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Review of Supplement 8: Cybernetics


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Cybernetics is one of those funny things in Traveller, it has them but nobody really wants to talk about them. In fact, some editions of the rules purposely shy away from them. Many Traveller games that I have run had high powered enforcer-types with glittering metallic extrusions or had games where the objective was to hack into computer mainframe in order to get the security plans that players were charged by the patron to get a hold of (only to find out an old fashioned B&E was compulsory/complemented to complete the job). The one set of rules that defined the chrome and set the mood of the 1980s was Cyberpunk 2020 and this volume is very much a homage to that work, save, it focuses more upon cyber than having a punk in its attitude hence bringing it more in line with traditional Traveller.

First off, the rules present a clear and easy method of incorporating cyber careers into the game system. Like all Mongoose Traveller careers, they are meant as add-ons for character development, thus one could have one term in a cyber career and multiple terms outside of one. At first, this was not clearly stated but it only made sense after reading the entire section. Fortunately or unfortunately, the section was not illustrated in the manner of previous books/rulebook. For the artwork done for Careers sections of different books has been a real mixed bag – brilliant, say in Darrians but abysmal in the main rulebook. Moreover, as much as Cyberpunk 2020 had a definite style one grounded in the 1980s/1990s in which chrome becomes an extension of cheesecake art for it was grounded and overlay very much in the punk aesthetic. Any Traveller book/supplement aping it would be in danger of not fitting in with rest of the Traveller aesthetic. The rules for Chargen are seamless and mesh very with the previous rules offered. Just one complaint in the career entitled “Army” really ought to be named “Military”, in line with other parts of Traveller; as Army was one too many nods in the to a certain astronaut who cost the US establishment several MCr.

Next, there comes a chapter entitled: “Before the Chrome” – guidelines to make your characters into cyborgs. I liked it. For while it does not under power cybernetic implants; it does a great job in bringing balance to their usage again in line with a Traveller game. It does describe some of the drawbacks of having bionics without going the cliché of man-machine rejection syndrome that has got tiresome in some Science Fiction stories (yes, I am looking at you Anime). There is even a section on biotechnology and the possible uses of biotech enhancements that had not occurred to me. The discussion on Alien Cybernetics was scant but did provide good guidance for Referees. Here was an opportunity to touch upon cybernetics in the Official/Original Traveller Universe (OTU) but sadly no real discussion transpired. So, we might never learn that the Vilani are gung-ho about cybernetic implants and the Solomani would not augment themselves with a 10 foot pole.

Next up come a series of chapters entitled augmentations – essentially an equipment list of possible cybernetic add-ons. The art in this section is phenomenal. Although, I might not see the need to replace one’s torso with that of K’kree mechanical construct – my Traveller Universe will be richer now that is an option. They have a nice chapter on chips and plug-ins to augment the mind. This chapter, I found one of the weakest and not sure how it can be improved. Perhaps, it is still too much in the 1980s than say what more contemporary (read: Transhumanist) Science Fiction might have to say on the subject. Subsequently, the next chapter discusses weapons which I found to be more on the punkish side of the equation and a marked difference from the other Chapters. I was never a fan of comic book superheroes that had these “powers” – so I never really saw the need to incorporate them into my Traveller game. So, while the rules are solid, it is perhaps just not my cup of tea.

Then what discussion of cybernetics could not be complete without a discussion of cyberspace or hacking. This where one leaves the constraints of the body and allows the mind to meld with that of the machine. The rules cover low brow – hacking exercises and high scale heists that may involve entering a Matrix-type virtual world. It does use the language of cyberpunk quite liberally here. I guess it is to keep the language familiar with the expectations of the reader, however, in a Traveller supplement, I thought it might be more fun to create a new vocabulary. The book concludes with a discussion of patrons or potential employers/jobs. The jobs are generic and can be fitted into almost any Traveller universe.

Now, I understand that they did not want to be constrained by the OTU but more nods to it would have been appreciated. I found more nods to the Six Million Dollar Man and Cyberpunk 2020 than I found references to the OTU or even the other properties that have been developed under the Mongoose Traveller umbrella would have certainly been appreciated. The art as noted above is fantastic but meagre – it would be nice to see more art but again it would have clashed with a cyberpunk aesthetic that this book wanted to avoid. We need to see more art like this in Traveller. So, if your game is in need of augmentation of the cybernetic kind – buy this book. If you game already incorporates Transhumanist ideas then you might find this book slim pickings and not enough for your needs.

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Re: [RPG]: Supplement 8: Cybernetics, reviewed by kafka (5/5)whelocMarch 18, 2011 [ 08:08 pm ]

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