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About CyberGeneration

If you were wondering what the hell CyberGeneration is, this is the page to make it all clear. It's as if you'd been drinking gin all night, then realised it was actually water and shrugged it all off. Or something. I don't know, I actually have been drinking gin all night.

Background

cybergeneration second editionCyberGeneration is the follow-on game to CyberPunk 2020, one of the most popular dark future-style RPGs. CyberGen was originally written as a companion to CyberPunk, but has since evolved into its own game (luckily). Now in its second edition, its future seems to be in doubt - but that doesn't stop me thinking it's great. It's written by part-time games company R. Talsorian Games, the writers of CP2020 amongst others (e.g. Bubblegum Crisis).

CyberGen is unlike most other RPG's in that 90% of the characters are kids, which is both unusual and funny. The rules are nice and fast, and up to press I've managed to get away with some decidedly dodgy adventures, just because the game's so unique. Of all the RPG's I've played (many), this is the one taken least seriously by me and the players. This, of course, is a good thing. For one, it's a welcome change from *choke* AD&D *retch*, the books of which want you to commit suicide if you do not take the game seriously enough. It also tends to mean that you have more fun, as you'll usually just be playing for a laugh.

The game is set in 2027, seven years after the time of the cyberpunks. Things have changed - the gang wars have ended and corporate families have moved back into the cities. Being brought up in the middle of this are the cybergeneration, the kids of cyberpunks and losers of the last generation. Becoming increasingly dejected and apathetic towards society, the kids have started the yogang culture, their way of getting what every kid takes for granted - a family. To begin with there are around twenty unique yogangs, each catering for different kinds of kids. It's up to you to choose which you'll join, and whether you really care about the cause. You've vowed to fight until the ISA is brought to it's knees, but as a kid, you've got to fight different kinds of fights.

The system

There are some very cool character classes yogangs, especially the BoardPunks, who are always popular. One of the players in an old game of mine has always been a BoardPunk, perhaps even the same character (Stingray McTony). CyberGen's yogangs are far more interesting than their equivalent in most other RPGs, character classes. Each yogang caters to a different character of kid, so you'll always have somewhere where you fir in. Then, there are the evolved, who are quite cool. In effect, they make up the "magical" side to the game, in a more up to date way. They have strange powers brought about by the Carbon Plague, a wave of nanotech-induced virii spreadign across the world.

The system is, unsurprisingly, very similar to that of Cyberpunk 2020, it's "parent". All checks are made by adding STAT + Skill + d10, the result being compared to a difficulty number decided by the GM. For example, in combat situations, the usual roll made is REF + Streetfighting + d10. A difficulty of 15 is averagely hard, so if the total was equal to or over that, you'd succeed. In some situations, checks can be made on raw STATS alone, such as a BODY check for a feat of strength.

The system is both simple to use and fast to operate; both essential in my opinion. Rolls can be made in the heat of battle, and results determined quickly enough to keep the pace and tension going. In other situations, the system is also realistic enough to make the chances of success something like you'd expect from a ten year-old kid trying to gun down a CorpSec goon. Rolls against EdgeRunners, or adults, are made at half the usual number, so kids are forced to think before jumping straight into a fight.

The experience

Playing CyberGen is generally a great thing. You get the impression it's not meant to be taken as seriously as its parent, Cyberpunk 2020, and that helps a lot. Players will generally have a better time and, forced into the roles of kids, become more inventive. The realisation that you can't just gun your way out of the situation takes a while to set in, but once it does, you'll realise you're better off spending your money on things other than heavy weaponry. Providing the adventure is of reasonable depth, players will have no problems enjoying the game, and you'll soon find being a kid is as much fun as you remembered ;).

GMing a game is a slightly trickier prospect. Where you'd normally have an interlude of violence when you've run out of ideas, in CyberGen the likely result of that would be to wipe your players out in five minutes flat. Designing adventures that kids could manage and be interested in, is a hard business. The book is quite a help in providing inspiration, though. Adventures have to be targetted at stuff these kids would be into - the revolution, the environment, shopping, adventures - that kind of thing.

If you're tired of the conventional RPGing experience, CyberGen certainly offers something different.

The books

cybergeneration source booksThe core book is neither hardback or colour, but it isn't bad. Sometimes the layout makes text hard to read; almost everything is right-aligned, so it takes a while to get used to reading "backwards". Sections are organised quite well, but I'm sure there's an easier way to do it. The problem arises from the fact that the designers have decided to base the book around a real-life scenario, so, for example, every now and then Johnny Silverhand will appear with a message for the players. Even the equipment list is designed as if you are looking in a shop window (all hail Hot'za: Pizza's and Blackmarket Weapons).

The beginning of the book is presented as if the player has just signed up to the revolution; a holo-Silverhand is giving them a quick tour of a safehouse, and instructing them how to create a character. They are then sent on a trip to the mall, to buy equipment. From there on, though, the book reverts to "normal" - that is, there are clearly defined chapters and Mr. Silverhand makes no further appearances. It's a pretty odd way to set it all out.

There are currently four supplement books by RTG, although it's looking increasingly unlikely that there will be more in future. They are available for online purchase at the R. Talsorian Games homepage, which is handy because few stores stock them any more. The four titles - Bastille Day, Eco Front, Media Front and Virtual Front - each cover a different part of cybergeneration life. They include new characters, yogangs (for example, the Lookers), and new adventures to try out. Overall, if you are a real CyberGen fan, they are must-have books, especially considering they are the only add-ons you'll ever get.

Conclusion

Overall, you have to say that CyberGeneration is a top game. Obviously this type of game isn't going to be everyone's cup of tea, but if you've ever thought that AD&D is just a little too serious for its own good, this could be the game for you. Here's hoping that RTG decide to keep it going long enough for you to get a copy!

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