datadream
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Posts posted by datadream
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I really loved Sprawl. The whole intersecting plotlines (well multiple plot lines tying in only at the very end) makes things interesting for me. Except when I'm not into the book itself. If I'm not into a book then that style just pisses me off enough to burn the books.
No offense to Robert Jordan...
Okay no one mentioned Jordan but honestly I find him too wordy and something about this reply reminds me of him.
I'm actually thinking about reading more from the author of Snow crash. Actually never read Snow crash. Is it any good? I have all his works on my Kindle but haven't been reading much lately.
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Yeah I love the short stories too. I'm actually in love with the entire Sprawl trilogy but I thought the bridge trilogy wasn't really great. Could just be me. I didn't find the characters as interesting.
Sorry for brief absences. School and all. I'll post ASAP.
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Haha yes you are I live here and I still need a map around the city. Oh well.
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Yup Night City is on the west coast and the only city still functionally high tech. Of course the CP rulebooks do discuss the fall of Night City, so we are playing prior to that.
In New York the city is south tip of the rest of the state and along the Hudson River.
http://m.nycgo.com/touch/home#home
http://en.wikipedia.org/wiki/New_York_City...rXex4et6o6f6Msg
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Darn he must be suffering from some copyright problems. I'll keep an eye open for some good sites.
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Disorders & The Mind
Neurological Disorders and The Mind
(At http://vfte.cyberpunk.co.uk/index.php?showtopic=7713 )
Is very painfully long and boring. No one has to read it... just there as a reference! Yes... I got out of doing homework for a little bit by typing it up. XD *Skims it* I actually thought it was much smaller in Open Office.
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So your character pops dex tabs too much in game and you really want to know how you can round out character, make them more realistic. Well in a Cyberpunk world the best way of doing this is by giving your character some flaws. What a better way to do this than suggest possible neurological disorders?
Disorders & The Mind is my post that deals with both neurological disorders present in the Cyberpunk world and various thematic elements present in Cyberpunk writings that deal with the mind. While by the sheer nature of this post such an issue can be portrayed in an exhaustive way, I'll try to highlight such elements without boring you.
Since Cyberpunk primarily deals with technology and chemicals that effect the brain, a number of neurological conditions might exist. While all characters aren't prone to disease just because of recreational drug use, these elements - at your discretion - might be used to give your character some depth. I've listed a number of different types of diseases here which can be searched by using the "Find" feature on your browser and entering various strings.
For instance if you have a character that is very physical and uses technology that boosts ATP in muscles then perhaps that character also experiences problems related to ATP production (namely just about every muscular disease out there). But don't be limited to real world disorders either, combine and match whatever you think the next advancement in medicine and technology would be. Plenty of sci-fi authors "expand" the truth a bit when creating disorders for their characters.
Keep in mind that some of these disorders can be birth defects. You should probably do some research on them if you decide to use them. Whether your character knows he or she has such a disease in character is up to you (just keep it realistic).
To create this list I've visited a number of websites. Most namely the National Institute of Neurological Disorders and Stroke, Wikipedia, various encyclopedias, the manual for psychiatric diagnosis and a few other sources. If you have RP books that contain useful neurological disorders that you'd like to see on this list feel free to contact me with the related information.
Hope this list helps!
D
******
Terms to Know:
CNS - Central Nervous System. Composed of your brain, spinal cord and retina.
CSF - Cerebrospinal fluid.
GABA - gamma-Aminobutyric acid; main inhibitory neurotransmitter.
Receptor site - Neurotransmitter receptors.
Synapse -junction that permits a neuron to pass an electrical or chemical signal to another cell. TWO types exist - chemical which is released when presynaptic neuron fires a neurotransmitter that connects to a receptor site (in the postsynaptic cell). And electrical or the channels that are between such presynaptic and postsynaptic cells and allow the passage of electrical current.
Neuroscience - the study of the nervous system.
Neurons and synapses - Wikipedia puts it best (in easy terms):
Most neurons send signals via their axons, although some types are capable of dendrite-to-dendrite communication. (In fact, the types of neurons called amacrine cells have no axons, and communicate only via their dendrites.) Neural signals propagate along an axon in the form of electrochemical waves called action potentials, which produce cell-to-cell signals at points where axon terminals make synaptic contact with other cells.[32].Synapses may be electrical or chemical. Electrical synapses make direct electrical connections between neurons,[33] but chemical synapses are much more common, and much more diverse in function.[34] At a chemical synapse, the cell that sends signals is called presynaptic, and the cell that receives signals is called postsynaptic. Both the presynaptic and postsynaptic areas are full of molecular machinery that carries out the signalling process. The presynaptic area contains large numbers of tiny spherical vessels called synaptic vesicles, packed with neurotransmitter chemicals.[32] When the presynaptic terminal is electrically stimulated, an array of molecules embedded in the membrane are activated, and cause the contents of the vesicles to be released into the narrow space between the presynaptic and postsynaptic membranes, called the synaptic cleft. The neurotransmitter then binds to receptors embedded in the postsynaptic membrane, causing them to enter an activated state.[34] Depending on the type of receptor, the resulting effect on the postsynaptic cell may be excitatory, inhibitory, or modulatory in more complex ways. For example, release of the neurotransmitter acetylcholine at a synaptic contact between a motor neuron and a muscle cell induces rapid contraction of the muscle cell.[35] The entire synaptic transmission process takes only a fraction of a millisecond, although the effects on the postsynaptic cell may last much longer (even indefinitely, in cases where the synaptic signal leads to the formation of a memory trace).[8]
Structure of a typical chemical synapse
Synapse Illustration unlabeled.
There are literally hundreds of different types of synapses. In fact, there are over a hundred known neurotransmitters, and many of them have multiple types of receptor.[36] Many synapses use more than one neurotransmitter—a common arrangement is for a synapse to use one fast-acting small-molecule neurotransmitter such as glutamate or GABA, along with one or more peptide neurotransmitters that play slower-acting modulatory roles. Molecular neuroscientists generally divide receptors into two broad groups: chemically gated ion channels and second messenger systems. When a chemically gated ion channel is activated, it forms a passage that allow specific types of ion to flow across the membrane. Depending on the type of ion, the effect on the target cell may be excitatory or inhibitory. When a second messenger system is activated, it starts a cascade of molecular interactions inside the target cell, which may ultimately produce a wide variety of complex effects, such as increasing or decreasing the sensitivity of the cell to stimuli, or even altering gene transcription.
According to a rule called Dale's principle, which has only a few known exceptions, a neuron releases the same neurotransmitters at all of its synapses.[37] This does not mean, though, that a neuron exerts the same effect on all of its targets, because the effect of a synapse depends not on the neurotransmitter, but on the receptors that it activates.[34] Because different targets can (and frequently do) use different types of receptors, it is possible for a neuron to have excitatory effects on one set of target cells, inhibitory effects on others, and complex modulatory effects on others still. Nevertheless, it happens that the two most widely used neurotransmitters, glutamate and GABA, each have largely consistent effects. Glutamate has several widely occurring types of receptors, but all of them are excitatory or modulatory. Similarly, GABA has several widely occurring receptor types, but all of them are inhibitory.[38] Because of this consistency, glutamatergic cells are frequently referred to as "excitatory neurons", and GABAergic cells as "inhibitory neurons". Strictly speaking this is an abuse of terminology—it is the receptors that are excitatory and inhibitory, not the neurons—but it is commonly seen even in scholarly publications.
One very important subset of synapses are capable of forming memory traces by means of long-lasting activity-dependent changes in synaptic strength.[39] The best-known form of neural memory is a process called long-term potential (abbreviated LTP), which operates at synapses that use the neurotransmitter glutamate acting on a special type of receptor known as the NMDA receptor.[40] The NMDA receptor has an "associative" property: if the two cells involved in the synapse are both activated at approximately the same time, a channel opens that permits calcium to flow into the target cell.[41] The calcium entry initiates a second messenger cascade that ultimately leads to an increase in the number of glutamate receptors in the target cell, thereby increasing the effective strength of the synapse. This change in strength can last for weeks or longer. Since the discovery of LTP in 1973, many other types of synaptic memory traces have been found, involving increases or decreases in synaptic strength that are induced by varying conditions, and last for variable periods of time.[40] Reward learning, for example, depends on a variant form of LTP that is conditioned on an extra input coming from a reward-signalling pathway that uses dopamine as neurotransmitter.[42] All these forms of synaptic modifiability, taken collectively, give rise to neural plasticity, that is, to a capability for the nervous system to adapt itself to variations in the environment.
Neurological Diseases by Terms:
A
Absence of the Septum Pellucidum
Acid Lipase Disease
Acid Maltase Deficiency
Acquired Epileptiform Aphasia
Acute Disseminated Encephalomyelitis
ADHD
Adie's Pupil
Adie's Syndrome
Adrenoleukodystrophy
Agenesis of the Corpus Callosum
Agnosia
Aicardi Syndrome
Aicardi-Goutieres Syndrome Disorder
AIDS - Neurological Complications
Alexander Disease
Alpers' Disease
Alternating Hemiplegia
Alzheimer's Disease
Amyotrophic Lateral Sclerosis
Anencephaly
Aneurysm
Angelman Syndrome
Angiomatosis
Anoxia
Antiphospholipid Syndrome
Aphasia
Apraxia
Arachnoid Cysts
Arachnoiditis
Arnold-Chiari Malformation
Arteriovenous Malformation
Asperger Syndrome
Ataxia
Ataxia Telangiectasia
Ataxias and Cerebellar or Spinocerebellar Degeneration
Atrial Fibrillation and Stroke
Attention Deficit-Hyperactivity Disorder
Autism
Autonomic Dysfunction
B
Barth Syndrome
Batten Disease
Becker's Myotonia
Behcet's Disease
Bell's Palsy
Benign Essential Blepharospasm
Benign Focal Amyotrophy
Benign Intracranial Hypertension
Bernhardt-Roth Syndrome
Binswanger's Disease
Blepharospasm
Bloch-Sulzberger Syndrome
Brachial Plexus Birth Injuries
Brachial Plexus Injuries
Bradbury-Eggleston Syndrome
Brain and Spinal Tumors
Brain Aneurysm
Brain Injury
Brown-Sequard Syndrome
Bulbospinal Muscular Atrophy
C
CADASIL
Canavan Disease
Carpal Tunnel Syndrome
Causalgia
Cavernomas
Cavernous Angioma
Cavernous Malformation
Central Cervical Cord Syndrome
Central Cord Syndrome
Central Pain Syndrome
Central Pontine Myelinolysis
Cephalic Disorders
Ceramidase Deficiency
Cerebellar Degeneration
Cerebellar Hypoplasia
Cerebral Aneurysm
Cerebral Arteriosclerosis
Cerebral Atrophy
Cerebral Beriberi
Cerebral Cavernous Malformation
Cerebral Gigantism
Cerebral Hypoxia
Cerebral Palsy
Cerebro-Oculo-Facio-Skeletal Syndrome
Charcot-Marie-Tooth Disease
Chiari Malformation
Cholesterol Ester Storage Disease
Chorea
Choreoacanthocytosis
Chronic Inflammatory Demyelinating Polyneuropathy (CIDP)
Chronic Orthostatic Intolerance
Chronic Pain
Cockayne Syndrome Type II
Coffin Lowry Syndrome
COFS
Colpocephaly
Coma
Complex Regional Pain Syndrome
Congenital Facial Diplegia
Congenital Myasthenia
Congenital Myopathy
Congenital Vascular Cavernous Malformations
Corticobasal Degeneration
Cranial Arteritis
Craniosynostosis
Creutzfeldt-Jakob Disease
Cumulative Trauma Disorders
Cushing's Syndrome
Cytomegalic Inclusion Body Disease
Cytomegalovirus Infection
D
Dancing Eyes-Dancing Feet Syndrome
Dandy-Walker Syndrome
Dawson Disease
De Morsier's Syndrome
Deep Brain Stimulation for Parkinson's Disease
Dejerine-Klumpke Palsy
Dementia - Multi-infarct, semantic, subcortical
Dementia With Lewy Bodies
Dentate Cerebellar Ataxia
Dentatorubral Atrophy
Dermatomyositis
Developmental Dyspraxia
Devic's Syndrome
Diabetic Neuropathy
Diffuse Sclerosis
Dravet Syndrome
Dysautonomia
Dysgraphia
Dyslexia
Dysphagia
Dyspraxia
Dyssynergia Cerebellaris Myoclonica
Dyssynergia Cerebellaris Progressiva
Dystonias
E
Empty Sella Syndrome
Encephalitis
Encephalitis Lethargica
Encephaloceles
Encephalopathy
Encephalopathy, familial infantile, with intracranial calcification and chronic cerebrospinal fluid lymphocytosis; Cree encephalitis; Pseudo-Torch syndrome; Pseudotoxoplasmosis syndrome
Encephalotrigeminal Angiomatosis
Epilepsy
Epileptic Hemiplegia
Erb-Duchenne and Dejerine-Klumpke Palsies
Erb's Palsy
Essential Tremor
Extrapontine Myelinolysis
F
Fabry Disease
Fahr's Syndrome
Fainting
Familial Dysautonomia
Familial Hemangioma
Familial Idiopathic Basal Ganglia Calcification
Familial Periodic Paralyses
Familial Spastic Paralysis
Farber's Disease
Febrile Seizures
Fibromuscular Dysplasia
Fisher Syndrome
Floppy Infant Syndrome
Foot Drop
Friedreich's Ataxia
Frontotemporal Dementia
G
Gangliosidoses
Gaucher's Disease
Gerstmann's Syndrome
Gerstmann-Straussler-Scheinker Disease
Giant Axonal Neuropathy
Giant Cell Arteritis
Giant Cell Inclusion Disease
Globoid Cell Leukodystrophy
Glossopharyngeal Neuralgia
Glycogen Storage Disease
Guillain-Barré Syndrome
H
Hallervorden-Spatz Disease
Head Injury
Headache
Hemicrania Continua
Hemifacial Spasm
Hemiplegia Alterans
Hereditary Neuropathies
Hereditary Spastic Paraplegia
Heredopathia Atactica Polyneuritiformis
Herpes Zoster
Herpes Zoster Oticus
Hirayama Syndrome
Holmes-Adie syndrome
Holoprosencephaly
HTLV-1 Associated Myelopathy
Hughes Syndrome
Huntington's Disease
Hydranencephaly
Hydrocephalus
Hydrocephalus - Normal Pressure
Hydromyelia
Hypercortisolism
Hypersomnia
Hypertonia
Hypotonia
Hypoxia
I
Immune-Mediated Encephalomyelitis
Inclusion Body Myositis
Incontinentia Pigmenti
Infantile Hypotonia
Infantile Neuroaxonal Dystrophy
Infantile Phytanic Acid Storage Disease
Infantile Refsum Disease
Infantile Spasms
Inflammatory Myopathies
Iniencephaly
Intestinal Lipodystrophy
Intracranial Cysts
Intracranial Hypertension
Isaac's Syndrome
J
Joubert Syndrome
K
Kearns-Sayre Syndrome
Kennedy's Disease
Kinsbourne syndrome
Kleine-Levin Syndrome
Klippel-Feil Syndrome
Klippel-Trenaunay Syndrome (KTS)
Klüver-Bucy Syndrome
Korsakoff's Amnesic Syndrome
Krabbe Disease
Kugelberg-Welander Disease
Kuru
L
Lambert-Eaton Myasthenic Syndrome
Landau-Kleffner Syndrome
Lateral Femoral Cutaneous Nerve Entrapment
Lateral Medullary Syndrome
Learning Disabilities
Leigh's Disease
Lennox-Gastaut Syndrome
Lesch-Nyhan Syndrome
Leukodystrophy
Levine-Critchley Syndrome
Lewy Body Dementia
Lipid Storage Diseases
Lipoid Proteinosis
Lissencephaly
Locked-In Syndrome
Lou Gehrig's Disease
Lupus - Neurological Sequelae
Lyme Disease - Neurological Complications
M
Machado-Joseph Disease
Macrencephaly
Megalencephaly
Melkersson-Rosenthal Syndrome
Meningitis
Meningitis and Encephalitis
Menkes Disease
Meralgia Paresthetica
Metachromatic Leukodystrophy
Microcephaly
Migraine
Miller Fisher Syndrome
Mini-Strokes
Mitochondrial Myopathies
Moebius Syndrome
Monomelic Amyotrophy
Motor Neuron Diseases
Moyamoya Disease
Mucolipidoses
Mucopolysaccharidoses
Multifocal Motor Neuropathy
Multi-Infarct Dementia
Multiple Sclerosis
Multiple System Atrophy
Multiple System Atrophy with Orthostatic Hypotension
Muscular Dystrophy
Myasthenia - Congenital
Myasthenia Gravis
Myelinoclastic Diffuse Sclerosis
Myoclonic Encephalopathy of Infants
Myoclonus
Myopathy
Myopathy - Congenital
Myopathy - Thyrotoxic
Myotonia
Myotonia Congenita
N
Narcolepsy
Neuroacanthocytosis
Neurodegeneration with Brain Iron Accumulation
Neurofibromatosis
Neuroleptic Malignant Syndrome
Neurological Complications of AIDS
Neurological Complications Of Lyme Disease
Neurological Consequences of Cytomegalovirus Infection
Neurological Manifestations of Pompe Disease
Neurological Sequelae Of Lupus
Neuromyelitis Optica
Neuromyotonia
Neuronal Ceroid Lipofuscinosis
Neuronal Migration Disorders
Neuropathy - Hereditary
Neurosarcoidosis
Neurosyphilis
Neurotoxicity
Nevus Cavernosus
Niemann-Pick Disease
Normal Pressure Hydrocephalus
O
Occipital Neuralgia
Ohtahara Syndrome
Olivopontocerebellar Atrophy
Opsoclonus Myoclonus
Orthostatic Hypotension
O'Sullivan-McLeod Syndrome
Overuse Syndrome
P
Pain - Chronic
Pantothenate Kinase-Associated Neurodegeneration
Paraneoplastic Syndromes
Paresthesia
Parkinson's Disease
Paroxysmal Choreoathetosis
Paroxysmal Hemicrania
Parry-Romberg
Pelizaeus-Merzbacher Disease
Pena Shokeir II Syndrome
Perineural Cysts
Periodic Paralyses
Peripheral Neuropathy
Periventricular Leukomalacia
Persistent Vegetative State
Pervasive Developmental Disorders
Phytanic Acid Storage Disease
Pick's Disease
Pinched Nerve
Piriformis Syndrome
Pituitary Tumors
Polymyositis
Pompe Disease
Porencephaly
Postherpetic Neuralgia
Postinfectious Encephalomyelitis
Post-Polio Syndrome
Postural Hypotension
Postural Orthostatic Tachycardia Syndrome
Postural Tachycardia Syndrome
Primary Dentatum Atrophy
Primary Lateral Sclerosis
Primary Progressive Aphasia
Prion Diseases
Progressive Hemifacial Atrophy
Progressive Locomotor Ataxia
Progressive Multifocal Leukoencephalopathy
Progressive Sclerosing Poliodystrophy
Progressive Supranuclear Palsy
Prosopagnosia
Pseudotumor Cerebri
Q
None.
R
Ramsay Hunt Syndrome II
Rasmussen's Encephalitis
Reflex Sympathetic Dystrophy Syndrome
Refsum Disease
Refsum Disease - Infantile
Repetitive Motion Disorders
Repetitive Stress Injuries
Restless Legs Syndrome
Retrovirus-Associated Myelopathy
Rett Syndrome
Reye's Syndrome
Rheumatic Encephalitis
Riley-Day Syndrome
S
Sacral Nerve Root Cysts
Saint Vitus Dance
Salivary Gland Disease
Sandhoff Disease
Schilder's Disease
Schizencephaly
Seitelberger Disease
Seizure Disorder
Semantic Dementia
Septo-Optic Dysplasia
Severe Myoclonic Epilepsy of Infancy (SMEI)
Shaken Baby Syndrome
Shingles
Shy-Drager Syndrome
Sjögren's Syndrome
Sleep Apnea
Sleeping Sickness
Sotos Syndrome
Spasticity
Spina Bifida
Spinal Cord Infarction
Spinal Cord Injury
Spinal Cord Tumors
Spinal Muscular Atrophy
Spinocerebellar Atrophy
Spinocerebellar Degeneration
Steele-Richardson-Olszewski Syndrome
Stiff-Person Syndrome
Striatonigral Degeneration
Stroke
Sturge-Weber Syndrome
Subacute Sclerosing Panencephalitis
Subcortical Arteriosclerotic Encephalopathy
SUNCT Headache
Swallowing Disorders
Sydenham Chorea
Syncope
Syphilitic Spinal Sclerosis
Syringohydromyelia
Syringomyelia
Systemic Lupus Erythematosus
T
Tabes Dorsalis
Tardive Dyskinesia
Tarlov Cysts
Tay-Sachs Disease
Temporal Arteritis
Tethered Spinal Cord Syndrome
Thomsen's Myotonia
Thoracic Outlet Syndrome
Thyrotoxic Myopathy
Tic Douloureux
Todd's Paralysis
Tourette Syndrome
Transient Ischemic Attack
Transmissible Spongiform Encephalopathies
Transverse Myelitis
Traumatic Brain Injury
Tremor
Trigeminal Neuralgia
Tropical Spastic Paraparesis
Troyer Syndrome
Tuberous Sclerosis
U
None.
V
Vascular Erectile Tumor
Vasculitis Syndromes of the Central and Peripheral Nervous Systems
Von Economo’s Disease
Von Hippel-Lindau Disease (VHL)
Von Recklinghausen's Disease
W
Wallenberg's Syndrome
Werdnig-Hoffman Disease
Wernicke-Korsakoff Syndrome
West Syndrome
Whiplash
Whipple's Disease
Williams Syndrome
Wilson's Disease
Wolman’s Disease
X
X-Linked Spinal and Bulbar Muscular Atrophy
Y
None.
Z
Zellweger Syndrome
Noted:
Overuse Syndrome - Repetitive motion disorders (RMDs) are a family of muscular conditions that result from repeated motions performed in the course of normal work or daily activities. RMDs include carpal tunnel syndrome, bursitis, tendonitis, epicondylitis, ganglion cyst, tenosynovitis, and trigger finger. RMDs are caused by too many uninterrupted repetitions of an activity or motion, unnatural or awkward motions such as twisting the arm or wrist, overexertion, incorrect posture, or muscle fatigue. RMDs occur most commonly in the hands, wrists, elbows, and shoulders, but can also happen in the neck, back, hips, knees, feet, legs, and ankles. The disorders are characterized by pain, tingling, numbness, visible swelling or redness of the affected area, and the loss of flexibility and strength. For some individuals, there may be no visible sign of injury, although they may find it hard to perform easy tasks Over time, RMDs can cause temporary or permanent damage to the soft tissues in the body -- such as the muscles, nerves, tendons, and ligaments - and compression of nerves or tissue. Generally, RMDs affect individuals who perform repetitive tasks such as assembly line work, meatpacking, sewing, playing musical instruments, and computer work.
Holmes-Adie syndrome - is a neurological disorder affecting the pupil of the eye and the autonomic nervous system. It is characterized by one eye with a pupil that is larger than normal and constricts slowly in bright light (tonic pupil), along with the absence of deep tendon reflexes, usually in the Achilles tendon. HAS is thought to be the result of a viral or bacterial infection that causes inflammation and damage to neurons in the ciliary ganglion, an area of the brain that controls eye movements, and the spinal ganglion, an area of the brain involved in the response of the autonomic nervous system.
Adrenoleukodystrophy (ALD) - is one of a group of genetic disorders called the leukodystrophies that cause damage to the myelin sheath, an insulating membrane that surrounds nerve cells in the brain. People with ALD accumulate high levels of saturated, very long chain fatty acids (VLCFA) in the brain and adrenal cortex because they do not produce the enzyme that breaks down these fatty acids in the normal manner. The loss of myelin and the progressive dysfunction of the adrenal gland are the primary characteristics of ALD. ALD has two subtypes. The most common is the X-linked form (X-ALD), which involves an abnormal gene located on the X-chromosome. Women have two X-chromosomes and are the carriers of the disease, but since men only have one X-chromosome and lack the protective effect of the extra X-chromosome, they are more severely affected. Onset of X-ALD can occur in childhood or in adulthood. The childhood form is the most severe, with onset between ages 4 and 10. The most common symptoms are usually behavioral changes such as abnormal withdrawal or aggression, poor memory, and poor school performance. Other symptoms include visual loss, learning disabilities, seizures, poorly articulated speech, difficulty swallowing, deafness, disturbances of gait and coordination, fatigue, intermittent vomiting, increased skin pigmentation, and progressive dementia.
Cerebral aneurysm - is the dilation, bulging, or ballooning-out of part of the wall of an artery in the brain. Cerebral aneurysms can occur at any age, although they are more common in adults than in children and are slightly more common in women than in men.
Apraxia (more severe form of dyspraxia) - is a neurological disorder characterized by loss of the ability to execute or carry out skilled movements and gestures, despite having the desire and the physical ability to perform them. Apraxia results from dysfunction of the cerebral hemispheres of the brain, especially the parietal lobe, and can arise from many diseases or damage to the brain.
Autism - is characterized by three distinctive behaviors. Autistic children have difficulties with social interaction, display problems with verbal and nonverbal communication, and exhibit repetitive behaviors or narrow, obsessive interests. These behaviors can range in impact from mild to disabling. Autism varies widely in its severity and symptoms and may go unrecognized, especially in mildly affected children or when more debilitating handicaps mask it. Scientists aren’t certain what causes autism, but it’s likely that both genetics and environment play a role.
Coma - sometimes also called persistent vegetative state, is a profound or deep state of unconsciousness. Persistent vegetative state is not brain-death. An individual in a state of coma is alive but unable to move or respond to his or her environment.
Cushing's syndrome - also called hypercortisolism, is a rare endocrine disorder caused by chronic exposure of the body's tissues to excess levels of cortisol - a hormone naturally produced by the adrenal gland. Exposure to too much cortisol can occur from long-term use of synthetic glucocorticoid hormones to treat inflammatory illnesses. Pituitary adenomas (benign tumors of the pituitary gland) that secrete increased amounts of ACTH (adrenocorticotropic hormone, a substance that controls the release of cortisol) can also spur overproduction of cortisol. Tumors of the adrenal gland and ectopic ACTH syndrome (a condition in which ACTH is produced by various types of potentially malignant tumors that occur in different parts of the body) can cause similar problems with cortisol balance. Common symptoms of Cushing's syndrome include upper body obesity, severe fatigue and muscle weakness, high blood pressure, backache, elevated blood sugar, easy bruising, and bluish-red stretch marks on the skin. In women, there may be increased growth of facial and body hair, and menstrual periods may become irregular or stop completely. Neurological symptoms include difficulties with memory and neuromuscular disorders.
Dementia - is not a specific disease. It is a descriptive term for a collection of symptoms that can be caused by a number of disorders that affect the brain. People with dementia have significantly impaired intellectual functioning that interferes with normal activities and relationships. They also lose their ability to solve problems and maintain emotional control, and they may experience personality changes and behavioral problems, such as agitation, delusions, and hallucinations.
Hypersomnia - is characterized by recurrent episodes of excessive daytime sleepiness or prolonged nighttime sleep. Different from feeling tired due to lack of or interrupted sleep at night, persons with hypersomnia are compelled to nap repeatedly during the day, often at inappropriate times such as at work, during a meal, or in conversation.
Cerebral hypoxia - refers to a condition in which there is a decrease of oxygen supply to the brain even though there is adequate blood flow. Drowning, strangling, choking, suffocation, cardiac arrest, head trauma, carbon monoxide poisoning, and complications of general anesthesia can create conditions that can lead to cerebral hypoxia.
Related Things to Know:
Cybernetics - A system of control theory and systems theory which deals with computers, psychology, sociology, biology and economics. This theory was very much established by genius Norbert Wiener, an American mathematician, and proponent of systems theory.
Alonzo Church - The god father of theoretical computer science and father of lambda calculus.
Lambda calculus - - this is a form of mathematics which deals with function definition, function application and recursion in attempts to understand the foundations of mathematics itself. Through this system of higher level mathematics he was able to pave the way for computer programmers (functional programming). This directly related to the development of the programming language Lisp (best known language behind the Emacs editor).
Turing Machine - Invented by Alan Turing in 1937 this is a theoretical device that, according to a set of rules, can simulate human thought. Instead of realistic computers (as we have now), this was designed as a thought experiment to help scientists determine the limitations of mechanical computations and "machine thought." Why was this important? Because it also formed a basis for our own preconceived limitations of thought related to human beings. These concepts would become powerful in the world of computing and neurological studies.
Turing Test - Made possible by mathematics presented by Church and concepts delivered by Alan Turing, this test - named after Turing - serves as a logical "proof" for a machine's given intelligence. Should a machine actually reply intuitively to one such test it would reach true "intelligence" independent of humans and, essentially, be separate from the human mind.
Chinese Room - Probably the single most impressive experiment ever came from John Seasrle in the 1980s which disproved the concept of the Turing Test. He maintained - through real world testing - that just because something replies in an intelligent way consistently, and seems to have expanding thoughts on the subject (by way of learning), that doesn't mean it is human, independent or intelligent. Searle argues that machines cannot think and has a test to prove it.
For instance, say in one room you have a computer with a great AI program, he's separated by a wall from an actual human. The human draws Chinese characters onto a card and passes it through the door to the other side, awaiting a response. A card is passed back with a longer message, seemingly a response. Satisfied the process is repeated and what appears to be a conversation is conducted. The man with his cards thinks he's having an intelligent conversation with a human being.
Essentially the machine is passing the Turing test, the AI in the other room is incredibly strong. The man is completely convinced that on the other side of the door there is an actual Chinese speaker. But consider the fact that the man doesn't know Chinese. He's writing symbols off the top of his head and the machine is giving him back reasonable output. But the test concludes that because the man does not actually know Chinese neither can the machine.
Searle then supposes that he is in a closed room and has a book with an English version of the computer program, along with sufficient paper, pencils, erasers and filing cabinets. Searle could receive Chinese characters through a slot in the door, process them according to the program's instructions, and produce Chinese characters as output. As the computer had passed the Turing test this way, it is fair, says Searle, to deduce that he would be able to do so as well, simply by running the program manually.
There is no essential difference, Searle argues, between the role of the computer in either situation. Each entity is following a program in a step-by-step fashion which simulates intelligence. Moreover machines that appear to think do not have a mind at all.
Peter Watts - Hard Sci-fi writer enjoyed by many Cyberpunk fans uses the Chinese Room in his book Blindsight in which he asserts that the same might be true of humans (See Blindsight by Peter Watts for more information).
(A1) "Programs are formal (syntactic)."A program uses syntax to manipulate symbols and pays no attention to the semantics of the symbols. It knows where to put the symbols and how to move them around, but it doesn't know what they stand for or what they mean. For the program, the symbols are just physical objects like any others.
(A2) "Minds have mental contents (semantics)."
Unlike the symbols used by a program, our thoughts have meaning: they represent things and we know what it is they represent.
(A3) "Syntax by itself is neither constitutive of nor sufficient for semantics."
This is what the Chinese room argument is intended to prove: the Chinese room has syntax (because there is a man in there moving symbols around). The Chinese room has no semantics (because, according to Searle, there is no one or nothing in the room that understands what the symbols mean). Therefore, having syntax is not enough to generate semantics.
Searle posits that these lead directly to this conclusion:
(C1) Programs are neither constitutive of nor sufficient for minds.
This should follow without controversy from the first three: Programs don't have semantics. Programs have only syntax, and syntax is insufficient for semantics. Every mind has semantics. Therefore programs are not minds.
He also claims:
(C2) Any other system capable of causing minds would have to have causal powers (at least) equivalent to those of brains.
Brains must have something that causes a mind to exist. Science has yet to determine exactly what it is, but it must exist, because minds exist. Searle calls it "causal powers". "Causal powers" is whatever the brain uses to create a mind. If anything else can cause a mind to exist, it must have "equivalent causal powers". "Equivalent causal powers" is whatever else that could be used to make a mind.
And from this he derives the further conclusions:
(C3) Any artifact that produced mental phenomena, any artificial brain, would have to be able to duplicate the specific causal powers of brains, and it could not do that just by running a formal program.
This follows from C1 and C2: Since no program can produce a mind, and "equivalent causal powers" produce minds, it follows that programs do not have "equivalent causal powers."
(C4) The way that human brains actually produce mental phenomena cannot be solely by virtue of running a computer program.
Since programs do not have "equivalent causal powers", "equivalent causal powers" produce minds, and brains produce minds, it follows that brains do not use programs to produce minds.
Why Is Systems Theory
Philosophy and Thought Experiments
Important When Understanding Neurological Disorders:
In the Cyberpunk setting it is extremely important to take into consideration various neurological disorders resulting from the use of technology. Simply put we can also make the argument that such disorders - simply by existing in a world of advanced neurological thought and understanding - are incredibly important to the avid Cyberpunk fan. Whether we're talking about disorders or interface implants, the mind and its workings play a large role in understanding larger issues in Cyberpunk work.
The best types of Cyberpunk writing combines various issues relating to human psychology, biology and even larger issues of sociology and macro-economics. For that reason it is important to list them here for additional consideration. While such major themes might not make their way into an individual's every day RPing, it is important to touch upon them for stylistic and thematic purposes.
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Post a reference link for fellow rpers to learn more about CP. Or read some good fiction.
http://www.voidspace.org.uk/library/cyberpunk.shtml
Void Space Cyberpunk Library
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You sound a lot like me so welcome!! (If you didn't I wouldn't welcome you...?? Yeah that came out weird.)So if I somehow merge my brain with my computer systems and become a sort of cyborg and spend all day posting would that classify me as a spam bot?
I just stumbled upon this site looking for some ideas in decorating my office at home. I'm a long time fan of the idea of merging biological systems with electronic systems. I guess you can say I've had pretty EXTREME ideas and now have a place to discuss them.
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NEWS NEWS NEWS NEWS NEWS NEWS NEWS
There is nothing new to report. What follows is the area where news will be reported as it breaks in game...
EURASIA
* The UK-Hong Kong index reports an all time high for BBC-Viacom, hitting the 95.5 per share mark.
* Market prices are on the rise for Eurasian business owners, CFO Benson Larsdale of BBC-Viacom Reports: “Stock value in all telecommunications stock is on the rise. Now is a great time to invest, BBC-Viacom is offering a superior dividends to all share holders with voting rights. Despite rumors to the contrary the industry is at an all time high. Consumer confidence is terrific.”
* 98% of all stock transactions for BBC-Viacom – our parent company – have been traded by company's board members for the past 3 years. When asked if this represents corporate price inflation in attempts to boast the consumer's confidence, Larsdale had this to say, “Liberal rhetoric.” When asked if it was true that there were only 25 individuals with voting rights in BBC-Viacom Larsdale replied, “That's simply not true. Unfortunately we can't provide the news with exact financial details of our company since IAFAA but rest assured this is legitimate.”
* IAFAA refers, of course, to the International Anti-Fiscal Abuse Act, which enables multinational corporations to hide financial information regarding their assets from individuals and government entities world wide. IAFAA comes in the wake of numerous witch hunts in the United States and Singapore to root out corporate corruption. The IAFAA ensures that such witch hunts will never happen again. The U.S. Supreme Court has already ruled such financial investigations unconstitutional without federal oversight.
SO CAL and NO CAL
* The Oakland Bridge phenomenon creating economic tensions between both sides. Businesses throughout the once-unified state continue to decline. Technological advancement as a whole seems a thing of the past. Without the protection of corporate arcologies, a number of viral outbreaks have plagued the inhabitants of California.
* To the contrary our undercover sources on the Bridge report that civilization is thriving (albeit with a lower quality of life than elsewhere in the world).
* Due to recent state statutes, California's state government has been dissolved. This comes as no shock to those that were expecting such years ago in the wake of multiple instances of corruption throughout the state.
* There are no reports available from Night City.
FREE STATES
* New York's dome is falling! Death counts are at an all time high. 4,300 people have died directly or indirectly from the dome's disintegration: city officials have been trying to safely dismantle the dome for years now. But opposition from corporations continue.
* Biotech company Osaka-Pfizer Pharma, GmB claims that they can actually fix the dome and that such reconstruction is essential to the peace and security of those within New York. They claim that by breaking down the dome a number of hazardous particles will undeniably spread throughout the city. In a vid conference with ex-CDC director William Winchester, an consensus was reached that the dome should stay in order to filter possible viruses and diseases from the outside world from coming into Manhattan.
* Osaka-Pfizer also is pleased to release their new line of Synapse Neurococktails. In related news they've opened a new laboratory in Brooklyn, New York where they'll be developing new neurotransmitter supplements for every day consumption.
* Osaka-Star Media, a private adult entertainment firm, is offering $500,000 for any information that leads to the capture of individuals that might have penetrated their network late last night. While the intrusion was not deep they claim that such actions should not be condoned, “Cyberterrorists are a threat to our city's safety and security and this is a fine example why,” said CEO Richard Rei from his office in Scarsdale, “We might sell adult entertainment but we're still a legitimate company. To emphasize this point we're asking the public to assist us in the capture of these Cyberspace Cowboys. The reward is very real.”
* Osaka-Star Media and Osaka-Pfizer's parent company The Osaka Corporation declines to respond but offers their full support.
Off World
* Russian, Chinese and American corporations have resumed constructing weapons platforms on a number of space stations. More on this in the coming weeks.
Other Reports of Record Sales
* Maas Neotek, Osaka, Hosaka, Arasaka, Osaka-Star Media, Osaka-Pfizer, Biotechnica, Infocomp, Kendachi, Microtech, Militech, Orbital Air, Petrochem, World News Service (Wire), WorldSat, and Zetatech... the list goes on.
NEWS NEWS NEWS NEWS NEWS NEWS NEWS
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Gordon, spoke with Eraser and he's making a char. Woot. also advertising vfte at the sci-fi club on campus so hopefully that'll help.
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They should be posting any day now... Eraser says he's interested and someone else from the forums messaged me. I think they just need pestering. From what I know I think Eraser even has a character planned out. If anyone is reading this: we'd love players! We're very social and fun... or something corny.
As for Synapse, yes, I can totally see it messing with the body if someone is on any kind of medicine (hormonal treatment especially given the targeting of similar receptors in the brain). Also it is very addictive... was thinking of a whole Brave New World sort of thing, cure for society's ills through chemicals. Like anti-depressants now mixed with the addictiveness of McDonalds fast food. But worse.
Anything you can offer for that whole angle would be helpful as always.
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What is the street traffic like? Is it heavily auto's, foot traffic or bikes and such. I assume that a pedicab can get around New York fairly well, all be it a tad slower at times depending on the amount of large death machines(cars and trucks). I assume the air that is breathed is not that healthy, right?
Very heavy traffic and even more pedestrians running to go everywhere. So I'm guessing the cab would be hell to operate. Very slow but for someone that knows the ropes they could try to bypass the hustle and bustle with side streets, curb tactics and other such nuances. Pollution killer especially with a part dome.
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Please PM or post any questions you might have in regards to the game.
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Hey all,
This is for the game previously called "Night Run" on Data Fortress 2020. The game is still very active and we'd love for you to join us!
What am I writing all this for? Simply put: I want to write a story with you! A story centric forum based free form Cyberpunk RPG for mature players.
I've GM'd a lot of RP games so when thinking of something to do I decided against using the standard format seen elsewhere. I really want this game to be a free form game and I absolutely don't want you – the player – to feel limited in any way. Sure I'll try to come up with storylines and fun things to play but I really don't want players/friends to be bogged down with character sheets and histories. I'll assume – if you decide to play in these threads – that you have a character in mind, if you need help making one feel free to PM me and I'll try to help. If you want to post character sheets or share ideas, please do!
That said I'm not an RP expert nor do I claim to be. All I ask is that if you take part in any threat that I'm in, you keep everything cool. No over powered characters. Nothing like that. Rich corporate types are fine... if you want to incorporate it into some sort of story, contact me and we can all work in it together. Novelists are welcome but if you want to make small posts, feel free. Remember description helps us all envision the world... be creative. Want to assume a bit of another players reply in making your own detailed post? You can if your post makes sense. Writing and storytelling are most important here.
This game has been split into "OOC" threads and "IC" threads. Little to no OOC communication should occur in the In Character threads. Normal RP rules do apply, no using OOC information in character.
Unlike a lot of the other forum based Cyberpunk games around I'm really interested in getting one that runs itself. Even if there is no storyline present, I want you – the player – to feel at home to create a character and jump right in and chat with others at locations mentioned in game.
Ok so right now you might be thinking, “Well okay scout, what kind of setting do you have in mind?” I'm thinking of one which can span multiple cities during a 2020 time period. Gibson's Sprawl Trilogy, Bridge Trilogy and short stories are a great reference. Anything works but this game is very Gibson-esque. Never read any William Gibson? Consider the RP system Cyberpunk 2020 or, hell, even Shadowrun (if you want to play an orc you might be considered weird though!). If you know exactly what I'm talking about, cool. You don't need to know the Chrome books inside and out but do have some knowledge of the technology involved.
Already I've said too much. Feel free to PM me with questions or concerns.
Common issues...
Bioware and technology:
I should probably state that most bioware/implants/programs from the Chrome books can be available to starting characters so long as it truly reasonably fits the character (and the character's economic status and access to such technology). Essentially as long as you could explain it, should I ask you to, the reason for having such technology should be understandable.
Another element of game play should be the loss of humanity. In Cyberpunk 2020 this concept has a different name but for all intents and purposes one should just consider that the more you modify the characters human body the less human he or she will become. While I don't expect anything drastic for something as mundane as a single cyberarm, biomods dealing with data chips in the brain might alter the individuals humanity.
Similarly characters can buy such items through made up NPCs in game or from other characters and have them installed accordingly. You need not have any special scenes to do this, just describe what is happening and who they are receiving it from in your regular posts. The character's actual money won't - chances are - be recorded by me but you shouldn't spend it liberally. Remember to treat your character as realistic as possible.
Abusing this free form system won't be good but I don't imagine that happening. Similarly if there are biomod upgrades related to appearance that you really think your character would have, do it. But something like Ikons on standard hooker or jockey isn't very realistic or likely. Along the same lines abuse would be considered full body replacements for no apparent reason, with no permission or notice before hand in which the character is super powered and can take down corporate shock troops easily.
*+* As for Special Abilities, as long as they make some sense for the type of character it is they are in. Since reasonably speaking a jockey could potentially be good at combat limiting them in such a way wouldn't be good. Since we aren't really rolling (or at least we aren't rolling for actions any time soon), the question becomes whether or not it is reasonable for the character to possess such abilities. A military trained jockey might have a great reason for possessing both types of skill sets. Only I'd argue perhaps that they aren't as good at either one as much as they would be if they only focused in one....
*+* The characters which I'd say are out of the question are NPC only entities, constructs by and large, AI, powerful kingpins without permission before hand and other such oddities. This is really more of an exception than a rule: solo characters, netrunners, social and corporate types, nomads, all of that is allowed.
Humanity rules associated with loading up on too much machine-wear applies.
That said I will try to incorporate all characters in big storylines and exclude characters if the player doesn't want his or her character involved in that particular story. Technically creating a large world instead of running small quests/runs as frequently (I'm hoping players will try to come up with storylines as well but it isn't required). So, as an example, if 4 characters are buddies in game and work together and are taking down a megacorp and two players don't really want to get involved, they don't have to (I realize how abstract this is sounding and I apologize).
Essentially my goal is to have the game more like cooperative story writing rather than fast game play. Characters do what they want to do as long as it doesn't hurt other characters, doesn't provoke NPC police/private corporate security, and abides by all repercussions that would normally occur. But that isn't to say people will be sitting around not doing anything... I will try to move things along by using NPCs as plot movers.
*+* As for UI, yes, the use of UI rules and systems along with the Cyberpunk 2020 core book and related supplements can be used (similarly the biotech offered by them may be used as well). Any material outside of that might need prior approval (only because I might not have read the material in question and have questions about an individuals character).
*+* People can start posting... right away. You can send me some background on your character or just jump in if you feel comfortable. I realize the standard "meet at a bar" might sound cliche but really it is all up to you. If your character wouldn't interact with other characters presently in the game (not really the case here since there are no other characters beside mine in the game), then they need not interact with them.
The reason why my rules aren't that strict is because I really want players to feel like they can create the characters they want to portray. Story matters not characters or stats but the characters must be reasonable.
Hope this explains otherwise obscure element to free form play!
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The following is an updated list of all players for the RP:
Aria... played by ... Datadream
Lesslie...played by... Gordon Freeman
TBA... Eraser
TBA... Wisdom
TBA... CitizenX
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Iron Crown Enterprises (ICE) Cyberspace was pretty cool.
Complex as hell in parts, with awesome critical tables. Later time period (2090) and it did have a wealth of material available (published).
Percentile based system.
One of the many sources I cribbed stuff from in the early days.
I've picked up a copy of ICE's Cyberspace from a friend and I have to admit there are a few elements that I find a bit strange. One of those happens to be the profession system: I find a lot of cross over, for instance, between the Net Junkie and the Jockey and find myself wondering why one relies on general skills and the other on decking skills. To explain this they maintain that a Jockey doesn't necessarily know the machinery he or she uses, she just uses it and understands technology through a general skill-set.
Totally different from 2020 and I find myself liking 2020's system more in this regard (but that's it, the rest I considered on its own merits). But I really dig how it mentions that GMs can use different names for the professions and that nothing is set in stone (the common White Wolf-esque line). Those professions given are more general guidelines. That's how I like to play when running a freeform game... an aspect I really like.
All in all it seems to be a great game onto itself with its own intricate Cyberpunk rules. It provides some great Cyberpunk related stories/history for the CP world. Thanks for sharing, very cool alternative to the standard Cyberpunk 2020 game.
the major setting difference is that you play kids with super powers....Totally different type of setting from Cyberpunk 2020 then, but might have its own value. The gangs sound fun... I'd love to pick up a copy just based on that alone.
As for arcs... yeah. Different system, I know, but pg. 63 of ICE's Cyberspace has some material covering arcologies but it is pretty standard. Wish they had more too. When I describe them in RPs I make them from scratch usually, research a lot about architectural environments before hand, that sort of thing.
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Thanks very much! Looks like a great resource for dling rpg material.
Off on a similar topic of fantasy mixed with Cyberpunk...
If anyone likes Vampire: The Masquerade and Cyberpunk do not pick up that cross over source book. It is horrible (although the fact that it is a cross over between two distinctly different RPGs should tell you as much). Shadowrun works or player made conversions to 2020 exist on the net, whereby the actual "goth" counterculture elements present in the Sprawl Trilogy are described in more fantastic terms, actual vampires to some degree. I won't really go into it here as I'm not a big fan of mixing fantasy with my Cyberpunk (outside of Shadowrun that is), but thought people should know such exists out there if interested.
Edit: The text previously mentioned is World of Future Darkness. It appears as though the copyright might have lapsed (article was from White Wolf Magazine #36). I'll gladly send it to anyone if they are interested but again I've had no use for it. It could have been done a lot better.
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Wow, yeah I don't think I'd really like it after all. I wish I could sample it before I buy it but unfortunately can't find that option anywhere. Doesn't sound like I'm missing much though.
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Cool, I've never heard of this CyberGeneration setting.
The game is really awesome, looks like it fits more with Gibson-esque setting. Is that so? Are there major setting differences? Wish I could buy it but that PDF bundle is so expensive.
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Okay the way I handle things like that is I typically involve the police in game if I can. NPC them coming to the scene if it is such an instance (like where a character starts firing off a gun somewhere). Then, yeah, you can pretty much do whatever you want from lock up the character, take the character over (as an extreme measure), or hurt 'em really bad.
If they got cyberware have it malfunction. Totally your right to do as a GM. It really does depend on the circumstances but I can totally see throwing them up against a group of gang sorts. I agree with the whole idea that you don't want anything too OP equipment wise because you don't want the character to take it (hat off to Wisdom for that). But the sniper shot might be a little unfair even with a warning and I'd never do it.
Plus it is kind of unreasonable... unless they are in the middle of a warzone... story-wise.
See that's the problem when playing with people you don't know too well also. I play with people that actually want their characters to live and typically don't test my patience. If a player is bored like Doom said the best approach is to stop playing for a while. If it is a new player that is just flexing their muscle a bit lead by example not by your awe inspiring powers as a GM. I can easily pull out a dragon... hell, I could reach over and stab the player in the heart... it just isn't worth it.
That's how I always thought of it too. Beside I really don't want to kill a player's character... that just ruins the fun.The goal isn't to flex GM muscle at the player, it's to get them to be a contributing, productive member of the game. I personally don't feel this is best achieved through attacking their character, no matter how cleverly it's done. To my mind, that is still thinking like a player and not leveraging the GM position fully.I suppose it is a style of play question as well. I'm big on stories and not so big on random occurrences. D&D games my friends have run have all been, “You go into the abandoned inn and... SHIT! You notice a giant lamb with vampire fangs coming to attack you.” …Yeah, not happening with me. Random dragon scenarios don't do it for me either.
I couldn't have said it better.Facing frequent attacks that aren't tied directly to the story teaches players to make characters as irrationally combat-ready as possible... -
Heya Drifter,
Your name is absolutely awesome. And really great to have someone else from the Cyberpunk LARPing cadre. A small elite few from around the world that keeps the tradition alive.
I've never read the Mirrorshades Anthology. Sounds interesting though. Our library has very few sci-fi books but I might just have to order it. My most recent read was the Wasteland Anthology comprised of a bunch of post-apocalyptic works. There's no real CP in it but it's still interesting. Will be tapping into Spook Country or Pattern Rec next.
I'll stop talking now. Welcome to the forums!!!
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Hmm you can emulate older Windows versions? I'm so new
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You have checked out Wisdom's -Interlock Unlimited- rules reboot right?I remember ages back, when every one was excited for v3. Long live v2, well till there is something better.
I'm still drooling over your netrunners system
[ooc] Questions & Comments
in Chromium Countermeasures
Posted
Heh I actually just bought diamond age right before I read this. It really looks amazing.