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About Malcadon

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  1. Someone made a Cyberpunk wiki on Wikia for the sake of the video game Cyberpunk 2077. It feels like it was created with no forethought about the greater RPG setting in mind, as if someone would make a wiki for the John Carter movie, not knowing it has a rich, well-established background going back a hundred real life years. Well... the casual video gamers are running out of stuff to talk about in that game trailer — they are reaching a point were they are talking about how quickly the paint in the background can dry, and not in that weirdly interesting nerdy way! I added as much information as I can, but I need some extra help here. My desire is to help build an extensive, easily accessible database noting all the people, places, concepts and stuff you'll find in the greater Cyberpunk universe, regardless of edition or medium. Such info that would not just help casual gamers get better immersed in the setting, but would also allow CP fans to find some bits of info without having to sort through a bunch of books. This site as a lot of potential, but needs a lot of love. Any help would be greatly appreciated. New users to Wikia can signup here. If you need help editing or formatting, don't be afraid to ask — on this post or on my wall.
  2. (Sorry if this was covered before. Otherwise, I hope you enjoy.) As of late, the old-school D&D community has been buzzing about the appearance of classic gaming magazines like Dragon and Polyhedron on the Internet Archives (the home of the Wayback Machine). With all the excitement, they forget that there are other neat magazines at The Magazine Rack, like Ares, The General, and Space Gamer. But beyond gaming mags, I found some sci-fi themed magazines like Galaxy, OMNI and Starlog — all great publications. The oddest one I found was a Sweden (but written in English) 'cyberpunk-survivalist' mag called Interesting Times Magazine. It is like a lifestyle magazine for geeks. If anyone is interested, its worth checking out.
  3. If its involves tentacles, I'm all about it.
  4. I hate long skill lists, and I hate when there are special rules attached to each of them. I like to keep them as generalized and open-ended as possible, because I hate having to write out all the little nose-picking and ass-scratching skills, and I don't what to spend all day writing-up monster and NPC stats (with d20 games, this takes forever!). I would allow for some specialized skills (bonuses to more specific tasks), as long as characters have few of them. In general, I like to keep the rules light, so I can focus more on the story and narrative then the rules and mechanics. I see role-playing mechanics more as an abstract task resolver then an all inclusive reality simulator. When something don't seem right, I - as the GM - would fudge the rules for a more logical outcome. I also not above kit bashing rules, to derive a more streamlined system. My ideal skill system is from Barbarians of Lemuria, as it cuts the skill list to some broadly skilled archetypes. Unfortunately, this system don't work with all genres, as many genres ether have highly specialized character types or has characters who can freely learn anything. Otherwise, I find the really short list used in Mini-6 (the rules based on the West End games) more to my liking.
  5. I look at how people act in 4-chan random and how they think in Encyclopedia Dramatica, and then I put it into pseudo-physical form (yes, the future will be run by /b/-tards! ). I like to throw in virtual MMOs akin to WoW and Second Life, but a lot more sexual in nature. I'm not a fan CPv3, but I do like the concept of distorted history (e.g., the whole "Nixon shot himself on life television" myth), as folks would be more focused on reading distorted wikis then real books, and people would be so caught-up in the moment, they forget about the past. I craft cyberspace in a distorted collage of images, with the feel of a lucid dream. In a virtual environment, the interface device is feed spacial info akin to the polygons from an early 3D video game. Such info would supply the texture of the environment, but images are cast along the background and foreground so one's subconscious can merge them into a single - if somewhat distorted - environment. That is, a room can be a simple cube with a photo of a real or life-like wall for each side, with extra elements for tables and such. Elements in the images (decorations, nick-knacks, wall-hanging and such) have no interaction, unless attached with some texture or represents a program or sub-system (like an IP/OP port would look like a door, while files take the form of books or documents). Surfing the network takes on the form of flying down tunnels, as images and logos bombarding your senses. These images allows access into networks and systems. This system is a bit lazy, but I like the concept of using the intuitive aspects of one's subconscious to fill-in the graphical gaps, and appears a lot less blocky then most versions of virtual reality.
  6. Yes, when I can afford it. I have encountered a lot of people who have played in the past, but most gave-up in or after collage so they can start-up their lives. I pirate games to sample them. When I find something that peaks my interest, then I would buy the "dead-tree" edition, as I hate reading from a screen. I have made some homemade systems in my years, but I find it easier to rework other systems. I have not seen a lot of worthwhile games in stores anymore, but online, I have found A LOT of indi games, and I find a lot of creativity out there. There are a virtual rule 34 for gaming - their are rules for everything, and I mean EVERYTHING! (but not necessarily that ) It seem that players who are not sticking with their old games are going to what they can find online, and print-on-demand sites like Lulu.com allow for folks to be more-or-less self-published. Unfortunately, these are "RPGs by another name", but most (non-gaming) people think they are real RPGs. At this point, I think gamers would check-out any RPG at book stores, as there are a massive deficient of game books on shelves these days - 4e counts for nothing! There are people who are content with reading from a little screen on their e-books, but most gamers like using actual books. As far as netbooks go, smaller, low graphic files are easy to print-out, but anything larger requires a real book. As I noted above, RPG files make for good samples, but you can't go wrong with a real book. Hell no! The only "RPG" video games out there are endless grind-fests! Tabletop games are flexible, and have a human who can adjust the rules and adventure as needed. You might have human interaction with MMORPGs, but all you do are kill monsters, so you can boost you stats, and save-up for the next +X magic backstretcher with the junk you spent weeks saving up for! Until video games go past that hurdle, or design something as open-ended as a tabletop game, then video games would have nothing on tabletop games - besides the virtual drug-addicts! I stop using that system long before v3.0 came out. As it is, it is redundant to it's original intent - namely, the classic Weapon Class vs Armor Class chart from Chainmail (this was a nonadjustable chart that required only 2d6, so a simple shield made more of a difference then in D&D). I like to keep the rules as smooth are possible, and when I find something too time-consuming or needlessly complex, I remove it without much sympathy!
  7. I hear they got a lot of dirt on BP and Bank of America. I cant wait for that to be made public. Why everyone hates BP can go unstated. Because they tried to fuck me over, I had a grudge on BofA for a long time now! I would love to see their filthy laundry get aired-out with (hopefully) nasty legal ratifications - hell, I would pay to fulfill that level of self-indulgent schadenfreude.
  8. Malcadon


    I grew-up to the punk-culture back in the 80s so I can identify with them. I like this archetype: the rebellious anti-establishment music performer - of one style or another - who sings about injustice and hypocrisy... or something like that. They may not be the center of the action in most cases, but they are full of good adventure hooks, and they often add the group's social dynamics - when played right.
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