Books : Ex Machina: Tri-Stat Cyberpunk Genre

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Author name: Bruce Baugh, Rebecca Brogstrom, Bradley Kayl, Michelle Lyons

Books : Ex Machina: Tri-Stat Cyberpunk Genre
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Used Price: $12.00
Third Party New Price: $8.87






Type of bind: Hardcover
Dewey Decimal Number: 793
EAN num: 9781894938013
ISBN number: 1894938011
Label: Guardians of Order
Manufacturer: Guardians of Order
Quantity: 1
Page Count: 352
Printing Date: October 25, 2004
Publishing house: Guardians of Order
Sale Popularity Level: 557487
Studio: Guardians of Order






Editor's Notes and Comments:

Product Description:
Ex Machina d20 is the ultimate cyberpunk genre and setting book for the d20 System! In addition to an extensive treatment of cyberpunk role-playing rules and options, this hardcover book features four dynamic and distinct settings that range from the grim-and-gritty far future to a dystopian world 90 minutes from now.



Customer Reviews
User popularity level:  out of 5 stars

Rated by buyers 5 out of 5 stars - great RPG sistem
Plain and simple, this sistem rocks! A bit difficult at start, due to massive details on each stat and its usage, but when you get it, a whole new world of opportunities lies at your feet! I was a big fan of Cyberpunk 2020, but now i would NEVER came back to that sistem, now that i know of Ex Machina.
A little defect: there is no charachter sheet, you gotta do it yourself. Do'h! :-/



Rated by buyers 5 out of 5 stars - This game is a defining statement on the new Cyberpunk
Ex Machina Review:
Ever look at Cyberpunk games and think, ?Oh ma Gosh! Like, gag me with a spoon, like, this is so like yesterday.? Let's face it, the genre is so Big Hair, Culture Club, Japan Inc, Duran Duran, Ramones, and leg warmer'd out it's just sad. I look at Cyberpunk and I think; ?why is there an image of Richard Simmons sweating to the Replicants in my mind??

So why am I looking at a new Cyberpunk game, when I have this bias that the genre is, in essence, a deader horse than the Japanese economy? Largely because this game seems to agree ? this is the cyberpunk genre, and you will recognize it fairly quickly upon opening the book, but it is the genre as we see it in today's science fiction, and not trapped in the 80s like older competing games and some of the other new rivals. Nor is it, thankfully, like another current competitor has been described to me; so obscure that you just can't wrap your head around what's going on and how to play it.

The book is split into sections for the genre history, the game rules, running and playing the genre, and finally ? four complete and separate settings with entirely different themes. Most of the past Cyberpunk RPGs gave you a single predetermined setting around which the entire game revolved, so this itself is something of a notable step in a new direction.

There may be sixteen chapters to Ex Machina, but I'm going to cover it by the major sections.

The Genre Section:
In the genre section we get a ten page introduction into the history and themes of the Cyberpunk genre, starting in its pre-roots of the seventies, moving into the labeling of the genre around the time of Gibson's Neuromancer, and eventually wrapping up with the modern 'post-Cyberpunk' genre.

There is some coverage of how the genre has been forced to change with times ? after all much of what 80s Cyberpunk considered radical is part of the mundane reality of today's world ? Wireless, Hand held Computers, Sprawl, the Net, Genetically modified foods, Globalized Mega Corporations, lessoning of nations and nationality ? or are experimental but real such as Cloning, optical computers, synthetic but real diamonds, single molecule machines, and Neural interfaces. Modern Cyberpunk still looks to the dark side of tomorrow, but the tomorrow of yesterday is not the tomorrow of yesterday.

From there we get a bit on the dX game engine Guardians of Order uses as one of its two house systems, the usual 'what is roleplaying' commentary, and a brief intro on each of the four settings. These intros wet your taste for what is to come, although the IOSHI entry is so vague as to leave at least me completely confused yet throughly intrigued ? seeming to talk about skill chips and split patents rather than the society thus resulting.

Tri-Stat rules for the Cyberpunk genre:
Tri-Stat has managed to solidly establish itself as -the- dominant cinematic rules light RPG. All past Cyberpunk games have been neither of these two factors, which brings us to a natural point of suspicion about this new RPG - are we looking at a bag of apples trying to be oranges?

I'm going to try and show that while it may be the ideal game of apples, it has managed to conquer the realm of oranges as well - that this has ended up as the the best take on a Cyberpunk rules set I've seen to date despite some problems I did end up having with it. As for my ability to compare, I had R. Tal's Cyberpunk 2013 within days of its release, I had a similar jump on for Cyber Hero, Shadowrun, GURPS Cyberpunk, and even ICE's Cyberspace. I went through the 80s, and for Science fictions fans, the Cyberpunk genre was our pet rock and I admit I was there with everyone else.