(Note: this is the French translation). I was mostly attracted to Technoir by its reputation as "a different take on Cyberpunk" and the gorgeous illustrations by LG. It's an inspiring read. The key mechanical insight (remember "system matters" ?) is that in the cyberpunk and noir genres, you progress by getting pummelled. The entire mechanic revolves around this notion that if you want to move the story forward, you need to hurt and get hurt (whether physically or psychologically). The dynamic revolves around an intrigue map that gets developed the more the characters get involved in the story. It's somewhat freeform, but the Transmissions on offer form an interesting basis for an intrigue to develop organically (or at least that's the promise). My players have chosen this over other options as our first game of the season, so I'll start playtesting it with Singapore Sling next Thursday.
(Addendum post playtest: the game clearly didn't work for us. The constant need to get out of the fiction to figure out where things will go got in the way of a good story. After a single session, the players and myself decided the game wasn't worth insisting on).
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