OSR works have something in common: they are really damn readable, filled with interesting content, discussions on their respective genres and play styles, loaded with rules that somehow aren't a slog to process, and have a ton of general and specific flavor.

You would think this sort of approach to game books...making them fun to read....would make sense, right? But not every game can accomplish this, for a variety of reasons. Even my own personal favorite system these days, Pathfinder 2nd edition, is at best described as a true utility/resource. I read it to execute the game I want, but I don't sit down and read for--you know--fun. Ugh! I've yet to find a single Pathfinder tome from Paizo (sorry Paizo!) that was actually a pleasure to read. They all feel a bit like work, even when I am digging in the details of their mechanical systems. Pathfinder 2nd Edition's only really fun to read tomes so far are the Bestiaries* and the Gamemastery Guide, which do have some engaging content; but try reading them against the evocative and gripping narrative in Dungeon Crawl Classics, and you will see a difference. PF2 is interesting to read, yes, but the other (DCC) is fascinating to read. Every game book should hope to be the latter.

I recall distinctly that the very first time I encountered this sort of evocative, fascinating writing was actually Gary Gygax's own musings and ramblings in the 1E Dungeon Master's Guide. Despite how much content and how exotic and interesting it was the DMG was never a particularly easy read, nor was it so much fascinating as exotic and esoteric, a thing apart for being the first of it's kind, but it definitely set a bar for future game designers to achieve.

It would be pretty much a decade+ later when I snagged Cyberpunk 2020 that I found a book which outdid the DMG in terms of sheer nerve in its writing, presentation, attitude and sheer efficiency at describing its own mechanics seamlessly with its setting. Mike Pondsmith made a book which I feel has not to date been toppled by any other work, and I eagerly wait to see if the upcoming Cyberpunk Red can actually pull this off a second time.

There are other games out there that thrive thanks to their evocative writing, but far more lean toward the utility as their key value. Even literary works such as Call of Cthulhu work better as a resource for gaming than as a tome to read for pure enjoyment (baring any fiction segments). Some exceptions to this norm include most everything ever published first by White Wolf and then Onyx Publishing. Say what you will about White Wolf, but their books are (mostly) indisputably readable if you're into the stuff they write about. But...even then....most of what makes White Wolf and Onyx distinct has been the fiction elements, and the actual rules are often quite dry.

Anyway.....just some musings I thought I'd put to blog since I have neglected this poor thing for the better part of a month now. Family just moved recently and things are finally settling down, we have a nice house with plenty of room to enjoy social isolation!


*For an example of a well-written, evocative and arguably fascinating Bestiary, look no further than 13th Age. Pathfinder's Bestiaries are resources; 13th Age's Bestiaries are art.

Monday, January 6, 2020

2020 Gaming Plans

My tabletop gaming plans for 2020 are very consistent: keep gaming, as much as possible, on the two nights I have free to do it. My strategy toward this end remains simple: keep focused on the game systems that let me maximize my prep to play time, and cater best to my GM style of gaming. So far that means I can safely expect to play more Pathdinder 2nd Edition and Cypher System; indeed, these two games alone encompass almost everything I need in gaming right now for my above outlined requisites. There are other games I would like to try out soon though! These include:

Forbidden Lands - this boxed set which is really just a box to hold two enormous leatherette bound Player and GM guidebooks is an amazing product. It has old school design and a strong focus on exploratory hexcrawl-styled gameplay, with plenty of tools to evolve the story as you go. It's a product so good that even if I can't get my players to try it as a system, I will appropriate its GM content for use in another game.

Alien RPG - this came out in December so I've had no time in 2019 to play it, but for 2020 I would like to run a short campaign at minimum to try it out. I am very much hoping it does what I've always wanted an Alien RPG to do.

Starfinder - I would like to get back to this at some point, especially now that I am looking at the system through "PF2E lenses" which allows Starfinder to make more sense to me.

Cyberpunk Red - I have to be honest....I am not aware of any new games coming out in 2020 that are tempting me right now, other than the hoped for release of the Cyberpunk Red full product. My attempt to secure a print copy of the Introductory Cyberpunk Red has met with continuous failure, but I am very much counting on securing a copy of the final product. 90% of my gaming in college was split between Cyberpunk 2020 and AD&D 2nd edition, so there's a compelling interest for me to get this.

Savage Worlds Adventure Edition - while still being the same game, the new "SWADE" edition of Savage Worlds manages to fix so many little bits and bobs that it's sort of impossible not to love. It fixes things you never knew were broken, but once the fix is seen it cannot be unseen, and I am really eager to play Savage Worlds again, and soon. My only worry is it will take a long time for new updated genre books to arrive.

Outside of the above I keep a small stash of "ready to play" RPGs handy for pick up games, filler sessions, or "we need a break" moments. This bundle includes Traveller (and Cepheus Light by proxy), Swords & Wizardry Complete, White Star and of course Savage Worlds. One game missing from my collection I keep kicking myself about (since I sold it on EBay) was Beyond the Wall, a game which did such a great job of making B/X D&D into something literary and mysterious that I must order new copies again soon, especially now that my son is getting old enough to grokk this stuff properly.

In the end....it is entirely possibly 99.5% of my game time this year is spent with Pathfinder 2nd edition, but I am the GM; my word is law! I just need to put the time and effort into one of these other games to make it happen.