hornedglory

the icarus of mac & cheese

valentine/glory - digital artist - 24yo - welsh/irish/roma


amaranth-witch
@amaranth-witch

I'm writing this post partly on request from a friend, but also because this is one of the topics that bumbles around in the back of my brain on a relatively consistent basis, and it's time to get it out into the world.

Future Mara here: this turned out to be way longer than originally intended. There's some game design rules here, including shadowrun/cyberpunk hacks! It's way at the bottom. I think the whole thing is a good read, but if you're just here for "what would she change about the game" it's down, down to goblin town you go my lads.

I am a big fan of the cyberpunk genre, especially in the forms and formats that I encountered in the late 90's and early 00's. Those forms are still with us, though they've been joined by others (no less valid; don't worry, I'm not here to litigate what can and can't be cyberpunk, that's not how I roll) but there's a recurring specter which accompanies them: the dehumanizing and othering of marginalized identities, particularly disabled and prosthetic-using identities.

I mean, this is hardly the only thing problematic about the genre; I'm looking at you, shadowrun with your treatment of Native identities which read as incredibly progressive to a sheltered white college student (and, likely, to the writers - I don't ascribe malice, a lot of their writing has "well-intentioned bumbling" all over it) but it's what we're going to be looking at today. I'm going to have a couple of words about "problematic" as a concept down the line, too, so stay tuned.

I can't just drop "problematic" and assume that everyone knows what I'm talking about, though, so let me do a brief primer on what I'm talking about! Augmentation and replacement are big parts of cyberpunk fiction, whether it's cybernetic arms with or without cool internal weapons, fingers that break apart to do the ghost-in-the-shell speedhacking move, eyes that can zoom in real close, computers in your brain, or more. This has been a piece of the genre since the first definably-Cyberpunk novels, whether you mark Neuromancer or something else, and with it one of the big questions which Cyberpunk fiction asks: does replacing parts of ourselves make us less ineffably Human? Different works have different answers, often falling into a range between "uh, no, arguably it makes us more human than the bastards in power who claim it removes our humanity" and "HELL YEAH IT DOES, AUTHENTICITY FOREVER BABY", but if we're being truly honest it's not about whether the answer for any given book, series or movie falls on that spectrum or as one of the outliers, it's about asking the question in a way that brings the reader to grapple with the ideas much as the characters are, directly or indirectly.

Cyberpunk tabletop games, naturally, handle this question with all the delicacy of a Mack truck going down a 47-degree incline at 76kph into a Grand Piano display convention.

The eponymous Cyberpunk RPG, later Cyberpunk2020 and now Cyberpunk Red, assigns characters an Empathy stat, from which they derive a Humanity score. In the core rules, whenever you install a piece of cyberware, it comes with a Humanity cost: deduct that value from your Humanity score and assign a penalty to your Empathy stat when your Humanity hits certain breakpoints. For added effect, as-written the Humanity cost is a variable amount, which is rolled in secret by the GM and the player is only informed when their Empathy drops (or in some versions, not EVEN informed, as the GM secretly tracks the Empathy penalty on rolls per-player) and so you don't actually know how "safe" it is to install a piece of cyberware. As your Humanity drops too low, you are at increasing risk of "Cyber-Psychosis", a fictional disorder which manifests in multiple ways but revolves around the idea that your character has been so fundamentally disconnected from their Human Self they have no reason to value the physical or emotional wellbeing of others, or even ultimately their lives, past utility needs. It can manifest as coldness and apathy, it can manifest as viciousness, it can manifest as a frothing drive to "purify" the "meat". Cyberpsychosis can be "cured" with therapy, which includes "remove as much cyberware as possible, including pure utility pieces like arms and legs" as step one, and "never touch it again or risk relapse" as a later step. It's monetarily and socially expensive as well.

Shadowrun takes this a step further. In Shadowrun, magic and the "spiritual realm" is "real" (as opposed to Cyberpunk which has various faiths and superstitions and rumors of weird and unexplained powers - and in previous editions some crossovers including vampires and other supernatural beings, but at base doesn't include "real magic") and thus every character has a quantifiable soul, expressed by their Essence score, which derives their Magic stat. Much like Humanity/Empathy in Cyberpunk, installing cyberware costs Essence - a known amount this time, which only varies based on the quality of cyberware, a player is able to precisely barter their soul in Shadowrun - and your Magic rounds down for fractional Essence amounts. Should your Magic hit zero, you basically can't even try to use magic, and should your Essence hit zero, without extreme measures, you die.

So, in a very real sense, in Shadowrun as written, cyberware eats your soul.

To make matters worse, in Cyberpunk you can reclaim your lost Humanity by removing the offending metal and doing therapy, but for the longest time, in Shadowrun, once lost you would always have that arm-shaped hole in your soul, regardless of WHY you attached the cyber-arm, and in early editions even if you removed the "costly" cyberware the damage was done: let's say you had replacement cyber-eyes and wanted to upgrade to the new model? Originally, you still had to "pay full price" for the new cyber-eyes. The hole couldn't be filled. It was "fixed" in stages - in first edition, if you lost an arm to combat trauma, your Essence wasn't automatically impacted, but then installing a cyberarm would cost Essence, then in later editions they wobbled back and forth about "when and why" the Essence was "spent", eventually settling on a "only pay the cost for currently installed cyberware" and "if you've lost Essence due to trauma, you can count that Essence loss towards installed cyber without further penalty" but you still have to feed your figurative, but still horribly literal, soul to the machine.

Eventually, they added the very scary "cyber-zombies", experimental weapons who were stuffed with far more cyberware than the metahuman body could tolerate, and effectively techno-necromancied AND actual-necromancied into staying alive somehow... and also another element, essence-replacement therapy. Turns out, if you have the money and time and connection, if you're rich and connected, you can go to these elite clinics (that player characters obviously don't have immediate access to, duh) and... holistically integrate your cyberware back into your essence, up to a point, using the same kind of therapies that would help recover from major physical, mental and emotional trauma damage to your Essence.

These mechanics are, to put it lightly, Problematic. The core cyberpunk question of "what is a human" is one thing, but this isn't that: this gestures coyly at "prosthetics make you inhuman" and "the different is undesirable". When pacemakers have a Humanity cost, this is more than just a coincidence: whether it's intentional or not, this is directly ableist and borderline fearmongering. There are whole essays that could go into establishing that this IS problematic; I am asking you to accept that it is, and urging you to look into it, rather than going through the whole relitigation process (partly because I am very tired of having that particular conversation, if I'm being honest about that). The games don't explicitly state "disability makes you less human", but it's not a slippery-slope fallacy to see a throughline from "an artificial heart causes Essence loss" to "disability aids eat your soul"; the frame is clearly invoked.

So how do we deproblematize this?

The simplest answer is "we don't", really. We can "deproblematize" this by excising it: cybernetics become just another thing. If you have the "slots" available and can get ahold of it, you can have the cyberware! Maybe a cyber-limb can only host so much technology but that's a function of "this limb is only So Big, you can't pack more into it than it physically has room for, but just remove those internal costs and commentary". Nothing says that you have to deal with it. You are allowed to opt out, whether you're designing your own cyberpunk game a la Hard Wired Island or See You Space Cowboy, which both take this approach, or running a game of Shadowrun or Cyberpunk/2020/Red or some other game which takes the same stance. You can just walk out. It's okay.

Some games try to keep an "innate cost" to serve as game balance: a player can't simply cram the most effective 'ware in, even if they can afford it. The 5E setting Crystalpunk and indie game Identeco both take a "blood toxicity" approach, where the technological or magical power cells which run cyberware are dangerous to the metahuman body, and there's an upper limit to the amount of Cool Toys you can use, but both of them are open with their stance of "medical prosthetics and disability aids that just restore base functionality don't play by these rules", and that is also fine. I find it underwhelming, but ultimately fine.

But what if I find myself compelled by the various tension levers that the existing cyberware systems have in play? What if the frictions presented inspire me, but I still have issues with some of the directions the underlying messaging goes?

What if "problematic" was not a word to flee?

Earlier in this piece I promised a few words about "problematic" as a concept, and so here we go. I do think there are words to flee. I do think there is messaging that I simply don't want to promote: racist messaging, bioessentialist and eugenecist messaging, queerphobic messaging, fascist messaging and more. But that doesn't automatically mean "I never want to engage with these concepts in any form in media". I feel like treating Problematic as a red-flag, drop-the-storm-shutters, get-ye-behind-me-Satan do-not-engage qualifier removes far too much from the possible range of experiences: reducing it to a Shun Button renders it useless, locking swathes of art behind a door labeled "Bad". "Problematic" cost us further work by Isabel Fall - cost us Isabel Fall as a person, even.

No, I'm not saying Shadowrun is the same level of deep, personal art as I Sexually Identify As An Attack Helicopter (Short Story, Clarkesworld, January 2020, and yes I highly recommend reading this deeply vulnerable piece) ...but I'm saying it could be.

I'm saying 'problematic' is a yellow flag. A warning sign: a blinker to let us know hey, be alert, do not uncritically absorb the messaging seen here, remain aware. And if there's something in the problematic material which you believe ought to be shunned, it shouldn't be waved at vaguely under the term "problematic", it needs to be called out directly, unshielded.

Stepping down from that soapbox: Shadowrun's cybernetic costs compel me on multiple levels. There's commentary to them, even though I think some of it was unintentional.

One of the things which cracked that particular shell was the introduction of Shadowrun's essence recovery therapy; originally listed as an expensive thing which could help a disabled magician recover their impaired magic under the assumption that it was reduced due to traumatic injury, some cheeky diegetic commentary implied that the wealthy were pairing this with bespoke cyber-implants to just... not deal with the drawbacks, building the therapy into the cybersurgery recovery time, and the monster that is capitalism turned its neon eye towards me with a playful wink, and the commentary started to sink in. In CyberpunkRPG land, commentary both diegetic and authorial started hinting that cyberpsychosis was actually not a "thing", that there are specific traumas related to cybernetics -

one such trauma is in fact the weaponization and tokenization of the body in a very direct way. you're an edgerunner, you need an edge. You get an implant to help. It helps. Soon you find you need another edge, or need to replace a damaged part. In this hypothetical, you have lost your hand. You need a new hand. You could get a poor condition hand on your budget, or you could temporarily get a weapon-hand with knife fingers which doesn't have the same function as a hand, but would absolutely help you with the kind of brawling you do as part of your edgerunner risk-filled life. You get the knife hand. now your hand is a knife. later, you think, you can get it replaced when you can afford a GOOD hand, but your hand is a knife. you get caught by rival gangers on your way to a meeting. your hand is a knife. they leave you alone. you wave to your friends. your hand is a knife. you reach for the VIP you're there to extract. your hand is a knife. your hand is a knife. your hand is a knife. you cannot touch your boyfriend with that hand. your hand is a knife. you have to relearn how to scratch your cheek, unless you want to replace more parts of your body. you can now afford to replace it with a Good Hand but your hand is a knife and that has helped you, but also, your hand is a knife.

  • but that there is not actually a blanket "cyberpsychosis" issue, it is a bugbear conjured up to paper over stacking hypercapitalist hellscape traumas, people "going crazy" because of cyberware are actually... usually not? they're breaking down because of other pressures.

Of course, the system in CyberpunkRED is just the same Empathy/Humanity system as before, which kind of takes some of the wind out of those sails.

So as covered above, yeah, I'd be within my rights to just jettison it, just walk out. But I don't want to do that, and I have reasons.

One of those reasons is that I have cybernetics, and they dehumanize me regularly. Not because of anything innate to them, but because there are people in my life who think it's funny to hide my glasses and kick away my cane, and when people see the scar indicating my bone-replaced arm it's immediate pity and revulsion, which only intensifies if they find out about the medications necessary to pretend to regular function in our society. Sometimes, much like my trans and otherwise queer identity, I would like to not think about that; I would like to spend some time in a world where it's all normalized.

Most of the time, I don't want people to blithely pretend that I don't exist, and that I am invisible. Seeing my struggles represented in a way to which I can relate feels good. I like to see myself.

There are other reasons ranging from good-friction to "I like the crunchy buttons to twiddle and various dramatic balancing of the game" to even further beyond, but we've already gone quite far afield. Here's what I would do, to keep the parts that make my brain go ZING... but also to remove some of the messaging that hurts.

STEP ONE: It doesn't eat your soul...
...but some people may think it does.

One of the problems that GMs run into is the Unfortunately Reliable Narrator. Because they're the player's only window into the game-world, anything said by the GM is assumed to be truthful; sometimes with players getting very upset if it's revealed to be untrue, even if that sort of misleading would be accepted in a similarly staged video game. This can unfortunately extend to NPC conversation as well, where a character will say something inaccurate, whether on purpose or just mistaken, and the players will take that as actual truth. I'm not here to talk about "how can we fix that", this is a whole 'nother essay. I AM here to say "this happens to RPG BOOKS as well". The writers will present a diegetic opinion held by certain characters, like "Atlantis is 5 miles off the shore of Chicago", and because it's printed in the text, players will assume that this is direct, ironclad truth. This also happens in places like MMO lore-books and quests, it's hardly unique to tabletop games.

So step one is to make it explicit and clear that cybernetic implants do not actually make you less human; that propagandized groups and various movements believe or state they do, maybe there are even scientific theories on the subject, but they do not. Establishing this sets up various stakes in a meaningful way, while also making the principles clear.

STEP TWO: Maximum capacity is just maximum capacity.

Cybernetic implants are tied into the human nervous system, and interface with other systems as well: circulatory, musculo-skeletal, immune, bioelectric, who knows. "Essence" cost and "Humanity" cost now represent the strain on the system. If you go too far, impairment become dysfunction and worse, but burnout from multiple sources is nothing new. We keep the mechanical balance and the how-far-can-we-push dramatic stress, but it is no longer innately dehumanizing. In addition, "essence replacement therapy" and "humanity therapy" is no longer rich-person-woo, but instead holistic physical therapy in which your existing cybernetic system that is your body-self further integrates and balances your new technological additions and replacements. Shadowrunners normally don't have the resources - time, money, AND connections - to undergo this therapy. It's expensive and time consuming, and not only do you need the money to start it, you need the ability to take time OFF to undergo potentially multiple rounds of very intense integration therapy.

But it's THERE, and the human body is capable of amazing things, with the right help.

STEP TWO AND A HALF: What About Magic?

What ABOUT magic?

In core Shadowrun, cyberware impairs your ability to use magic. This is part of the "it eats your soul!" commentary, but doesn't have to be. If it's not a lever you want to play with, you could simply remove the penalty, but let's suggest that we want to keep the balancing factor and encourage players not to automatically double-dip and go for the combat caster with wired reflexes and no penalty.

So, we posit that Magic is interacting with the "mana field" - something that's already in play in setting. Learning to use magic involves attuning yourself to the field and flows, and adjusting and directing them.

Above, we've already established that cybernetics can throw the body's systems out of whack, and it's not a stretch to say that this applies to "interfacing your body's EM system with the mana field" as well. Your Magic penalties from Essence "loss" now represent "trying to force a mystical electrical current through resistors" as opposed to "IDK, part of your soul is just gone".

STEP THREE: Some People Don't Like It...
...but also, some people do.

Let's talk social impact.

In both CyberpunkRPG and Shadowrun, there are pro-augmentation and anti-augmentation sentiments. In both cases it's generally handled better than many of the endings and agendas in Deus Ex: Human Revolution/Mankind Divided, with more intermediate responses, but it's definitely present; as referenced above, Cyberpunk 2020/Red even heavily implies this sentiment is behind the cyberpsychosis narrative!

And yet, this isn't represented in the game at all, beyond vague references of "well, this character may not like it if they see visible implants". So let's fix that.

For your augmented character, track the penalty your character would normally have to Empathy in Cyberpunk, or to Magic in Shadowrun (even if your character isn't a magician!) off to the side. Don't actually reduce those scores... well, if you're using 2.5 above for magic, do apply that penalty, my bad. Sorry, Past Mara, Future Mara inserted that section. Anyhow! Track it as a separate integer: if you've "lost" 2.6 Essence, your modifier here is 3. This applies even if you've had Essence Therapy to restore lost Essence: track how much you WOULD HAVE lost from the normal costs of your augmentations and replacements. That does mean this number can go higher than your base Essence score!

Now it's time for a little extra work on the GM's part. Decide whether any given area is PRO-augmentation, ANTI-augmentation, or NEUTRAL. "Area" can be a physical area, a neighborhood or district or business complex. It can also be a social area, a group, cause, or movement. It could even be individuals, if you want to get that granular.

When a character has detectable augments or is otherwise revealed to be augmented:

  • If they are in an ANTI-augmentation area, they take a social penalty based on the modifier noted above. Heavier or more obvious augmentation naturally results in lowered opinions and/or increased hostility, naturally based on "how cybered are you".
  • Under some situations, a character might be able to "lean into" that fear to flip the penalty into a bonus, such as intimidation or applying social force as a Scary Cybered Individual. The DM is encouraged to allow this, but do mark down that this character is deliberately increasing their Big Scary reputation as a threat, and it'll be that much harder to play it down later, and there may be other knock-on effects, as one does.
  • If they are in a NEUTRAL area, they don't have any innate social penalty from their augmentations! They may be able to swing individual bonuses if they lean into "look, I am scary and have a knife for a hand" or "don't worry about this, see, I have a computer in my head and I can search that up for you, I got this" but there is no basic penalty at work.
  • If they are in a PRO-augmentation area, you guessed it: they get a social bonus based on the modifier noted above! You are doing the thing that people in the area support and that ingratiates you to them as a baseline.

Depending on the amount of oomph that a GM has available, the amount of "pro-" and "anti-" support can vary: if you've got the bandwidth, you can mark some areas as "slightly anti-augmentation" where the penalty is capped at 3, no matter how deep a character dips, or "fanatically pro-augmentation" where the bonus is multiplied, or unaugmented characters penalized, even; but this is EXTRA, potentially a lot of tracking. The basic Pro, Neutral, Anti guidelines will often work well enough for strong impact in play, and flavor impressions significantly!

STEPS FOUR AND BEYOND: what about cyber-zombies?

...and the like? Those don't actually "need" to be changed very much, with all the reframing that's happened! The magi and doctors doing the horrible experiments are allowed to believe that too much cyberware kills the soul and they need to implant memory stimulators and indulge in necromancy in order to keep their overstuffed hot-pockets of awful death machines up and running, but under this re-lensing, all they're "really doing" is shortcutting. They're taking a delicate process which would normally involve months, years, an indefinite amount of time and heavy work to properly integrate a heavy cybernetic loadout, possibly even doing it in stages, and they're forcing it through quickly, using overcharged adaptation and support. They could have been doing this (sorta) ethically (as ethically as adapting a body into a murderbot can be, anyway) but they've not the patience for it, nor is it profitable to keep your deathdoll-to-be on ice for 10 years while they learn how to be at peace with their new body, so atrocity it is! Cowabunga!

There's other questions like "OK, can dragons and other magical beings get cyberware now, since it doesn't eat your soul" and I don't have a universal answer to that. I could give you several conflicting projections if you want, or just say "that one you'll have to decide on your own for your game, I hope the perspective I've provided helps you" because ultimately, this one IS your call, I can only tell you what I feel in my games and sometimes I contradict myself on that one. I think first ask yourself "why" and that'll give you the answer you need?

...and that's all it takes for the basic suggestion, really. There's still a lot of levers and commentary in place, the friction has not been removed.

For those still wondering "But Mara, why didn't you simply remove the restriction and remove the discrimination, wouldn't that be better", even after the above commentary - and that does remain a valid question, which you're allowed and encouraged to answer for yourself - I do have to restate that I am a broken doll, and I find kinship in combat dolls who require maintenance to function, and seeing myself represented through the struggle.

Because sometimes, the friction leads to a much, much more impactful and fulfilling story, experience, connection to characters, and memories.


amaranth-witch
@amaranth-witch

Half shitpost as I lay down to take a nap:

If you WANT your game’s cybernetics to eat souls, that’s something you can do too! I’m not saying “oh wow no you should never do that” as much as I am saying “you should have the courage to say so directly, to make that something the game is About. You know, like even DOOM does.”

Some of the time, the actual problem isn’t the Awful Stuff that happens in a “dark, mature” game as much as it is the under the table nudging “haha I’m sure you know what I’m Really Saying about Those People” way it’s presented. Absolutely run a game where cyberware eats users souls and part of the messaging becomes “was that worth it”. That’s rad as hell. Just don’t play wink-nudge-hmhmhm about it. Be real about it, tell people that’s part of your message, build compelling structures around it.


caffeinatedOtter
@caffeinatedOtter

There's a hard-to-google observation, made by the director(? I tried to check but I remember this from years ago and it's hard to google) of Highlander, that sometimes you know there's one line in a script that people are going to walk out of the cinema quoting afterwards ("There can be only one!")

Mara's spectacular power as an essayist is that you'll come out the other end, not just with an idea, but a firmly graspable permanent rhetorical handle on it: Four Capybaras! Your Hand Is A Knife! Explaining things well is a rarer skill than you think, and putting the reader's hand to this kind of memetic affordance is fucking talent, is what it is.


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in reply to @amaranth-witch's post:

really amazing essay(?)/post(?)!!! the social modifier concept is something I hadn't thought of before that is brilliantly graceful imo! I hope it's alright if I bring up a minor thing about Shadowrun cybernetics, (although to be clear I dont disagree with anything you said about the Essence system or Shadowrun in general, also i think the mana field explanation DOES make a lot of sense) which is that it's been my impression, at least in the last two editions (the only ones ive read personally), that Essence Loss impacting magic is at least partly because magic in Shadowrun canonically has a much harder time affecting/flowing through heavily-processed materials, like the plastics and metal composites and computer chips that cybernetics are made of; this is also why mages tend towards the "low tech" fantasy vibe more than their fellow runners and why you cant hack a computer with spells (generally). Mind you, it still has an effect on social rolls iirc (although in 5e I think I remember it being hard to find what that penalty was, to the point where I didnt know about it for a while, but thats 5e for you) and also I might be misremembering something? And I dont doubt that earlier editions (and, uh, STILL in 5e and 6e to some extent) were much shittier about it. Also i could go on a diatribe about how the magic/tech divide in shadowrun often doesnt feel very compelling and ties into how SR is weird about real world cultures and spiritualities but thats another post lmao

I also wanted to share what my admittedly slapshod system was when I ran cyberpunk RED a ways back in the spirit of "how you can fix it"; your Humanity penalty could be negated on a monthly basis with expensive drugs, physical therapy, etc. with a price tag based on the combined Humanity Loss of all your ware. So, essentially, each piece of cyberware with a Humanity cost also added a fat chunk to your lifestyle costs each month, which you could forego paying... At the cost of being in agony and your shitty mood rubbing off on everyone around you (as a justification for the penalty on Empathy rolls). There were probably other little nuances in there but that was the gist--similar to your epiphany with the therapies in Shadowrun, I wanted to emphasize the economic and class-based aspects of "cyberpsychosis" and augmentation in general.

Also Id never expect to say this but I think cyberpunk 2077 of all things handled cyberpsychosis weirdly well? One of the collectable-adjacent quests in the game has you nonlethally subdue the dreaded cyberpsychos around the city and find out all of them are just...people in fucked up situations abandoned by the powers that be. a decent chunk of them are military vets from the corporate wars who were cut off their pension and insurance and forced to fend for themselves--when the painkillers and psychiatrics ran out, they lashed out... with a bunch of military grade hardware. its still not, like, IDEAL that theres still an element of "crazy marginalized person being violent" going on, but these little miniboss side quests have some surprisingly humanizing and compassionate writing/framing, especially from a big title game that misses the mark so many other times.

Oh goodness even after all those words I still feel like I’ve barely scratched the surface of my thoughts on the subject TBH, so your commentary is very welcome

And yeah, the 2077 missions are a major contributing factor to my “cyber psychosis is a social scare covering up the real issues” thesis there. It came as a very significant surprise!

So I think something that gets missed by people playing Shadowrun and a lot of late 80s/early 90s non-D&D fantasy pen and paper RPGs, is how much their magic and religion systems were influenced by an infamous early 80s system called Fantasy Wargaming1, which had it's 12 minutes of fame due to being a scifi book club pick one month, and being a lot of people's first (and unfortunately last) exposure to pen and paper RPGs. (Mine included, though because I found a copy in the library.)

In particular, this short section of the book directly or indirectly inspired practically every open-magic system created afterwards.

THEIR [gods, magical beings, magical items, etc] POWER COMES FROM YOUR BELIEF. THE GREATEST SOURCE OF MANA IS YOURSELF.

It is the person’s worship of the gods that gives them power. It is his belief in the magical efficacy of certain objects (a belief very close to veneration) that determines their power and effects. One man’s belief is but a drop in the ocean, however. For an object or being to take on a significant supernatural role, the support of whole populations is essential. Outside that time or area, the role diminishes or is lost: disbelief exceeds belief.

The problem is that game designers tend to pile a lot of system on top of this, and run into the same problem that Fantasy Wargaming did. And cybernetics and its intersection with magic in Shadowrun is a good case in point.

The logic of Shadowrun's Sixth World basically runs on "belief determines reality", at least from a lore perspective. Magic in this sort of setting is the magical thinking associated with things like The Secret on steroids, with all of the problematic elements that it brings. The negative is that it tends to universalize/systematize the unconscious and conscious biases of the creator in the setting, but the positive is that it gives follow-on creators, GMs, and players a way to change that.

In the Shadowrun scenarios I used to create, I tried to make it clear that systems I disagreed with like cybernetics and essence loss, were a reflection of the status quo, and a structural bias2 that was manifesting in a concrete fashion, but could be overturned by the party. Basically, magic works because you and others agree it works, but if enough people disbelieve, it becomes harder to overcome that and successfully cast. But it also means that if you can change people's beliefs, it can become easier. (I had notes for a campaign around this particular idea to justify some house rules and perks around cybernetics and magic. Specifically, the reason for the essence loss was the cognitive dissonance caused by concepts that seemingly belong to non-overlapping magisteria, IE science fiction and fantasy, interacting. We started with 2nd edition and mostly played 3rd, and I figured that not enough time had passed since the Awakening for that particular bias to fade from culture.)

Cyberpsychosis ended up being a rare culture-specific syndrome in my scenarios, which was mostly a result of being gaslit into thinking you were losing your soul until you believed it, which because belief underlies reality, allowed a necromancer or magical entity to steal your soul and control you. Which was morbid, but also meant that the party could potentially rescue people who had been turned into cyber-zombies, and that cyberpsychosis was by no means inevitable for someone fully cyberized.


  1. It can be an interesting read from a history of RPGs or a game designer's perspective, but the author comes across as the sort of person who would have supported the Sad Puppies Hugo Awards slate, and there are moments where you feel the urge to yeet the author and the book out the window. (Content warnings include, misogyny both in author comments and embedded in the game system rules, the author encourages sexual violence in scenarios at several points in the book, homophobia embedded in the game system rules, Christian supremacy embedded in the later Medieval period magic and religious system rules, some yikes-level racism in the monster manual section, some problematic dated terminology even for the period when the book was written, a severe Western European and particularly Anglocentric bias, and probably some other things that should have content warnings but have slipped my mind. Stuff borrowed from other cultures is not handled well, or just plain wrong.)

  2. I'm using slightly anachronistic language here. I needed a lot more sentences at the time to convey the concept.

It stuck with me all these years because I found it such a Curate's egg, despite having a major impact on how I approach world-building.

I have been working on a story with a magical girls plus cyberpunk setting, so I have been mulling over the various issues involved with cybernetic prosthetics for the last few weeks and was debating whether if I even wanted to include them, so your post is extremely helpful.

yeah one of the few things I remember from playing 2077 is one of the 'psychos' I went after was explicitly a veteran with severe PTSD and a lot of milsurp hardware, who lost his corporate job for bullshit reasons, had to turn to street drugs to maintain his medication, and then either he ran out of money or his dealer flaked or both and he snapped

I really wish I had more to add because this is absolutely fabulous, but I particularly like the ideas of "capacity" and the social modifiers, since they both acknowledge the presence of cybernetics and offer some really interesting gameplay hooks in there.

Awesome post.

I've dated 2 people who need serious medical devices (an insulin pump and power wheelchair respectively) so I understand how alienating those things can be from living a "normal" life, but I don't think that's the only way to interpret a loss of a Humanity stat. Specifically, technology like social media or even cars encourage their users to dehumanize other people while they're in use. Driving down the freeway or cyber bullying someone can be just as isolating as not being able to leave the house due to a disability, but the former carry a sense of power that make it harder for you to recognize that. "you can now afford to replace it with a Good Hand but your hand is a knife and that has helped you, but also, your hand is a knife." Cyberpsychosis is the prosthetic equivalent of road rage, but you can't leave your body like a driver can step out of the car and become a pedestrian. your hand is a knife who does this punk think he is

I think a core question cyberpunk should grapple with is, as the old Latin phrase goes, "cui bono?" Who benefits? Technology does this or that. Maybe it was meant to do the other or this but not that, but it is like it is now - and it stays that way because someone either directly benefits from it being so bad (such as the way that the same aspect of social media that makes it damaging to mental health and society, the encouragement of reactionary anger, is also what makes it profitable by driving engagement), or benefits more by leaving it that way because it would be expensive to fix it, etc.

I agree that the purpose of the system is what it does, and that sort of critique is a core element of cyberpunk stories historically, but I think that's tying the genre too closely to it's setting and its past relationship to capitalism. I chose cars and road rage specifically because that's a technology that changed whole nation's ideas of infrastructure and city design in ways we don't even question. Cities don't build freeways because car lobbyists do their job, they build them because freeways allow people to drive their cars places, and many of those people don't want to give up their cars and the lifestyle associated with them.

Cyberpunk is a genre primarily about the anxieties of technology changing society (and vice versa) to the point where I would say they could easily be transplanted to an industrial revolution setting with little changed besides railways replacing the Net. "Who benefits?" is an important question to ask, but that will only be one of the answers to "Why are things this way?"

Well, I think your example of road rage has some things revealed by the combination of cui bono and its inverse or opposite (who is harmed?/who doesn't benefit?) in the context of that "why?" It all speaks to the reality that I think good cyberpunk must grapple with and subvert: that we all play a part in continually recreating this system we are a part of, and our stories are written by us but in circumstances not of our choosing. The shadowrun session where an argument in the local stuffer shack turns into a shootout is in some ways an intensified magnification of the road rage type situation. I'm not trying to prescribe any specific treatment, though, just to discuss the kind of themes we can get from the genre, and stating that I like it better when these themes are explored.

I unfortunately don't have the link, but someone on tumblr who's missing a limb expressed a frustration tied to limb replacement tech in media: namely, that everyone assumes the prosthetic limb is always preferable to not having one. In their experience there was a push to wear a limb and "be normal" that clashed with how physically painful, unwieldy, and frustrating trying to use that prosthetic was. In the end they decided to forego the prosthetic altogether, and found that they were able to perform physical tasks more efficiently without it.

Basically what I'm saying is that any story about cool robot arms should have "my hand is a knife and it's been a real mixed bag let me tell you what" but also include "my robot arm fucking sucks and I threw it in the goddamn cyberdumpster."

Wholly agreed, and some personal experiences along that line almost made it into the ramble above - I think if I hadn’t been talking primarily about tabletop RPG expression, they would have. The main reason behind the omission is that there’s a frequent (not actually universal, but it often feels like it is) pushback against “saddling” a character (implied unwillingly on the part of the player) with anything along the “well this sure sucks” end of the scale, I could write a whole separate essay on the trend which picked up in 2021 and is currently ongoing where players are much happier with “shitty cyberarms” now than they once were, but only when the shittiness is under their direct narrative control and also doesn’t impact them TOO much. The power fantasy is a strong compulsion!

Oh I'm sorry I didn't mean on your part, I actually meant on the part of the people writing cyberpunk. I 100% agree that an essay has to limit its scope, and tbqh the idea that my point should be wedged into yours didn't even occur to me.

Speaking of me not getting things, what happened in 2021?

Nothing bad! Well, okay, probably a lot of bad things but not THIS. Hang on, let me start that reply over.

Long story short, while there have always been some tabletop games that toyed with similar ideas, 2021 saw a lot of independent games which shared some interesting ideas on “failure and adversity” really grab a slice of prominence and acceptance. One example is the Belonging Outside Belonging engine, which I first encountered in 2020 but had some bigger hits in 21: this framework directly encourages players to find consistent reasons and hooks to “fail”, as that is a huge part of how the game’s token-driven story engine works. You have to give up a token to make a strong move, and you get tokens when other players give them to you… OR you can generate tokens on your own by making “weak” moves and letting the narrative push you along. This doesn’t always mean “failure”, a player taking a “the big Muscle Goon” archetype could find that weak moves are frequently “your boss tells you to go beat up that guy, so you do, right boss” - but it CAN. Or it can mean “my robot arm is shitty and I want to throw it in the dumpster because it is always causing me problems”.

This approach still hasn’t penetrated into the classic-emulationist school of RPG, not too far. A lot of crunch-forward players don’t like taking ongoing penalties to their character numbers and I can’t blame them. But it’s starting to trickle through and I am excited about possibilities.

If you're looking for a place to experiment, I can provide three reasonably bite-sized starting locations that all have something overlapping your traditional RPG structure, so you aren't trying to wrap your experience around something entirely new while you experiment!

For an alternate take on "power fantasy" and "success", MEGACORP has a game called The Company (of which I'm a big fan). You may be familiar with Mothership, a game which sets out to emulate the feeling of Alien and other Space Horror games, and The Company looks at doing something similar, but more focused: characters are employees of Wuhan-Baxter, a weird conspiratorial megacorp which might have shades of the SCP foundation, and operate as ARC teams, Asset Recovery and Containment cleanup crews. It's mechanically very focused, and "success" is mission-based, more than character based. Find it here: https://mega-corp.itch.io/

If you want to check out my favorite Belonging Outside Belonging game, which is also a strong example of collaborative storytelling in an RPG format and examines "what kind of responsibilities do we normally abdicate onto the DM's shoulders without thinking about them, and how can we share that out among the group in a fun and rewarding manner rather than being a chore" (and also has excellent witches), take a look at CANTRIP, by Hipolita! You can find it here: https://hipolita.itch.io/cantrip
(Hipolita is also really rad and I'm glad to know her)

Lastly, for an alternate take on "power fantasy" from the entire other direction of The Company, I suggest NOVA: a game which leans away from asking "can players do that" and "is it balanced" and instead leans INTO asking "how cool is that" and "What do these abilities say about your character". You can find it here: https://gilarpgs.itch.io/nova

When it's complete, I'll be shifting that last recommendation to INFINITE REVOLUTION - not because NOVA is bad in any way, but because space dogfighting magical girls are nearer and dearer to my heart than Destiny-style shenanigans. For now, you can find the preview here: https://gwencie.itch.io/ir-kickstart

I hope these are cool and intriguing!

I feel like this is a great encapsulation of the aspirational fantasy vs. political horror divide. Imagining a world without these vectors of oppression is always an option, but it’s not the only option and it’s not always the best option! The world of Shadowrun is not a pleasant one, so it makes sense to explore ways of expression those vectors of oppression in a way that is not itself oppressive.

in reply to @amaranth-witch's post:

That's a good essay, right there! I don't think I've seen this take explained so thoroughly before. The idea of there actually being something more substantial to the idea of "cyberpsychosis" than "I dunno, you buy too much cyberware you go crazy" is neat, actually? Exploring how replacing a part of your body with something fundamentally nonhuman like a weapon and how that might fuck with your head is actually a fascinating concept to use in a game. I'll definitely have to remember all of this the next time I run a cyberpunk game!

I’m very glad you enjoyed it! I wanted to post longer form thoughts because an endless diet of “buzzword-and-done” posting from others was just getting frustrating, and also doing a combination of “throw out the interesting dramatics along with the uncomfortable problematics” and “well of course the GM will just magically handle everything with their magical GM powers, no we aren’t overloading them at all by removing tools and levers they have” and so wanted to get something down.

If you do use any portions of this, make sure you don’t overload your own abilities to meaningfully track! The most important part here, in my opinion, is the awareness of messaging more than any other adjustment, as long as you’ve got that, you’re in a good way, I think.

Yeah it's an interesting concept that doesn't have to be done in a dehumanizing way and provides appropriate friction to game mechanics.

You could say brains are pretty crazy, get hit in the head the wrong way and your entire personality might change. Making that incredibly complex, resilient-but-delicate organic machine interface with human made machines is difficult. Cheap ones put a lot of processing load on your brain consuming a lot of mental bandwidth, high end ones have more processing on board that communicates in data forms that are easier for the brain to understand. You can overwhelm yourself with too many things trying to talk to your brain all at once and forcing it means essential functions of your body might not work right, up to and including 'staying alive' in extreme cases. DDOS your brain with so much data that it gives up and your heart stops. Changes in personality and acting out can be early symptoms that you're over the limit, and some characters may decide the utility of what they have is too much to give up.

Why does tech conflict with magic? First, magic is also mentally intensive but you can stop doing a spell in a way you can't just stop having implants so you're less likely to cook your brain with it. You could say magical energy is channeled along the nerves and implants interfere with the ability to do that. Maybe metal blocks it, maybe it conducts it too well and that causes any spell you try to fizzle as it assumes a bizarre shape. Maybe you can work around the presence of one simple implant like a replacement foot and ankle, but it makes casting more difficult while more extensive mods means you can't manipulate it in any useful way at all.

Fantastic Chost! When you brought up Empathy and Humanity I thought it might be interesting to make those stats for external conflict instead of internal conflict, and was quite pleased to see you take that step later in the chost.

Thank you so so much for writing this! As a partial cyborg myself (insulin pump) I have extremely nuanced feelings about when and how my pump is/isn't considered part of my body, and the benefits and drawbacks of having it. I'm excited for more people to read this essay and have cool thoughts about how to say interesting things about body augmentation.

I'm definitely here for the midas touch/physical therapy and propaganda interpretations of this. I'd also suggest another potential reinterpretation where the idea of cyberpsychosis comes about because rich people want enhancements solely to dominate the rest of society and find themselves trapped in an arms race with everyone else around them, and due to being so wealthy get much more media attention than the people who use them for more basic prosthetics or as a means of connecting with the rest of the world. In this sense 'cyberpsychosis' is a product of these people, similar to what you say, making all these changes that make their body unrecognizable even to themselves while at the same time engaging in it specifically with the intent of isolating themselves from any other cultural influence. Like an Elon Musk type, being a fascist who aspires to be Dr Manhattan