Cybergeneration

From 1d6chan
Jump to navigationJump to search
This article is a skub. You can help 1d6chan by expanding it.

In the 1990s though, R. Talsorian Games, the publishers of the successful Cyberpunk 2020 role-playing game, were questioning the nature of Cyberpunk. In 1993 they published a supplement for CP 2020 called Cybergeneration, later re-released as a stand-alone game, set in the year 2027.

Whereas classic eighties Cyberpunk literature and CP 2020 were 'hard' science fiction (speculative fiction based on known scientific fact) set a mere 30 years in the then-future, Cybergeneration went off into the realms of science fantasy, with such items as 'genius guns' whose bullets could chase you round corners.

Cybergeneration also belonged to the post-cyberpunk and transhumanist genres: you played teenagers infected with a nanotech bio-weapon called the Carbon Plague, which killed adults but gave children superpowers. This was the shape of things to come, as the next edition of the Cyberpunk RPG would take a similar direction.