Showing posts with label cyberpunk. Show all posts
Showing posts with label cyberpunk. Show all posts

Wednesday, September 4, 2019

Wargaming Wednesday: Not Just Dungeons and Dragons

Dungeons and Dragons was the first pen-and-paper tabletop role-playing game I ever encountered. I started playing in the summer of '93, when two of my friends had the "Big Black Box" edition of the DnD Basic Rules set. For those of you who know what the BBB version is...well I don't need to tell you anything. For all you newbies out there, this was a really big intro boxed set that had a ton of "rules cards", a big map adventure, tiny cardboard monsters and PCs...basically everything you'd need to play the first few levels of your characters - which is not unusual for the D&D boxed sets - but in a larger format, with full-color maps and cardboard counters.

Up until this point, I really hadn't been into "Fantasy", but I had read the first three Dragonlance books (that's a post for another day), and so I had some idea of what I was getting into. Needless to say, I was immediately hooked - in fact, far more than the two other people I was gaming with. I quickly bought the 2nd Edition Player's Handbook, Dungeon Master's Guide, and Monster Manual, and the over the next few years, I bought EVERYTHING that TSR produced - settings, Class handbooks, DM's guides...the works. The biggest problem, unfortunately, was lack of players, since I was living in a fairly rural small town in Maine, and my high school peers, for the most part, weren't interested in gaming.

When I moved off to college in 1995, I brought most of my gaming materials with me, certain that I'd be able to find a DnD group at a large urban university. But of course, as soon as I found some nerdy brethren and asked who played D&D, I received mocking laughter. "We don't play that game, you dork. We play White Wolf games. Those are real role-playing games".

I got sucked into a Werewolf: the Apocalypse game, and really enjoyed it, and I played a little Vampire and a little Mage as well. My RPG tastes began to grow, and I started buying other games, surprised that there were dozens of games put out by a wide variety of publishers in any genre you could think of. And of course, this was the late '90s, when the Internet gave us the ability to communicate around the world and share documents online with each other, enabling the explosion of what is commonly known as the "indie gaming" revolution. New voices emerged in the industry, edgy people with games that strayed far from the staid boundaries of D&D, GURPS, Rifts, World of Darkness, and other, more established platforms.

Fast-forward twenty years, and the more things change, the more they stay the same. Dungeons and Dragons is now well into its fifth - and most popular - edition, and most of the old guard are still around in one form or another. But smaller, indie presses and self-published games continue to arrive on the scene almost daily. In addition, the disdain most D&D folks had for the 4th edition rules, coupled with the death of D&D co-creator Gary Gygax back in 2008 sparked the "Old School Renaissance", where many gamers went back to the old editions of the game, breathing life back into them and using the bones of their rules sets to create a huge variety of different games.

Over the decades, I've collected a lot of role-playing games. Far more than I ever have, or ever could, play. I don't know what the current number is, but it is probably creeping up towards a hundred different RPGs and/or editions. And yet, that barely scratches the surface of what's out there, even from larger game companies, never mind "indie" developers. It's interesting that Dungeons and Dragons is more popular and more mainstream than it has ever been, and yet, most people have no idea of the immense variety of games out there - settings, play styles, rules types - whatever your interests might be, there is likely a game for you. And, just to give a minuscule taste, here's a YouTube video I watched last night, which dips a toe into the fathomless pool of games out there:


Yes, the video is a bit long, but if you have any curiosity about role-playing games, it is definitely worth your time to watch, and certainly better than me trying to pitch a bunch of different games. Oh, and it is worth noting that of the ten games they mention, I only own one of these - Call of Cthulhu - and it's an old edition. So if I own nearly a hundred RPGs, and only 1 of them is on this list, that gives you some idea of the variety out there.

Wednesday, February 7, 2018

BOOK REVIEW: William Gibson's NEUROMANCER

There's nothing I can say about NEUROMANCER that hasn't been said ten thousand times in the 34 years since the book was published. I read it first maybe...fifteen years ago? Some time not too long after college, so in the first couple years of the 21st century. At the time, we didn't have a lot of the advancements we had today, such as smart phones with the sort of power we enjoy now, or a lot of the social media available to us, but we had a good idea where things were leading, and a lot of the technical capability was there, we just weren't taking full advantage of it quite yet.

If you have any interest at all in Science Fiction literature, you know something about the Cyberpunk genre, and if you know Cyberpunk, you've either read NEUROMANCER, or you feel somewhat guilty not having read it yet. It was the defining work in the genre, with pretty much every written or visual work coming after it in the genre taking elements from it, and some elements even bled into more traditional science fiction. For example, in THE EXPANSE series, full-sized computers are referred to as "decks", which is the term Gibson uses for the computer systems used to interact with Cyberspace. Point of note: while Gibson didn't invent the term "Cyberpunk", he did invent "Cyberspace", a term that has become almost universally used by people who don't quite know what they're talking about to discuss That Which Is Accessible On The Internet.

Gibson's imagining of Cyberspace, while tremendously evocative, has never caught on, despite decades of computing advances. The idea that you would access the Internet through some kind of neural interface, and "fly" through a vast cyber-space landscape in order to reach and access data is the sort of thing that Hollywood salivates over (see also: Jurassic Park's "Unix System" scenes), but even in the here and now of 2018, it's just easier to tap an icon on our phones, or click on a bookmark. In fact, when it comes to traditional desktop and laptop computing, the way we use computers is, I would argue, not much different than the way we used them in 1983, when Gibson wrote the novel. Computers at the time had all the basic components of the modern desktops of today, some even using very basic Graphical User Interfaces and mice. Indeed, I would imagine that if you took a computer user from 1983 forward in time 35 years to today and set them down in front of your average modern desktop, it'd take them only a short while to understand that you clicked on icons to launch programs rather than type commands, and from there, you used the mouse to select functions and the keyboard to enter data. The difference lies more in what we use the computers for, rather than how we use them.

Of course, I do not in any way fault Gibson for not predicting the future, especially since the world in which NEUROMANCER takes place is probably well over a century from now, some place likely in the mid-2200s. There are references to a dynastic family existing for over two centuries, so depending on when they started, the book could even be set in early 2300s. By that point, it may very well be that the easiest way to access data is through direct neural interfaces. Of course, there are some odd anachronisms in the novel, such as using traditional telephones! Indeed, like may other science fiction writers Gibson didn't anticipate the pervasiveness of wireless connectivity, except on the largest scale, such as satellite transmissions. Decks are carried around and jacked into wall interfaces, often requiring special jack adapters in order to make them compatible. Data is also quite often carried around and transferred physically, either in the form of tiny sliver-like "microsofts" or larger data cartridges. I always enjoy reading older science fiction works (and truly, NEUROMANCER isn't even that old) to see what older technological paradigms they imagine will still exist in the future.

But of course, that's not what people really read this novel for - they read it for the atmosphere. In fact, it's probably got one of the greatest opening lines in the history of science fiction:

"The sky above the port was the color of television, tuned to a dead channel." 

If you can picture that image in your mind's eye, you're most of the way to understanding the aesthetic of the dystopian Cyberpunk setting. The glaring, clashing intermingling of the old world and the new, the gleaming cities of chrome and glass built on the crumbling brick and iron of the old. There's a layer of grime on everything, even new tech, and everyone's got an angle. Anything you eat or drink is recycled from something else, and non-artificial environments are difficult (and expensive) to come by. Weapons are a mix of highly lethal new tech and battered but reliable old tech, and absolutely everything has a price. It is a largely amoral world, where people are simply trying to cling to a life worth living, because if they let go, even for a second, there is no merciful net to catch them, no social welfare program worth giving them the security they need.

So, is there anything NOT to like about this book? Well, to be fair, there are times when Gibson's (usually successful) attempts to be evocative of the setting wander a bit, especially when detailing Cyberspace itself. These moments aren't so much poorly written as they are a bit too lingering, causing breaks in the action, especially at the end of the novel. I suppose this is inevitable in describing something that most people in 1983 couldn't really imagine, so I have no problem with this. The other big pain in my butt with this book is one of my pet peeves in fiction and visual medium - that moment when, in the middle of a climactic moment, the protagonist finds themselves in some kind of idyllic dreamland, where they suddenly are offered paradise, if they just didn't wake up / accept their fate / whatever. I hate this device pretty much every time I encounter it, and there is a moment at the end of this book where that occurs, and it seems to go on forever.

Other than that, and a couple of other quibbles here and there, I enjoyed the novel immensely, and although I don't read a lot of the Cyberpunk genre, it did whet my appetite to go out and find more titles in the genre - specifically, I want to re-read Neal Stephenson's SNOW CRASH, which is a *great* novel.